

Naturally, one can't talk about a Project X Zone game without mentioning the presentation, and Project X Zone 2 absolutely delivers on this front. This gives you plenty of control over how you want each character to grow, and the limited resources means that you need to plan out how you want the party to be oriented. Additionally, there is now 'CP' earned by each character which can be spent to level up specific attacks or purchase new skills to be used in battle. In between stages, there's an 'Intermission' where players can go to a shop to buy items and gear for units. There's also more in-depth character customization options, which allows one to build teams that cater to their own playstyle. In general, fights aren't as difficult as they were in the first game, but they're still challenging enough that they don't feel easy. It's certainly doable to beat waves of enemies by just spamming attacks and taking a more basic approach to things, but there's depth here that puts a much higher skill ceiling on the whole affair. The beauty of it is that this makes for a battle system that will satisfy both newcomers and veterans. Separately, all these techniques may not change up the game too much, but together they make for a battle experience that requires finesse and attention in order to dish out the most damage per turn. Cross Hits have made a return from the first game, too, where timing a support or solo unit's attacks with yours will freeze the enemy in place in fill up the XP gauge much faster. The Mirage Cancel is another new addition, where the player can cancel a move as they're using it, get back one bar of the attack gauge, and slow down the enemy in the process. Attacks can now be charged between fights choosing not to use a certain attack during a fight means that it will have increased effectiveness when used in the next fight. Naturally, there are much more technical elements available for more skilled players. Attacking the enemy just before they hit the ground initiates a critical that both does more damage to them and gives the player more experience points at the end of the fight. Typically, each character gets to use three moves during a battle, with the goal being to chain them together in a way that allows them to juggle the enemy character. Also, standing next to an ally gives you the option to have them jump in to the battle and give you a hand in doling out some punishment.īattles are live action and demand split-second timed button presses. Attacking an enemy from the side or back allows one to do more damage, but enemies can do this to players, too. Characters move about on a grid, and placement is now of utmost importance.

This helps streamline the experience and makes it much easier to plan out strategies. Instead of the confusing number system of the first game where characters and enemies went in a varying order, there are now player turns and enemy turns.

Of course, the meat of this game is found in the strategic gameplay, and it's here that things can get pretty addictive. Naturally, this is used as a vehicle to introduce characters from multiple different franchises, and for the most part it works.
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The premise mostly follows how Shinra – a secret government organization that deals with paranormal threats – deals with a series of giant golden chains that have begun to appear across space and time.

The story of Project X Zone 2 doesn't require knowledge of the events of the first game, though veterans will certainly appreciate subtle references to them. Fortunately, Project X Zone 2 pulls it off beautifully while the story may ultimately not be anything to write home about, the gameplay and presentation alone make this an accessible RPG experience that anybody should be able to enjoy. When one game includes characters, places and references to dozens of franchises from across five different companies, one must wonder whether there will be balance to all of the different parts at play. It's difficult to know what to expect out of such a massive crossover like Project X Zone 2.
