(Originally published to Glitchwave on 12/6/2025)
[Image from glitchwave.com]
Phoenix Wright: Ace Attorney - Justice for All
Developer: Capcom
Publisher: Capcom
Genre(s): Graphic Adventure
Platforms: GBA, DS
Release Date: October 18, 2002
Right off the bat, Justice for All’s first case bombs like a guy playing the banjo with his feet at the Apollo Theater. Still, the core aspect of this case’s unprecedented appallingness opens up an interesting discussion on certain gaming consumer practices that I believe I’m broaching for the very first time. If someone is playing Justice for All before its predecessor due to the lack of availability of the first game or if they’re receiving it as a gift, it presents quite the awkward, discordant pickle. You see, during the first case of the previous Ace Attorney title, the eponymous Phoenix Wright was equally as clueless in suspecting deceit in a witness's testimony as the player would be when freshly booting up the game on their mobile Nintendo console. Because both the player and Phoenix are both stammering amateurs at the beginning, there is a concurrent growth relationship between them that blossoms organically with more experience gained as the game progresses. However, after Phoenix eventually starts hitting nothing but the defense lawyer equivalent of bullseyes and deplatforming formally undefeated prosecutors as a result of his newfound impeccable reasoning skills, any player launching into the series with Justice for All reasonably won’t be able to match his sharpened sagacity. How do the developers account for this likely scenario and keep the dreaded “LD” word from popping up like an ugly, ingrown weed? By implementing the most contrived plot device imaginable: amnesia. For reasons that will soon be discovered, Phoenix’s memory of his friends and, more importantly, his career skills are clouded by mental fatigue as thick as flu phlegm. Therefore, he experiences some issues recounting how to object to the total horseshit of some hoity-toity twat who is accusing a young lady of killing her boyfriend in a public park. Both Maya and the defendant are forced to give him some pointers from the sidelines, much to Phoenix’s embarrassment. C’mon, Capcom. Don’t tell me there aren’t any other narrative devices you could’ve used to work around the newbie player predicament that aren’t as sloppily shoehorned. As a returning player, the amnesia condition is patronizing, but it probably doesn’t aid newcomers all that much either because proving Maggey’s innocence is far less clear than saving Larry’s stupid ass. Tutorial case or not, you can do better than this, Capcom.
Even if someone is a fresh face to the Ace Attorney franchise here, they would still be receiving the complete series experience because every single aspect introduced in the first title is translated over with no complications. The warm, expressive comic art still renders Phoenix, Maya, and the colorful cast of returning secondary characters that I’m now convinced are the recurring series players. The windbag Oldbag is still yammering on so much that the game quickens and autoplays her dialogue, southern-belle Lotta is still looking for a juicy scoop to make ends meet, and Detective Gumshoe is still screwing up so many times at the precinct that they might have actually reduced his pay to literal peanuts. Phoenix (and Maya, sometimes) will scavenge a crime scene for pieces of evidence by either scrounging around for objects of interest or persuading the people of relevance to part with any vital information or incriminating trinkets they might possess. Once the scavenger hunt portion of the day is completed, Phoenix will stand in court and volley those OBJECTIONS to whoever is opposing him in the prosecutor’s stand, which will eventually substantiate a victory in favor of proven innocence. Besides the settings of the crime scenes and the narrative context behind them, the resemblance to the first game in terms of its presentation and gameplay formula is uncanny.
That is, until Phoenix chats with one of the screen-centered characters during an investigation, and suddenly, a series of metallic chains emerge and drape a newly blackened background. Upon receiving a green magatama from Fey Manor in the second episode, the presence of the curved, glowing bead will reveal hints of secrecy in whomever Phoenix converses with in the investigation process. To literally unlock the truth obscured within the chains, Phoenix must approach the process the exact same way he debunks falsities in the courtroom: by providing conclusive and concise evidence that combats anyone’s caginess. The appeal of these “psyche-locks” is that they transport the electrifying other half of Ace Attorney’s gameplay equation into the fetch quest portion that, admittedly, while essential, can be a tad dry and attention-numbing at times. I fully support the inclusion of these “psyche-locks” in concept, but there is something fundamentally flawed in their execution here. When Phoenix arrives at the courtroom after a day of diligently gathering evidence, it’s guaranteed that everything he’ll possibly need will be at his disposal, and failing to correlate a claim with said specific evidence is due to the player’s lack of wits or attentiveness. When the player is faced with a psych lock, the game never indicates whether or not they’re sufficiently stacked with enough evidence to unlock an NPC’s secrets. Never can the player dig into the psych lock process successfully upon its immediate availability, so the game expects the player to use the evidence they’ve scrounged up for the same purpose for what will occur in the courtroom the next day. Because some psych lock sequences include anywhere between two and five locks to bust open and therefore require multiple pieces of evidence, without any indication that Phoenix can finally force an NPC to spill their guts, the player can overthink things and start frantically searching through every nook and cranny to ensure their preparedness. Or maybe that’s just my obsessive-compulsive side speaking due to being flared up by the psyche-locks.
