Project X Zone 2
Project X Zone 2 is a crossover tactical role-playing video game developed by Monolith Soft and published by Bandai Namco Entertainment exclusively for the Nintendo 3DS.[1] Released in Japan on November 12, 2015, and in North America on February 16, 2016, with Europe following on February 12, 2016, it serves as the sequel to the 2012 game Project X Zone.[2][3] The game features 58 playable characters drawn from franchises across Capcom, Bandai Namco, and Sega, including notable figures such as Leon S. Kennedy from Resident Evil, Kazuya Mishima from Tekken, and Ryo Hazuki from Shenmue, alongside guest appearances from Nintendo properties like Chrom and Lucina from Fire Emblem Awakening.[4][5][6] In the game's storyline, a conflict arises between the secret organization Shinra and the chaotic group Ouma, who exploit dimensional rifts to cause disorder across worlds; mysterious golden chains then summon heroes from various universes to unite and combat this threat.[5] Gameplay emphasizes turn-based strategy on grid-based battlefields, where players control Pair Units (two characters) and Solo Units, engaging in real-time combat sequences reminiscent of 2D fighting games through timed button inputs for attacks, combos, and special moves like the Mirage Cancel.[4] A new Cross Points (CP) system allows for enhanced attacks and skills, while missions involve objectives such as defeating enemies, defusing bombs, or defending positions, with equipment customization adding depth to unit management.[4] The title highlights fan-service elements through character interactions and team-up dialogues, blending lesser-known series like God Eater, Star Gladiator, and Sakura Wars with mainstream icons, all set to a soundtrack incorporating remixed themes from the featured franchises.[5] Japanese voice acting enhances the authenticity, and the localization preserves the zany, humorous tone of the narrative.[4] As a Japan-exclusive crossover in its predecessor, Project X Zone 2 expanded its scope by including Nintendo guests, making it a notable entry in the tactical RPG genre for its ambitious ensemble cast and strategic depth.[2]Production
Development
Project X Zone 2 was announced on April 12, 2015, through a teaser trailer published by Famitsu, positioning it as a direct sequel to the 2012 crossover RPG Project X Zone.[7][8] The game was developed by Monolith Soft, with Souichiro Morizumi serving as director and Koji Ishitani as development producer, while Bandai Namco Entertainment acted as the publisher.[9][10] Development incorporated feedback from the original game's Western release in 2013, with the project approximately 60% complete by late April 2015.[9] Originally slated for a worldwide release in fall 2015, the North American and European launches were delayed to February 2016 to allow additional time for localization and refinement, including support for multiple languages from the outset.[11][10] Unlike the first game, which focused exclusively on characters from Bandai Namco, Capcom, and Sega franchises, Project X Zone 2 expanded the crossover by including Nintendo properties as special guests, such as units from Fire Emblem Awakening and Xenoblade Chronicles, to broaden the ensemble and enhance inter-company interactions.[10][12] Design refinements addressed criticisms of the predecessor, featuring upgraded battle animations and cutscenes for greater visual clarity and engagement during combat sequences.[10] The system also minimized grinding through streamlined progression mechanics, including directional attacks, unit customization options, and an SP parameter for strategic depth without excessive repetition.[10]Audio
The soundtrack of Project X Zone 2 was primarily composed by Yuzo Koshiro, a veteran video game musician known for his work on titles like Streets of Rage.[13] Koshiro's contributions blend orchestral and electronic elements to evoke the crossover's multiverse theme, drawing heavily from the participating franchises while incorporating new compositions.[13] A significant portion of the music consists of arranged themes from the source material, reinterpreted to fit the tactical RPG's pacing and battle sequences. Notable examples include the "Theme of Ryu" arrangement from Street Fighter IV, which retains its energetic rock motifs with added symphonic layers, and the "Main Theme" from Resident Evil 6, adapted into a tense, atmospheric piece suitable for exploration and combat.[13] These arrangements, totaling dozens across the game, highlight Koshiro's skill in unifying diverse styles from Capcom, Bandai Namco, Sega, and Nintendo properties into a cohesive auditory experience.