When Project X Zone was originally announced, the news came somewhat out of left field. The massive crossover was an RPG lover's dream, featuring characters and content from three popular and prolific companies. The final result was a success, though there were some complaints to be had with the basic gameplay structure, particularly its repetitive nature. While it may be that Project X Zone 2 is still more of the same, gameplay seems to have been made more approachable, while additional strategy techniques have been thrown in.
For those of you that are unfamiliar with the gameplay, it's something of a mixture of turn based and real time combat. Enemies and allies are all out on a grid – Fire Emblem style – yet engaging enemies takes players to a battle screen where direct input is required. The player is given three or four attacks here, with the goal being to time them right so as to juggle the enemy and deal additional damage. It's easy to pick up, yet there's depth here for more advanced play, as hitboxes and delays must be taken into account when deciding which attack to use.
In terms of how things have been tweaked this time around, unused attacks can now be 'charged'. What this basically means is that not using, say, the Left-B attack for a character will enable it to do increased damage on the next turn if the player chooses to use it. This adds in an extra layer of strategy, as it's a viable option to reserve certain attacks for use at a later time when they can be considerably more effective against a more powerful enemy. Another new addition is the Mirage Cancel, which (for a considerable sum of XP) allows players to slow down the falling enemy and make it easier to do additional damage. Additionally, properly timing the strike can result in the previous move being cancelled, allowing you to get in an extra attack.
Just like in the first game, the visuals are a major selling point. All the characters and enemies are rendered as extremely detailed 2D sprites, and the animation is absolutely spot on throughout. It can be entertaining in its own way to initiate an attack, call in support characters, and just watch the figurative fireworks as the screen is filled with multiple characters all shooting, punching, and thoroughly destroying the lone enemy they face. Make no mistake, there is some serious eye candy to be enjoyed here.
Of course, the character roster has been expanded, too, though the lineup is still a bit niche. While it may be that very few people beyond hardcore RPG lovers will be familiar with several characters, the cast is diverse and entertaining enough that newcomers will still find plenty to like. Also, there are a few Nintendo characters added in, with Chrom and Lucina representing the Fire Emblem series, and Fiora representing Xenoblade Chronicles.
All in all, it seems like Project X Zone 2 is shaping up to be more of the same, which isn't necessarily a bad thing. The visuals are just as pretty to look at as they were in the first game, and though the tweaks made to gameplay – such as Mirage Cancel – may not be game-changers, it's good to see that Namco Bandai and developers Monolith Soft are building upon the ideas that were laid out in the first game. Fans of the original will find plenty to love here, though it doesn't seem like there's too much changed that'll entice those who weren't interested in the original release.
These impressions are based upon a press event and related preview time in San Francisco. Nintendo of America paid for our writer's flights and hotel stay.
Comments 19
I keep thinking about buying the first one, but I'm afraid i won't get into it so much since I don't know half the characters (or, to be honest, 3/4 of them).
Just finished the 1st one yesterday. I deliberately milked it in preparation for the sequel. Here's hoping that they don't keep adding more and more enemies on the the field to inflate the gameplay. Towards the end, that got real stale, real fast. You'll clear 20 or so hard enemies from the field and the game would be like "Oh yeah? How 'bout 20 more tougher enemies?" sigh The game was good though. Good enough that I'm ready for seconds.
Played the first when it came out, but didn't finish it. Got too repetitive, so I just found a video of the ending on YouTube. However, I played enough to get my money's worth, and I enjoyed the demo for 2 last night, so I'll give it a go down the road if there's a lull in 3DS releases.
@WiiHawk There's a drought in 3DS releases next month, when the game comes out.
I've always wanted to try out the first one, but I'll probably just avoid it and get this one.
Well I'll have to buckle down next week and finish the first one before fire emblem comes out.
@Operationgamer17 Drought? In February, 3DS gets both Project X Zone 2 and Megaman Legacy Collection. In addition US gets Fire Emblem Fates and Europe gets Bravely Second. I wouldn't call three high-profile games a month a drought.
Day one!
I just couldn't get into the first game. I liked the characters and the music, loved Dante's theme music. But I got bored real fast. I may just have to pass on the 2nd game.
Wasn't too big on the first, but I'm still gonna pick this up. Just... not as a preorder like all my other games.
@Andyliini I would think having to refer to a niche crossover JRPG and a collection of NES games as "high-profile games" is evidence enough of a drought.
I'm slightly confused but elated at the addition of SRW-style unit upgrades between levels, as well as the item shop — two things that turn it from a widget game into a legitimate strategy. Well, more legitimate, alright.
Still bummed about no SRW characters appearing this time, though.
I was really excited for this sequel, but while I really enjoyed the usual craziness of the demo and playing with the likes of Xiaomu or Phoenix and Maya, I was really appalled by the low, low difficulty, and I've heard it's like this in the full game as well. The first game was already really easy, but at least I rarely killed an enemy with a mere 2-attack chain.
So I'd like to ask if the NL reviewers have experienced this as well. Honestly, it's very, very off-putting to me because the levels would feel as just a pastime between story scenes rather than the other way around.
@LinkSword considering this was a demo of two opening levels, it may be safe to assume it scales back up in subsequent levels?
Hopefully the story will be a bit better than the first game's; it was a complete mess! A good story would have helped distract from the repetitive gameplay.
I got the original on sale at just under £10, and it wasn't worth any more than that. I would need a very compelling reason to pay more than that for a sequel. I will probably pick it up, but it'll have to be CHEAP.
@Noelemahc Like I said, other people who've played the Japanese version have been saying that the game is almost too easy compared to the first - which was a rather easy game to begin with. This was actually mentioned to me in another forum where I commented about my experience with the demo and hoped - along the lines of what you're saying - that the actual game's difficulty will scale better.
So, yeah, hence my doubts. If NL can chime in, that'd be appreciated.
@LinkSword @ How many times did you play the demo? Might seem like a weird question but the difficulty scales the more you play it. I was trying to get all the demo rewards and by the 9th / 10th playthrough I would consistently be losing 2 units unless I took the time to plan out my next few moves (even then the 3rd stage was a struggle trying to keep Jin / Kazuma / Heihachi alive :S )
@Operationgamer17 Fire Emblem. Fire Emblem will keep me well occupied for a couple months, then Bravely Second drops in April. My 3DS time is accounted for well into summer...although Project X Zone 2 may serve as a nice break from those games when the grinding gets tedious.
@kdess I beat it twice because I read the thing about the tougher enemies in a second playthrough. It felt exactly as easy as the first one, though, so it felt pointless to try a third when I didn't even know whether it'd keep on 'scaling'. If you say so, though, I'll give that a try.
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