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DS

North America

Phoenix Wright: Ace Attorney Justice for All

by Michael Cole - January 22, 2007, 11:22 am EST
Total comments: 6

8.5

A good defense never rests. Wright proves he still has what it takes in Capcom’s localization of its second lawyer simulation.

In late 2005, Capcom's popular lawyer adventure series for GBA, Gyakuten Saiban, finally made its way to western markets as Phoenix Wright: Ace Attorney on Nintendo DS. Welcomed with rave reviews for its humor and story, Phoenix Wright was an instant cult classic. Over a year later, Capcom brings America the second entry in the hot new franchise. While Phoenix Wright: Justice for All does not quite live up to its predecessor, it is a solid continuation of the Wright tradition.

Just as in the original, you play as Phoenix Wright, a kind-hearted (but somewhat sloppy) defense attorney sworn to protect poor innocents accused of murder. With his trusty aide (and spirit medium) Maya Fey, Phoenix is tasked with uncovering the truth, however difficult the prosecution makes it. His headstrong tactics and knack for speaking before thinking often land the young lawyer in trouble, usually leaving the judge, defendant, and player in suspense. Wright’s charm is undeniable, and the game's quirky humor brings the murder mysteries to life. It is important to stress that the series’ characters, scenarios, and judicial system are not based in reality—Justice for All cannot teach you about Japan or America’s legal system. It can, however, provide hours of refreshing entertainment.

Justice for All begins a few months after the original, and its formula remains pretty much the same. Players control the game through a simple menu interface using the face buttons or touch screen, which allows Phoenix to move between areas, survey environments for evidence, ask and answer questions, and present evidence. In the courtroom Phoenix must defend his client in the courtroom by uncovering lies or omissions in witness testimonies by questioning, objecting, and presenting contradictory evidence, ultimately debasing the prosecution's accusations. Unfortunately, Wright usually faces an uphill battle—a forceful prosecution and senile, suggestible judge—and too many mistakes (trying the Judge’s patience) will cost him the case. To prepare for court, Phoenix also sleuths for leads, exploring the crime scene and talking with the involved parties. Wright must more frequently show his cards to stubborn witnesses to debase lies and loosen tongues, and he can now be reprimanded for presenting irrelevant evidence (just as in court).

The biggest—and most disappointing—addition in Justice for All is Wright's newest rival, Franziska von Karma. Being a von Karma, naturally she is an overbearing prosecuting attorney obsessed with maintaining a “perfect record" of guilty verdicts, at any cost. While certainly a formidable foe, compared with Miles Edgeworth's witty retorts and charismatic personality, von Karma's direct insults and perennial hostility are unfunny and shallow. The lawyers’ relationship does mature with time, but it is not as satisfying as Edgeworth and Wright’s complex rapport. Fortunately, Justice for All's abundance of nutty characters (both old and new) help fill the void with their zany and unexpected quirks.

Justice for All also succumbs to the original's pitfalls. While the game does its best to lead the player, during investigations it can be unclear what Wright must do to further the story. For example, the player may need to investigate a seemingly inconspicuous section of a room or be sure to ask all possible questions to characters in the area. In court, sometimes the game only acknowledges one piece of evidence as correct when presenting any one of multiple pieces of evidence could demonstrate Wright's point, which can frustrate and confuse the player. Finally, if you don't have a clue on how to proceed, you can usually resort to brute force, systematically presenting all of the evidence in Wright's arsenal.

Phoenix Wright: Ace Attorney’s translation was a labor of love, carefully crafted to flow naturally for English native speakers, both culturally and linguistically. While the sequel is still hilarious, it sadly did not receive the same polished treatment. Grammatical errors, misspellings, and unnatural sentence structures blemish the story’s English text. Most distracting is the chronic disagreement between pronouns and subjects (e.g. “they" referring to a single person). Phoenix Wright is little more than its text; this noticeable slip in quality is disappointing.

While the game design has its issues and the localization bloopers are regretful, I still found myself glued to the DS—on my second play through. I strongly encourage anyone new to the series to hunt down the superior original first, if only because Justice for All contains significant spoilers of the first game. Nonetheless, I heartily recommend Capcom’s latest helping of justice for all players.

Score

Graphics Sound Control Gameplay Lastability Final
6 7.5 9 9 8 8.5
Graphics
6

The graphics are nothing to boast about, even for a GBA game, but the characters’ animations and designs range from cute to crazy, and are amazingly capable of conveying raw emotion. The sequel heavily relies on the original’s sprites, but honestly you shouldn’t consider this game if you’re worried about graphics.

Sound
7.5

The new tunes are not as endearing as the reprised and rearranged tunes from the original, but the simple background music and well-timed sound effects match the graphical presentation well. Besides, this series features the best sound effect ever—you yelling, “OBJECTION!"

