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I consider myself an open-minded gamer - a man who will approach
any game with a clean slate and willing attitude, regardless of
the genre, license or critic appeal (or lack thereof). This has
proved to be a double-edged sword however, as my enthusiasm has
led recent clunkers such as Alex
Rider: Stormbreaker and the twin mind-numbing powers of Bubble
Bobble and Rainbow
Islands Revolution to find their way into my DS, stealing away
hours of my life that they refused to return - no matter how many
times I threatened them with a hammer. But just as the stream of
bad games appears to be breaking through my dam of patience, along
comes a shining knight of innovation and entertainment to thwart
their onward push. One of last year's such knights was the addictive
sleuthing and hilarious litigating combination known as Phoenix
Wright: Ace Attorney (originally released at the end of 2005, Ace
Attorney was truly difficult to find until mid-2006, hence the late
play).
In
yet another time of gaming need, Wright and company have come to
my rescue again, riding the wooden desk of justice aptly titled
Phoenix Wright: Ace Attorney - Justice For All. Picking up about
a year after the final gavel strike of the first game, Justice For
All brings four brand new cases to court, bears witness to the host
of new characters that accompany the returning cast, submits double
the amount of presentable evidence by using profiles, and prosecutes
a brand new, truth-sniffing feature known as the Psyche-Lock. None
of these new features alter the point-and-click gameplay, nor do
they dampen the engaging storytelling, allowing Justice For All
to focus simply on providing you with a great experience that you
won't find anywhere else.
Following
a much needed break after the end of the first game, the spiky-haired
young defense attorney, Phoenix Wright, returns to court refreshed,
recharged and rid of calamity. But being the magnet for catastrophe
that he is, no sooner does he prepare to leave for the courtroom
to attend his returning case than he is clunked over the head with
a fire extinguisher, causing temporary amnesia. This puts into motion
a snowballing effect of trouble, as Phoenix fights against himself
throughout the first case in the game, which also conveniently serves
as the tutorial, giving newcomers on-the-job training and jogging
the memories of series veterans. Amnesia may be a clichéd plot device,
but it's hard to complain about its use here, as it adds a humorous
twist while easily integrating a tutorial into the first case.
Don't
think for a minute that the snowball runs into the end of the first
case and explodes into a puff of powder though - it rolls with increasing
force and girth to the very last scene of the game. Though lacking
in the extensive character development of Ace Attorney, as the main
characters have been fully established at this point, Justice For
All's story is the mule (or since we were talking about snow, maybe
mountain goat?) that carries the gameplay. Whether his client is
someone he knows, such as his assistant Maya who finds herself the
suspect of yet another murder, or a complete stranger, such as egotistical
magician Maximillion Galactica and children's TV star Matt Engrade,
Phoenix goes above and beyond the call of duty to prove their innocence
in such a convincing, believable way that pulling yourself away
from the DS at times becomes near impossible. There are a few bumps
in the storytelling road this time around though, as the cases share
some characteristics in their antagonists that give them a feeling
of rehash. These aren't normal murders - to have them share similar
endings is just lazy.
I
would love to dig deeper into the story, but I fear that discussing
it any further will lead to spoilers. So let me end with this: until
the fourth - and final - case, the story proves to be solid but
not quite to the level of Ace Attorney, where each case is completely
different and each character received extra attention because they
were still being developed. Once the final case closes, with its
many twists and turns, risks and rewards, intensity level turned
to max, you may find your hand shaking a little as your adrenaline
level returns to normal. Justice For All closes in such an unexpected,
well written way that any complaints against any earlier moments
are all but wiped off the screen.
As
exceptional as the story is, without the equally impressive and
addictive gameplay it would be harder to push through the pages
and pages of text held within the tiny DS card. For those unfamiliar
with the Phoenix Wright series, the game plays not unlike the point-and-click
PC adventures of yore. That gameplay is broken further into two
individual parts - sleuthing and litigating. When sleuthing, sniffing
out clues, evidence and witnesses, you move between areas that consist
of no more than two static backgrounds, via menus. Searching an
area consists of tapping the stylus on the spot in question and
seeing if Phoenix agrees with you. If there is a person in the area
you are in, their entire body will superimpose itself on the background
and you can ask questions via a menu. Not the most complicated of
game mechanics, but every action necessary to progress is tucked
so perfectly into the fabric of the story that you will hardly notice
the simplicity. You will only be worrying yourself with reaching
the next story point or preparing for your next court date.
One of the new features seen in Justice For All is found during
this part of the game, called the Psyche-Lock. While talking with
others, if they lie or hold something back from Phoenix, a set number
of Psyche-Locks appears over them. If you can break through all
these locks using a combination of evidence and intellect then you're
rewarded with pertinent information and sometimes case-changing
evidence. Miscues during a Psyche-Lock break result in damage to
your health bar, which isn't as problematic as it sounds. You cannot
run out of health and lose your progress during a break - you will
just be at a severe disadvantage during the litigation process if
you don't first complete a break and receive the 50% health refill
it also provides.
The
Psyche-Lock is an interesting idea that forces players to use their
litigation talents outside of the court, but factoring in the health
bar without allowing your game to end makes the risk/reward nature
of it flimsy at best. By making it so you either have to pursue
every Psyche-Lock with the fact that your game can end if you fail
hanging over you head, or make the completion of every Psyche-Lock
optional but their reward extremely beneficial, Psyche-Locks would
have had more relevance. As it, they are simply a gimmick that neither
helps nor hinders the experience.
