The Ace Attorney games are visual novel adventure games in which the player controls defense attorneys and defends their clients in several different episodes. The gameplay is split into two types of sections: investigations and courtroom trials. During the investigations, the player searches the environments, gathering information and evidence, and talks to characters such as their client, witnesses, and the police. Once enough evidence has been collected, the game moves on to a courtroom trial section.
In the courtroom trials, the player aims to get their client declared "not guilty". To do so, they cross-examine witnesses, and aim to find lies and inconsistencies in the testimonies. They are able to go back and forth between the different statements in the testimony, and can press the witness for more details on a statement. When the player finds an inconsistency, they can present a piece of evidence that contradicts the statement. The player is penalized if they present incorrect evidence: in the first game, a number of exclamation marks is shown, with one disappearing after each mistake the player makes; in later games, a health bar that represents the judge's patience is used instead. If all exclamation marks are lost, or the health bar reaches zero, the player loses the game and their client is declared guilty.
Several Ace Attorney games introduce new gameplay mechanics to the series. Justice for All introduces "psyche-locks", which are shown over a witness when the player asks them about a topic they do not want to discuss; using a magatama, the player can start breaking the psyche-locks by showing the witness evidence or character profiles that proves they are hiding something. The number of psyche-locks depends on how deep the secret is; when all locks are broken, the topic becomes available, giving the player access to new information. Apollo Justice introduces the "perceive" system, where the player looks for motions or actions made by witnesses that show nervousness, similar to a tell in poker.
Dual Destinies introduces the "mood matrix", through which the player can gauge the emotions of a witness, such as tones of anger when mentioning certain topics; if the player notices a contradictory emotional response during testimony, they can point out the discrepancy and press the witness for more information. Dual Destinies also introduces "revisualization", where the player reviews vital facts and forms links between evidence to reach new conclusions. Spirit of Justice introduces "divination séances", in which the player is shown the memories of victims moments before their deaths, and must find contradictions in the victim's five senses to determine what has happened.[58] Professor Layton vs. Phoenix Wright: Ace Attorney introduces simultaneous cross-examinations of multiple witnesses, with the player being able to see and hear reactions from the different witnesses to the testimony and using this to find contradictions. Dai Gyakuten Saiban introduces "joint reasoning", where the player finds out the truth by pointing out when their investigative partner Sherlock Holmes takes his reasoning "further than the truth".
The Ace Attorney Investigations spin-off series splits the gameplay into investigation phases and rebuttal phases, the latter of which is similar to the courtroom trials of the main series. During the investigation phases, the player searches for evidence and talks to witnesses and suspects. Things the player character notices in the environment are saved as thoughts; the player can use the "logic" system to connect two such thoughts to gain access to new information. At some points, the player can create hologram reproductions of the crime scene, through which they can discover new information that would otherwise be hidden. Ace Attorney Investigations 2 introduces "logic chess", where the player interrogates witnesses in a timed sequence that is visualized as a game of chess, with the player aiming to destroy the other character's chess pieces. To do this, they need to build up their advantage in the discussion by alternating between speaking and listening, and then choose to go on the offensive.