Phoenix Wright: Ace Attorney - Justice for All
Case one is a crash course in remembering how to 'turn-about' a trial. Case two is a mysterious foray into character depth. Case three is on par with the difficulty in the first Phoenix Wright's fifth (and final) case. Case four? A rollercoaster ride through evidence and testimony that even had this overanalytical player hoodwinked until a climactic revelation, and plot events that could bring a killer robot to tears.
It would be stupid to say Justice For All is dissimilar from its predecessor; but there is something more, too (and I'm not just talking about the much publicized Psyche-Locks). The scripting, the investigative interviews (here's where the locks come in), and the mysteries are all a step above the first game in terms of challenge. And since it still plays like a detective novel, the greater the challenge, the prouder you feel for figuring it out.
There isn't much else to say about PW2, except that typoes plague this game. They're not in every dialog box, to be sure, but it is a very clear case of the staff relying on a spell-checking program and not actually doing proper proofreading (think lots of homonyms). It's still not enough to lower my opinion of the game, but it is something I really hope someone got fired for regardless.
Progress: Complete