The first instance of chains interrupting the flow of conversation, as if Phoenix has just summoned The Cenobites, is when he finds a peculiar guest roaming the halls of the remote, old-world Fey Manor during the game’s second case. Given the demeanor of Miss Ini Miney, the guest on the compound, plus the circumstances surrounding the case, it dawned on me that the series has adopted a habit of recycling narrative assets from previous court cases. Once again, Maya is embroiled in a murder case where she is the prime culprit, ready to face trial with Phoenix as her defendant, and there’s a vapid young woman in the midst who knows far more about the crime’s intricacies than she leads on. While the initial comparisons may lead to returning players being dismayed by deja vu, the second case here presents a far more clever setup to implicate Maya. In a world where the practices of spirit channeling have been proven to be a tangible method of summoning the deceased, there’s reasonable doubt that Maya isn’t responsible for her client’s death because the vengeful spirit that was summoned has been controlling Maya’s consciousness. Then again, a spirit can’t leave its own fingerprints on the assorted murder weapons, so that should complicate proving Maya’s innocence during the court proceedings. While the contextual elements behind this case are fascinating and present an unorthodox ethical dilemma, this backbone of “Reunion and Turnabout” crumbles as the case continues. Once the supernatural elements of the murder are all proven to be nothing but a red herring, the outcome of the case is pretty straightforward and obvious. Only the Miney girl has any motive to kill her eccentric former boss at the hospital where she was fired for malpractice, and the fact that she sticks out like a sore thumb among the robe-garbed Fey ladies here makes her awfully suspicious. But then that begs the question: how did this airhead gain access to the private domain of the spirit channelers and learn the layout of the manor well enough to enact her revenge? Well, that leads us to the second case’s other glaring issue in that Morgan Fey’s, Maya’s aunt and main proprietor of the Fey Manor, role as the accomplice in this murder is treated as being fairly inconsequential in the grand scheme of things. One would think that a family member of Maya’s actively conspiring against her would call for a greater precedence in this case than simply being detained once the real killer is revealed. Phoenix even struggles to figure out a motive for Morgan inculpating Maya, even though anyone paying attention to NPC dialogue would know that she’s trying to keep her immediate bloodline as the governing force of Fey Manor after her sister proved to have stronger summoning powers than hers. Still nursing that nasty head wound from last case, eh, Phoenix?
Speaking of Morgan’s bloodline, once the Fey Manor’s matriarch is in custody, Phoenix and Maya adopt her young daughter Pearl the same way that Phoenix became Maya’s guardian when her older sister was taken from this Earth too soon. Since she’s still of a single-digit age, she can act as the series’ beacon of innocence now that Maya has reached adulthood. Also, Pearl can channel the soul of Mia if Maya is out of commission for whatever reason, even if seeing Mia in Pearl’s gown exposes her gigantic breasts so prominently that they become quite distracting. We’ve taken care of filling the void of purity becoming gradually corrupted by exposing it to the serious nature of crime and the courts that evaluate it, but who’s filling the role as Phoenix’s rival now that Edgeworth has gone off the grid? While investigating Fey Manor during the second case, Gumshoe informs Phoenix that the prosecutor will be Von Karma, which raises some eyebrows considering that he’s presumably behind bars now for his involvement in the murder of Edgeworth’s father all those years ago. No, this Von Karma is Franziska Von Karma, the former Von Karma’s pride and joy, who is known as a prosecutor prodigy who started this foul lawyer business at the precocious age of thirteen. Stating that she’s a chip off the old block is an understatement. Franziska has inherited not only her father’s icy, scornful sternness but his perfect prosector record as well. She’s also a bit vindictive like her dear old dad, for the reason why she’s practicing law outside of her native Germany is to defeat Phoenix (and Edgeworth, if she can find him) for smudging her father’s reputation and tarnishing his formally spotless, lengthy career. Franziska is certainly another formidable foe, sure to make Phoenix soil himself from the opposite side of the courtroom. However, she’s only an effective antagonist in a vacuum because she doesn’t quite have the rival chemistry as Edgeworth, and all of her personality traits are ripped right from the elder Von Karma. Her mileage as a prevalent force of oppression is dependent on how much a professional woman in uniform perturbs you, which is completely subjective. Her whip, her court “accessory,” for lack of a better term, is certainly a distinctive quirk she bestows. Still, the number of times she cracks it, plus WHO she unleashes its fury on to maintain control wherever she goes, is a smidge too far-fetched to swallow. Whip Phoenix and Gumshoe all you want, but no judge in the universe would ever tolerate lashing them, especially when they’re actively on their prestigious platform. Even with her father’s tenure, he couldn’t get away with doing that.
