Justice League: Injustice for All
Justice League: Injustice for All | |
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Single-player |
Justice League: Injustice for All is a 2002 video game developed by
Development commenced upon Midway Games' acquisition of the rights to the
Gameplay

Justice League: Injustice for All is a
Plot
The Justice League is alerted to robots of Lex Luthor's design invading
Development and release
On April 29, 2002,
Reception
Aggregator | Score |
---|---|
AllGame | 3/5[5] |
Game Informer | 4.25/10[10] |
GameSpot | 5/10[1] |
GameSpy | 52%[11] |
GameZone | 7/10[3] |
IGN | 5/10[2] |
Nintendo Power | 13/25[12] |
Justice League: Injustice for All received "mixed or average" reviews according to review aggregator
Though the reviewers of Nintendo Power considered the controls solid,[12] Harris and Weiss criticized the collision detection as overly strict, with Harris elaborating that the characters cannot perform any corrective action in the middle of an animation.[2][5] The combat was deemed basic and shallow, with the enemies and bosses being said to not require any strategy beyond using basic melee attacks.[2][3][5][11] Gibson added that the low variety of enemies amplified their redundancy and predictability.[11] Provo was pleased by the amount of abilities, but said that the level design did not create much opportunities to utilize them.[1] Code Cowboy said the ease of combat rendered the special abilities unnecessary, a sentiment shared by Weiss.[3][5] Code Cowboy and Weiss were disappointed by the inability to select the two characters to control for each level,[3][5] and Harris and Weiss said the game could have been comparable to The Lost Vikings had the cooperation between characters been better implemented and the level design more inspired and imaginative.[2][5] Some complained of ill-placed hazards such as falling stalactites and spike pits, which Weiss observed were exacerbated by the Game Boy Advance's small screen.[2][5][11] Gibson and Harris got the impression that the game's production was rushed to hastily capitalize on the TV series' popularity,[2][11] and Weiss concurred that the game could have used more development time to refine the level design and artificial intelligence.[5]
While Weiss, Code Cowboy, and the Nintendo Power reviewers were satisfied by the character models and animation,[3][5][12] Gibson and Harris commented that the game's use of 3D models instead of hand-drawn sprites resulted in a loss of resemblance to the characters' animated series counterparts. Their sentiment extended to the animations, which they described as rigid and clunky, and Gibson deemed the characters' lack of visual personality "catastrophic".[2][11] Provo remarked that the art style's faithfulness to the cartoon series translated into more simplistic assets than those of other Game Boy Advance titles, and added that the lack of interesting or identifiable enemy designs exemplified the game's "cookie-cutter" feeling.[1] Code Cowboy was impressed by the level of detail for the Game Boy Advance, though he noted some issues with perspective and dimension; namely, he experienced difficulty determining which buildings could be entered, and saw no clear distinction between background and foreground elements.[3] Weiss and Harris said the background art was uneven, with Weiss describing some as nicely detailed and others as repetitive and uninspired. Harris also spotted seams in the backgrounds, which he said resembled an "amateur wallpapering job".[2][5] Gibson criticized the environments as sloppy, and cited the tiled backgrounds as evidence of a tight production deadline and a cause of navigational confusion by making several rooms look identical.[11] The lack of animation in the cutscenes was a source of disappointment from Weiss and Gibson,[5][11] though Code Cowboy was pleased that the characters' television likenesses were captured.[3] Gibson criticized their execution as "truly lame"; although he considered the TV series' tone and character personalities to be properly represented, he dismissed the lines of dialogue as "graphically inept and emotionally defunct", and suggested that full-screen images by Warner Bros. Animation's artists with limited pan and scan motions would have sufficed.[11]
Weiss and Code Cowboy complimented the audio, though Weiss felt the Game Boy Advance's small speaker size resulted in a slightly rough and scratchy quality. The two noted a lack of variety in the sound effects, observing that the characters' weapons and powers sounded identical.[3][5] Provo regarded the audio as indistinct and uninteresting, elaborating that while the music fit the game's superhero theme with some inspiring tracks, he identified no tracks unique to the Justice League franchise.[1] Harris described the music composition as "extremely random", likening the effect to "someone just jamming on a Casio keyboard".[2]
References
- ^ CNET Networks. Archived from the originalon December 6, 2002. Retrieved October 6, 2022.
- ^ a b c d e f g h i j k l m Harris, Craig (December 11, 2002). "Game Boy: Justice League: Injustice for All". IGN. Archived from the original on October 7, 2003. Retrieved October 6, 2022.
- ^ a b c d e f g h i j k l m Code Cowboy (December 10, 2002). "Justice League: Injustice for All Review – Game Boy Advance Game". GameZone. Archived from the original on December 25, 2002. Retrieved October 6, 2022.
- ^ a b c Goldstein, Hilary (August 2, 2002). "Game Boy: Justice League". IGN. Archived from the original on August 10, 2004. Retrieved October 6, 2022.
- ^ All Media Network. Archived from the originalon November 15, 2014. Retrieved October 6, 2022.
- ^ "Game Boy: Midway Acquires Justice League Rights". IGN. April 29, 2002. Archived from the original on April 29, 2004. Retrieved October 6, 2022.
- ^ Saffire (November 18, 2002). Justice League: Injustice for All (Game Boy Advance). Midway Games. Level/area: Credits.
- CNET Networks. Archived from the originalon December 16, 2002. Retrieved October 6, 2022.
- ^ CBS Interactive. Archivedfrom the original on June 12, 2011. Retrieved October 6, 2022.
- ^ a b Reiner, Andrew (February 2003). "Game Boy Advance Quickies: Justice League: Injustice for All". Game Informer. No. 118. GameStop. p. 110.
- ^ a b c d e f g h i j k Gibson, John M. (February 17, 2003). "Justice League: Injustice for All (GBA)". GameSpy. Archived from the original on April 3, 2003. Retrieved October 6, 2022.
- ^ a b c Averill, Alan; Shepperd, Christopher; Sinfield, George; Stein, Jessica Joffe; Grimm, Steven (February 2003). "Now Playing: Justice League: Injustice for All". Nintendo Power. No. 165. p. 158.