Justice League: Injustice for All received "mixed or average" reviews according to review aggregator
Metacritic. Jon M. Gibson of
GameSpy and Frank Provo of
GameSpot regarded the title as a formulaic brawler that accomplished nothing unique to set it apart from other entries in its genre, and the campaign length was deemed short, with Code Cowboy of
GameZone remarking that he had "finished faster than any game [he had] played in years". Provo, along with Code Cowboy and Brett Alan Weiss of
AllGame, wrote that the game would be enjoyable to young fans of the TV series, but Gibson warned that its abundance of "run-of-the-mill bullet-points" would discourage even die-hard fans, and Craig Harris of
IGN concluded that the game design's lack of refinement betrayed the potential granted by the concept of controlling a group of superheroes. Andrew Reiner of
Game Informer was disappointed by the game's tedious challenges and unambitious design, dismissing it as "another poorly executed side-scrolling brawler" that was "monotonous as it is mindless". Though the reviewers of
Nintendo Power considered the controls solid, 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. The combat was deemed basic and shallow, with the enemies and bosses being said to not require any strategy beyond using basic melee attacks. Gibson added that the low variety of enemies amplified their redundancy and predictability. Provo was pleased by the amount of abilities, but said that the level design did not create much opportunities to utilize them. Code Cowboy said the ease of combat rendered the special abilities unnecessary, a sentiment shared by Weiss. While Dan Peluso of
Pocket Games regarded the pairing of team members for specific missions to be the game's most appealing characteristic, Code Cowboy and Weiss were disappointed by the inability to select the two characters to control for each level, 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. 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. Gibson and Harris got the impression that the game's production was rushed to hastily capitalize on the TV series' popularity, and Weiss concurred that the game could have used more development time to refine the level design and
artificial intelligence. While some were satisfied by the character models and animation, 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". 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. 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. 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". 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. The lack of animation in the cutscenes was a source of disappointment from Weiss and Gibson, though Code Cowboy was pleased that the characters' television likenesses were captured. 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. 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. 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. Peluso also remarked that the music bore no resemblance to the TV series' orchestrated score. Harris described the music composition as "extremely random", likening the effect to "someone just jamming on a
Casio keyboard". == References ==