The third and final chapter of the Wright & Co. Law Office adds absolutely nothing new to the established formula, but unlike Justice for All it doesn’t have to because the game delivers on what it tries to accomplish. The heavily character-driven story told within the context of the entire trilogy elegantly ties up every loose end and provides an incredibly satisfying ending to a great series.
Justice for All continues with Phoenix’s bizarro legal shenanigans about a year after Maya left the law office in order to train as a spirit medium. When the two finally reunite, tragedy strikes and Phoenix is once again tasked with defending Maya against impossible odds. Sounds like a recipe for success, so what went wrong?
Law school is dry, attorneys are anti-fun and trials are boring. Or so you thought.
Phoenix Wright: Ace Attorney is an adventure title without the busywork involved and does not concern itself with trifling matters such as accurately portraying legal proceedings. Instead, it’s a bizarre courtroom drama where you team up with a spirit medium to defend unlucky clients against shady prosecutors with an army of lying witnesses.
It’s the year 1985. The tensions between the two superpowers nearly escalate when rogue Soviet forces invade the NATO controlled island of Malden. David Armstrong is a soldier fresh out of bootcamp when he is sent to the front lines, and it quickly becomes apparent that war rarely goes as planned. Indeed, there is little time for heroics as the first few missions are all about trying to stay alive.
Let’s get one thing out of the way: Is it realistic? No. Is it authentic? Absolutely.
Careful attention to detail makes all the difference, and Warhorse managed to create a believable reinterpretation of medieval Bohemia. What the game lacks in the supernatural, it makes up for with fierce political intrigue, interesting characters and wonderful quest design.