If Justice for All’s second case establishes some prominent secondary characters and places Maya on thin ice, then surely the third case should be a total deviation from whatever overarching plot might exist between the second and fourth cases. While there isn’t a cohesiveness between any of the cases in Justice for All, even though we should, by all means, pry into the whole Morgan Fey being a murder conspirator a little further, “Turnabout Big Top” makes me understand what Ace Attorney enthusiasts refer to as “third case syndrome.” Similar to the third case that wedged itself between the Phoenix and Edgeworth arc in the previous game, “Turnabout Big Top” revolves around a famous entertainer involved in the scandal of bumping off someone else in show business. This time, a magician has slain their ringmaster, which leads Phoenix and Maya to the circus and the colorful troupe at the center of it. Even though its inclusion between two of the more cohesive cases was a bit grating, I still enjoyed the cast of characters on and adjacent to the filming set of Steel Samurai and didn’t mind collaborating with them while procuring evidence. On the other hand, while I stated that the performers of the Berry Big Circus were colorful, they are about as collectively charming as the characters of a Todd Solondz film. The defendant, Max Galactica, is equally as arrogant as the snot-nosed culprit of the first case, with his diva-like pretentiousness masking his bumbling bumpkin roots that emerge whenever he’s under duress. He’s also prone to insouciant acts of violence against his coworkers, namely, the meek ventriloquist Ben, who can only stutter without his dummy Trilo by his side to pronounce some brash characteristics he harbors. He’d be the one sympathetic character here if his puppet also didn’t express his romantic interest in the sixteen-year-old animal tamer Regina, putting him in a love triangle with Max, whom she’s soon to be married to. Max being 21 is just slightly crossing a line of taste, but Ben having a crush on Regina at the age of 31 is downright disgusting. Methinks the perp should’ve directed his homicidal tendencies towards another member of this circus, if you know what I mean. On the subject of Regina, her total naivety to the world, thanks to her sheltered upbringing, makes her seem much younger than she actually is, making her lolita-like magnetism from those attracted to her far creepier. To anyone’s surprise, there is actually one member who elicits more contempt from fans than the perverts and their underage object of attraction, myself included. I realize that Moe the Clown was specifically manufactured to be a migraine-inducing character, but his excessive levity and his horrendous jokes are just the tip of the ire iceberg. Moe’s flagrant immaturity also extends to his decorum, or lack thereof, in court. If Phoenix inadvertently prompts Moe to perform his routine by pressing one of his statements, the judge will penalize Phoenix as a result. You can’t punish me just because the witness is annoying, Mr. Judge! How else am I supposed to suss out statements before I commit to presenting a piece of evidence? Lock your whip onto this afroed stooge and don’t stop until his backside resembles fried strips of bacon, Von Karma. Even when the pieces fall into place, I feel like Phoenix is two or three steps ahead of me because the reality of how the murder was executed is impossibly absurd. If “Turnabout Big Top” isn’t the main offender of the “third case syndrome”, I don’t know what future case could possibly epitomize the tedium and aggravation associated with the pattern more than this one. This case somehow felt longer than “Rise from the Ashes.”