Litigating
consists of the same menu-based progression but asks different things
from you. Here you listen to testimony from witnesses and discover
the flaws within to aid your cause and prove your defendant not
guilty. After a witness gives their testimony, you can push them
for further information and if you think you have found a contradiction
you can prove your theory by showing the court evidence that supports
your claims. There are also points in the trials where you are asked
questions, such as which direction the court should take or how
much further you should pursue a testimony. Submit the wrong piece
of evidence or answer a question improperly and the same health
bar used in the Psyche-Lock portion takes a hit; empty it and the
judge rules in favor of the prosecution and your game is over. Again,
just as the sleuthing part of the game, this may read as basic and
boring gameplay, but you couldn't be any further from the mark -
most actions in this game have a counteraction and it is in the
limiting of negative counteractions by figuring your way through
a maze of extensively clever puzzles that provides a visceral reward
not generally seen in a video game - one of the intellectual variety.
Veterans of Ace Attorney may have realized that the "five strikes
and your out" rules have been scrapped; now every action is potentially
damaging to your health and varies in damaging power - there are
even moments where no matter how much health you have, one wrong
answer depletes the entire bar. Be sure to thank your lucky stars
that you can save your game at any moment!
In
Ace Attorney, evidence was limited to physical items in the court
record, but Justice For All nearly doubles the amount in any given
trial by allowing profiles of every person involved in the trial
to also serve as presentable evidence. This can lead to unnecessary
confusion with grilling a witness, as you may think the proof that
the court needs to see is an item when it is really the person connected
to the item, or vice versa. Your assistant, who should be there
to help at all times, either scolds you for your ignorance when
you mess up or congratulates you when you succeed - there is no
middle ground, other than the obligatory cryptic clue at the end
of most testimonies. But these don't always help you decipher which
piece of evidence is the best one (a trick also employed by the
D.M.V. in their written driving exams!), neither will they help
when you are just shooting blanks into the sky, attempting to bluff
your way through. Before you know it you're eye-to-eye with the
title screen and still have no idea what to present next.
An
easy way that Capcom could have corrected this problem - even one
the localization team could have implemented with little disruption
to the source material - would be to have introduced a "hot and
cold" system when it comes to your assistant's responses to your
presenting failures. Letting you know how close, or off-base, you
are with any piece of evidence would have put the brakes on frustration
and wasted time, as well as adding to the engagement of the player,
making it feel more like a real court room battle. I am not sure
if this feature has made its way into the two currently Japan-only
sequels, but one can hope.
As
you can see, there are no real time elements here and neither is
there any direct control. This is a deliberate, slow-paced game
that demands a sharp mind as opposed to a quick trigger finger.
There are plenty of times where Justice For All will bust your chops
with one confounding puzzle after another, asking you to break nearly
airtight testimony or recall every line of dialogue spit in your
direction during an entire trial. At times it can be quite taxing,
especially when you find yourself saving after every single inch
of progression you make in fear that you will blow the whole case
at the next turn. Being an attorney is not walk in the park, but
thanks to an awesome story and well-planned puzzle-based gameplay,
you will at least enjoy the job shadow.
Just
as Ace Attorney before it, Justice For All is a port of a Game Boy
Advance title and with that distinction comes certain downfalls,
the most notable of which is in the presentation. As a game that
hardly pushed the limits of its original system, coming to the DS
with no upgrades hurts the package. The anime-style graphics are
as detailed as they can be and though lacking in animation variety,
are animated realistically, reacting in a choreographed manner to
every situation and line of dialogue. A problem does crop up for
those who played Ace Attorney though, as many of the character graphics,
as well some of the backdrops, have been reproduced with little
to no change, making for some avoidable déjà vu.
The
rehashing also hits the sound department, as many of the sound effects
and music have also made the transition between games. This is less
troubling, as familiarity in music and sound effects is important
in engraining certain feelings and moments. The main sleuthing song,
Phoenix's "I just made a valid point" theme and the courtroom theme
have now become classic songs in the gaming world and their repetition
just further cements their place in the minds of every person to
play the Phoenix Wright games. The same can be said of the sound
effects, as the sounds made during an "exclamation moment", when
Phoenix slaps his desk in objection or when the light goes on in
someone's head, are ones that I could identify with the game nowhere
in my sight. All the new music and sounds that are added to the
series' repertoire are high quality, despite having the metallic
texture that all Game Boy Advance titles have.
If
there is one trait that Phoenix Wright titles carry that could turn
off gamers interested up to this point, it's their lasting appeal.
The game is extremely linear and there is almost nothing that cannot
be seen with a single play through. There are no side quests, or
additional hidden cases. There are also no DS-exclusives this time
around, unlike the exclusive case added to Ace Attorney. I am willing
to bet that if you enjoyed your time with Justice For All, much
like a great RPG or book, you will hold onto it just to experience
the world, and the feelings it provoked, one more time.
As
Phoenix Wright: Ace Attorney - Justice For All came to a close,
I was feeling slightly let down. The gameplay had become more complicated
and in turn more frustrating, and the story wasn't nearly as strong
as Ace Attorney's. Those feelings were completely wiped away by
the end of the final case though, as the geniuses at Capcom brought
to life, through digital stills no less, a wondrously complicated,
furiously nail-biting story that has all the makings of the top
gaming conclusion of 2007 - on any system. I now find myself that
much more invested in the exploits of the spiky-haired attorney
and his companions, salivating my days away in blind adoration as
I wait for an announcement of a DS port and localized version of
Phoenix Wright 3. Will Phoenix ride his desk of justice once more?
We can only hope.
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
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