In the earlier days of the DS, a number of niche titles were released. <i>Phoenix Wright: Ace Attorney</i> was one of them; who would conceivably want to play a text adventure lawyer game? Sure enough, word spread of the joys of <i>Phoenix Wright</i> and its quirky over-the-top antics and the title became a cult smash. For the longest time, fans were buying the game faster than Capcom could make it. The game, a remake of a GBA game that never made it out of Japan, spawned two sequels in Japan. The second game in the series has just now made its way to US soil in the form of <i>Phoenix Wright Ace Attorney: Justice For All</i> (quite a mouthful, I'm know), and fans of the original have just reason to rejoice.
If you played the first <i>Phoenix Wright</i> - and I would recommend doing so – you won't find any surprises in the way the game plays. Half of the game consists of court sessions, where you interrogate witnesses and formulate theories with a theatrical flair that while wildly inaccurate gives the game a special charm. As silly as it sounds, there is a real exhilaration to be found in figuring out a key contradiction in a witnesses' testimony, watching Phoenix shout out “Hold it!” with an outstretched finger while the music swells to an intense high point. It is corny to watch Phoenix time after time perform a “turnabout”, taking on a seemingly-doomed client and inevitably unraveling some gigantic conspiracy freeing the defendant of all charges, but is what makes the game so lovable. The other half of the game is dedicated to investigating crime scenes, interrogating witnesses, and that sort of thing. It sounds like it would be boring on paper, but in actuality the two <i>Phoenix Wright</i> games have accounted for some of the most intense gaming sessions I have had with my DS.
Experience the gloriously over-the top life of a defense attorney!
Like most adventure games, the real reason to play <i>Justice For All</i> is for the story. The first case picks off about a year after where the first game ended, ignoring the bonus fifth case that was added in for the DS version. I like to think of the <i>Phoenix Wright</i> games as the video game equivalent of a page-turner – you want to keep playing to find out what is going to happen next in each case. <i>Justice For All</i> is, if anything, more captivating than its predecessor; in <i>Phoenix Wright: Ace Attorney</i>, each case was far more interesting than the one before it. I would pin the second case of <i>Justice For All</i> as on par with the original's fourth case. The characters are just as lovable, and the dialog is just as snappy. I would say that <i>Justice For All</i> is definitely a worthy continuation of the original <i>Phoenix Wright</i>'s story.
<i>Justice For All</i> does introduce a few new gameplay mechanics into the series. The first, of little significance, is that you can now present a characters' profile from the court record. This helps to clear up some of the larger logic gaps from the first game; if you want to press a character about another character, you can just point out the subject instead of having to figure out what item the game wants you to use. Instead of the five-strike penalty system the first game used, you have a health meter. Each wrong move you make will cost you an amount of health that depends on how large a mistake it was; accusing the wrong person of being a murderer hurts you more than presenting a seemingly irrelevant piece of evidence, for example.
It may seem small, but the ability to present a character's profile is a welcome addition