Control
9

Being a direct GBA-to-DS port, Justice for All does not contain the slightly clumsy DS-only manipulations found in the prior game’s final chapter. The D-pad and stylus work equally well for the menu-based interface, and using the optional, rudimentary voice recognition is as satisfying as ever.

Gameplay
9

Simplicity is Phoenix Wright’s charm—its ingenuity will make you forget this game can be played virtually unchanged on a cell phone. Except for when you’re aimlessly wandering during investigations, the gameplay—or more accurately the game text—will keep you laughing, thinking, and yearning for resolution.

Lastability
8

Gamers were a bit spoiled by Phoenix Wright: Ace Attorney, as it included a lengthy new case for the DS in addition to those from the GBA original. While Justice for All does not contain such an extra chapter, on average its cases are longer than the original’s. Justice for All should still last roughly twenty hours and is worth replaying.

Final
8.5

While solving the game’s cases is rewarding, poking the game’s grab-bag personalities for their amusing responses is equally fun. Justice for All isn’t a fresh new experience—it is a sequel after all—but it's still a blast…even if its writers do not know the difference between “a set-up" and “to set up."

Summary

Pros
  • Fun murder mysteries
  • Lengthy chapters
  • More goofy situations and banter!
  • Still-satisfying user interface
Cons
  • Blatantly reused graphics
  • Features a somewhat weaker prosecuting attorney
  • Objections about grammatical mistakes
  • Sometimes recycles the first game’s plot devices
Review Page 2: Conclusion

Talkback

SheckyJanuary 22, 2007

I agree with the words and statements in this review.

Why thank you. Also, for those who imported, the game's translation in the US release is unchanged.

CericFebruary 02, 2007

I rented this game, like I did the first, and proceed to sit down for an enjoyable time. I was wrong. This game should really be called Phoenix Wright: Ace Attorney Frustration for All. So far I'm not loving how the story is jumping and alluding to things. Though so far I like the story for the most part. Unfortunately, the designers took everything I really hated from the first one and made it part of the core gameplay. As mentioned above guessing has became a larger part of the game and now your penalized if you get it wrong. While the designer on the other hand doesn't give you any logical ways to figure it out. In the second case, where I'm at if your interested, at the first part of the case you just keep presenting Maya's clothes. Personally I thought the gun or even the knife would prove my point better.

If the game doesn't get much better then I'm going to just return it and read the Faqs about it. They give me everything I would want out of the game, except the pictures, without the overriding frustration. Also the Psyche locks are even more frustrating. At this point I could only open 1 in the game. I don't have the other evidence I need to go on and open the other 7 locks I need to and the game isn't directing me in any way to help.

It feels like needing to make a Baked Potato Casserole without having all the equipment you need, knowing how to even make a Baked Potato Casserole, and knowing you NEED to make Baked Potato Casserole. Then your guests arrived and you made them this lovely Ham Dinner and they haul off and flog you and take your drivers license because you DIDN'T make a Baked Potato Casserole because that is the only thing they will accept.

Yeah, a little frustrating to say the least.

Perhaps I was more forgiving of the "brick wall" moments than you--I tend to assume I'm slower at figuring such things out than most. For what it is worth, I fully expected to give this game a 7.5 or 8 until I replayed it. I was so engrossed, even though I mostly remembered the game, that I decided it deserved the extra brownie points.

Bill AurionFebruary 03, 2007

Guessing? I honestly had to "guess" only a few times in the final grueling case...About the evidence, people (including myself) tend to have an answer in their heads, and assume that the evidence BY ITSELF is enough to explain something...A gun by itself wouldn't explain anything since if you look at it singularly it's just a gun, but the hole in the clothes could definitely be presented by itself to prove your point...So just think, "will this evidence explain what is being asked BY ITSELF with no supporting evidence?"

FINISH THE GAME, the last case is stressful but totally worth it! =D

CericFebruary 03, 2007

The gun itself wouldn't have explained it but the fingerprints on the gun would have. Blah... It just that at that point you couldn't had seen the hole in the clothes. You should have been able to exam it before hand and be able to notice the hole.

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Gyakuten Saiban 2 Box Art

Genre Adventure
Developer Capcom

Worldwide Releases

na: Phoenix Wright: Ace Attorney Justice for All
Release Jan 16, 2007
PublisherCapcom
RatingTeen
jpn: Gyakuten Saiban 2
Release Oct 26, 2006
PublisherCapcom
RatingAll Ages
eu: Phoenix Wright: Ace Attorney Justice for All
Release Mar 16, 2007
PublisherCapcom
aus: Phoenix Wright: Ace Attorney Justice for All
Release Sep 06, 2007
PublisherNintendo
RatingParental Guidance
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