With the eagerly awaited sequel to one of last year’s biggest surprise hits on Nintendo DS fast approaching, it’s time to take a closer look at what’s new under the sun in Phoenix Wright Ace Attorney: Justice For All.
Fans of the first game will find themselves instantly at home, and thanks to the setup of the first of the game’s four cases, newcomers won’t be at a loss either; Phoenix is suffering from a serious bout of amnesia, and will need to relearn the basic tricks of the trade along with the player.
|
| |
The core gameplay has been left mostly intact, but Capcom’s Ace
Attorney has some new tricks up his sleeve and a new ally by his side –
which is just as well, as he’ll be facing off against a ruthless new
adversary in the courtroom.
While a few familiar faces return, Justice For All has lined up a
colourful cast of new characters, whose ability to bend the truth for
their own nasty purposes will require a sharp defence lawyer exposing
their lies – but a mighty mystical item called a Magatama comes in
handy as well.
|
| |
This spiritual stone allows Phoenix to channel
the mystical powers of Pearl Fey (Maya and Mia Fey’s 8-year-old
cousin), or more specifically, to see the Psyche-Locks that prevent
witnesses from speaking freely.
In a similar vein to his
Cross-Examination tactics, Phoenix must now present witnesses with
evidence that will break these mental locks, allowing the witness to
answer his questions properly. Your life bar will decrease with every
failed attempt at breaking a Psyche-Lock, so be on your guard. The more
Psyche-Locks Phoenix sees, the bigger the secret the witness is hiding…
|
| |
Your
task is further complicated by wily prosecutor Franziska von Karma. She
has a score to settle with Phoenix (for destroying her father’s
reputation, and for what happened to Miles Edgeworth, the main
adversary from the first game). Like her father, she doesn’t shy away
from tampering with evidence to swing the verdict in her favour. And
she has a whip, too!
|
| |