Phoenix Wright: Ace Attorney – Justice for All[a] is a visual novel adventure video game developed and published by Capcom.
Among other characters are his investigative partner and spirit medium Maya Fey, her cousin Pearl, and the rival prosecutor Franziska von Karma.
[14][d] Justice for All is a visual novel adventure game[17] in which the player takes the role of Phoenix Wright, a defense attorney who defends people accused of murder in four different episodes.
The deeper the secret is that the character is hiding, the more psyche-locks appear; by breaking all the locks, the topic gets unlocked and the player is given access to new information.
[16][21] During the courtroom sections, the player attempts to get the defendant the correct verdict by questioning witnesses and presenting evidence to the judge and the prosecutor.
Teaming up with Maya and her young cousin Pearl, Phoenix uncovers a conspiracy between Mimi Miney, a disgruntled nurse who was the true culprit of the malpractice incident and had been posing as her deceased sister Ini, and Pearl's mother Morgan Fey, who holds a deep hatred of Maya's mother Misty Fey.
The two plotted to kill Grey and frame Maya, ruining her chances of succeeding her mother as the leader of Kurain Village, and replace her with Pearl.
Miney confesses to both her real identity and the murder, Morgan is sentenced to solitary confinement for her crimes, and Phoenix decides to take Pearl in as one of his assistants.
After Maya's trial, Phoenix is hired by policewoman Maggey Byrde, who is accused of murdering her boyfriend, policeman Dustin Prince.
With help from Edgeworth and evidence obtained by Franziska, Phoenix reveals to de Killer that Engarde betrayed his trust and planned to blackmail him with hidden camera footage of the murder.
There is also a bad ending where Engarde is found not guilty, and Andrews is subsequently convicted; as a result, Phoenix gives up practicing law and, despite de Killer (probably) releasing Maya, he never sees her again.
Edgeworth explains that his absence was spent soul-searching for "the answer" as to what it means to be a prosecutor; he and Phoenix reconcile, while Franziska leaves.
Takumi thought that this was "completely insane", as it had taken him an average of more than a month to write each of the four episodes for the first Ace Attorney; additionally, he felt that he did not have any "tricks" left to use for mysteries or any story threads to work off of.
[27] After finishing writing the dialogue, Takumi was called into another meeting with Inaba, and was told to add a new gameplay mechanic to the investigations.
Takumi wanted to keep the gameplay simple enough for his mother to be able to play it, and keep it focused on the core concept of finding lies; according to him, he immediately had a vision of the psyche lock system during the meeting with Inaba, but still asked for three days to come up with an idea.
He found it easy to formulate the idea, but it took over a month to create the system; the biggest problem was how to visually represent the psyche locks.
[28] Takumi also drew storyboards for the episodes' openings,[29] which consisted of series of detailed drawings that show what is happening.
The episode includes two themes that he wanted to explore: the difficulties in forming a cohesive team with different people, and a person who against the odds tries to make something whole.
[35] A PC port of the Game Boy Advance version, developed by a company called Daletto, was released in Japan in an episodic format, starting on April 15, 2008.
Hsu felt that the game was more demanding than previous projects they had worked on, as the localizers "almost have to become [the characters]" in order to get the nuance and motivations right due to their complexity.
[42] According to Gay, characters with "extreme personality quirks" were both fun and stressful to write: for the clown Moe, he found it challenging to get the balance right between his silly jokes and the seriousness of his dialogue.
Among other challenging characters to write for were Acro, who led to "heated arguments" about how to get his personality and tone right; and Morgan Fey, whose "very old style" of speaking in the Japanese version was difficult to translate to English.
[42] One aspect they had to change due to cultural differences was a conversation with the lecherous character Director Hotti, where an animation of him grabbing in the air with his hands is played while he talks about Pearl.
[33] John Walker at Eurogamer called the game "splendidly crazy as ever" and "the most joyfully daft fun imaginable".
[46] Mikel Reparaz at GamesRadar said that the script, while entertaining, contains "long stretches of meaningless dialogue" and tends to leave the player knowing what happened and how to prove it before Phoenix does.
[48] Walker found the court sections "maddening" due to how the game sometimes requires very specific evidence to be presented, with evidence that he found reasonable being rejected, forcing him to resort to guessing; he wished that the health meter would have been replenished through correct answers, or that it had been removed from the game entirely.