If the player feels brutalized by the third case and thinks that the fourth and final one will be the finishing blow on their patience and appreciation for the franchise, trust me when I say that “Farewell, My Turnabout” will turn that frown upside down. In fact, many fans cite “Farewell, My Turnabout” not only as the unanimous pick for the best case in Justice for All, but also as one of the best cases throughout the entire series period. However, it might not initially seem to be so exemplary considering its premise shares some similarities with the previous one. We’re still entangled in the scandals of celebrities, with the Steel Samurai’s successor, Matt Engarde, killing his showbiz rival, Juan Corrida, by strangling him with a bandana and then stabbing him in a ritzy hotel room right before a press conference. All the while, Maya is held hostage by a mysterious man who will only release Phoenix’s assistant from his captivity if he manages to receive an acquittal for Matt Engarde. If you think ensuring Maya’s safety applies an alarming amount of pressure on Phoenix to win, wait until the layers of this case unravel. My particular fondness for the final case of Justice for All stems from how it snapped me out of an expectation that every other case leading up to it lulled me into. Phoenix has always been depicted as a valiant hero of the law who is always on the side of justice and integrity, but let’s face it: only Regina is naive enough not to realize that a defense lawyer exists on the opposite side of the same corrupt coin as a prosecutor. Swaying juries to their side, knowing full well that their client is totally guilty of the charges, is definitely a commonplace practice. Phoenix just hasn’t been in the game long enough to exercise his inner Johnnie Cochran, until now, that is. Matt Engarde initially seems like a shallow, insipid punk ass whose innocence is believed by Phoenix because a psyche-lock didn’t emerge when Phoenix bluntly asked him if he killed Juan. However, the sociopath retains his composure on the technicality that he didn’t actively kill Juan, but the master assassin he hired named Shelly de Killer did. Once he reveals the truth to Phoenix with lawyer-client confidentiality, Matt slicks his shaggy hair back to reveal a sinister Mr. Hyde persona complete with a scar and sharp-toothed grin. Twirling a glass of wine seems like villain overkill to me, but I suppose any bit of evil signifiers helps in signaling the complex quandary that Phoenix is faced with. To make matters worse, the aforementioned assassin is the one holding Maya hostage, so Phoenix can’t resign as Matt’s lawyer lest de Killer, well, kill Maya. Either Phoenix continues his virtuous streak and sacrifices Maya in the process, or continues to pile on the mud he had been slinging on Matt’s manager, Adrian Andrews, and she wrongfully ends up imprisoned to secure Maya’s freedom. The fact that either path will lead the player down two separate endings instead of a traditional “game over” will make the player’s brow sweat as profusely as Phoenix’s as they make a decision in Ace Attorney that has never been so urgent and crucial.
It’s also interesting to note that Franziska is not the prosecutor during the case that concludes Justice for All, even though she unknowingly pulls a deus ex machina at the very end and ironically saves Phoenix with a smattering of new evidence to win favor for the prosecution. No, the estranged Miles Edgeworth is the one rebutting Phoenix’s stalling Chewbacca defense to simultaneously save Maya and put Engarde behind bars where he belongs. Why has the primary rival from the first game suddenly emerged when he had been duly replaced? Honestly, to better understand Edgeworth by comparing and contrasting him to Franziska. I formerly believed that Phoenix and Edgeworth were character foils, but I’m seeing a clearer correlation between the two primary series prosecutors. Edgeworth and Franziska’s attitude towards their jobs as prosecutors was formally one and the same. They both unfortunately became blinded by their inflated egos, a byproduct of their impeccable legal acumen, which they bolstered, diving down to any depths of devious trickery to maintain their flawless track records. When humbled by Phoenix’s shrewdness and integrity, Edgeworth took the time to reflect upon his actions and realized that he’s not an athlete in a competition where winning and losing only affect him. Meanwhile, Franziska hyperfocuses on victory to the very end, where she fails to recognize the bigger picture while disparaging Phoenix’s “loss” in the Engarde case. Whereas Edgeworth is the dynamic prosecutor liable to change by Phoenix’s shining example, Franziska is the stubborn static character that Edgeworth no longer wishes to mirror. As a German, shouldn’t she already be accustomed to losing?
Is it worth digging through the dirt clouding Justice for All to experience the golden nugget that is “Farewell, My Turnabout” at the tale’s end? …Yes, but there’s a big asterisk next to that positive recommendation. Except for the second case, which is at least on par with the adequate ones from the first game, the other two leading up to Justice for All’s glorious finale grinded my gears to their nubs. If I find another work of fiction involving either amnesia or a circus soon, I might go ballistic. Despite its drastic unevenness, Justice for All still proves to be a worthy sequel that expands the growth arcs of its characters while exhibiting a couple of bona fide, nail-biting court cases. Fortunately, labeling something with the tag of a sophomore slump implies that the series will dig itself out of the clumsy hole it fell into, so I can confidently expect wonderful things from the Ace Attorney series moving forward since I know I’ve survived the worst of it.




