Phoenix Wright: Ace Attorney - Justice For All Playthrough | Part 23

Phoenix Wright: Ace Attorney - Justice For All Playthrough | Part 23

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Welcome back to Phoenix Wright: Ace Attorney - Justice For All! As always I hope you enjoyed the video, if you want to see more content like this then please consider subscribing.

What is Phoenix Wright: Ace Attorney - Justice For All?

Phoenix Wright: Ace Attorney − Justice for All is a visual novel adventure video game developed and published by Capcom. It was originally released for the Game Boy Advance in 2002 in Japan, and has since been released on multiple platforms. The Nintendo DS version, initially released in 2006 in Japan, was released in English in the West in 2007. The game is the second entry in the Ace Attorney series, following Phoenix Wright: Ace Attorney.

The story follows Phoenix Wright, a defense attorney who defends his clients in four episodes. Among other characters are his partner Maya Fey, her cousin Pearl, and the rival prosecutor Franziska von Karma. The game is divided into two types of sections: courtroom sessions, where the player cross-examines witnesses and tries to uncover contradictions in their testimonies; and investigations, where the player gathers evidence and talks to witnesses.

Justice for All is a visual novel adventure game in which the player takes the role of Phoenix Wright, a defense attorney who defends people accused of murder in four different episodes. At first, only one episode is available; as the player solves a case, a new episode is unlocked to play. The episodes are all divided into chapters, consisting of courtroom sections and investigation sections.

During the investigation sections, the player investigates the case to gather evidence needed for the trial; once enough evidence has been collected, the game moves on to the next chapter of the episode. During these sections, the player has access to a menu with four options: examine, move, present, and talk.

By choosing "examine", the player can move a cursor around the screen and look at various things in the environment; by choosing "move", the player reaches a sub-menu with all locations they can choose to move to; by choosing "present", the player can choose to show a piece of evidence or a character profile to a character at the location; and by choosing "talk", the player is able to pick a topic to discuss with a character who is present at the location. As the player talks to a character, the topics they have already discussed get marked with a checkmark.

If the player chooses a topic the witnesses does not want to discuss, the player is shown locks and chains on top of the character, referred to as "psyche-locks"; additionally, a lock symbol is added to that topic in the talk menu.

By presenting a magatama to the character, the player is able to start breaking the psyche-locks and unlock the topics; this is done by showing the character evidence or character profiles that proves they are hiding something. 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.

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. Many witnesses lie or make errors during their testimonies; the player is able to move back and forth through the testimony to try to find any inconsistencies.

There are two options available during cross-examinations: "press", which makes the player question a particular statement, which sometimes makes the witnesses change their testimony; and "present", which is used to show a piece of evidence or a character profile that the player thinks shows a contradiction in the witness's currently shown statement.

In the upper right corner of the screen, the player's health bar is shown, representing the judge's patience. The bar decreases if the player makes mistakes, such as presenting the wrong piece of evidence; if it reaches zero, the defendant is declared guilty, and the player loses the game.

While the player cannot lose the game while trying to break a psyche-lock, the bar will still decrease if the player presents the wrong evidence while trying to break psyche-locks. 50% of the bar is restored when the player manages to break a psyche-lock, and 100% is restored when an episode is completed.

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