[14] Original compositions by Koshiro form the backbone of the game's identity, including the title theme "New World Project," an uplifting orchestral track that sets an adventurous tone from the main menu.[13] Another key original is "All the World's Stage" (game version), an instrumental rendition of the opening theme that plays during key narrative moments, emphasizing themes of unity and spectacle.[15] Additional originals like "In Praise of Tomorrow," used in menu screens, provide serene, reflective interludes amid the action.[14] The opening theme, "Sekai wa Hitotsu no Butai" (translated as "All the World's Stage"), is a vocal rock track performed by singer marina, with lyrics underscoring the crossover's ensemble cast and epic scope.[15] This song accompanies an anime-style opening animation produced by Graphinica studio and directed by Yasutoshi Iwasaki, featuring dynamic sequences of characters from various franchises colliding in battle.[16] The ending credits feature the instrumental "Moonlight Curtain Call," a melodic piece that resolves the narrative's tensions with a sense of closure.[14] A special selection soundtrack CD was released in Japan on November 12, 2015, bundled with the limited edition, containing 21 curated tracks including both arrangements and originals.[13] The complete soundtrack, exceeding 100 tracks with dedicated battle themes like "Fury Sparks" and field music such as "Jade Water," is accessible via community gamerips shared on platforms like YouTube and dedicated music archives.[14] Project X Zone 2 features full Japanese voice acting with no English dub, relying on the original voice actors from the source series to maintain authenticity.[17] Notable performances include series veterans like Kazuhiko Inoue reprising his role as Reiji Arisu from Namco x Capcom, delivering the character's stoic detective persona with seasoned gravitas, and other stars such as Mamoru Miyano as Chrom from Fire Emblem Awakening.[17] This approach ensures consistent characterization across the expansive cast, enhancing the crossover's immersive dialogue and cutscenes.[18]Release
Japanese release
Project X Zone 2: Brave New World was released in Japan on November 12, 2015, exclusively for the Nintendo 3DS by Bandai Namco Entertainment.[19] Marketing efforts centered on highlighting the game's expanded roster of 58 playable characters from Bandai Namco, Capcom, Sega, and Nintendo properties, building anticipation through previews in Famitsu magazine that showcased new units, battle mechanics, and story chapters. Bandai Namco further promoted the title at events like the Tokyo Game Show, where stage presentations revealed key additions such as Fire Emblem's Chrom and Lucina, emphasizing the sequel's broader crossover appeal compared to the original.[20] Pre-order incentives varied by retailer but commonly included a downloadable Nintendo 3DS theme, an exclusive challenge stage, and in-game equipment like the Sun Sword accessory, often featuring artwork of crossover characters such as Klonoa and Ryu.[21] A limited edition bundle, priced at 9,980 yen, bundled the game with an original soundtrack collection to attract collectors.[22] The game shipped approximately 61,700 copies initially in Japan, sold 40,945 units during its first week according to Media Create charts (debuting at number two behind Monster Hunter X), and achieved a 60% sell-through rate based on Dengeki's estimate of 37,000 units sold.[23][24]International release
Project X Zone 2 was released internationally for the Nintendo 3DS, with Europe receiving the game on February 12, 2016, followed by North America on February 16, 2016.[3][25] The European launch date was advanced from an initial February 19 announcement to align more closely with the North American rollout.[3] Localization efforts for the international versions focused on translating the game's text into English, while retaining the original Japanese voice acting and adding subtitles to support the multilingual release.[26] This approach allowed the game to support up to seven languages through subtitles, emphasizing accessibility for Western audiences without altering the audio performances from the Japanese version.[27] Marketing for the international release prominently featured announcements during Nintendo Direct presentations, which highlighted the game's crossover appeal by showcasing characters from Western-popular franchises such as Resident Evil's Leon S. Kennedy and Street Fighter's Ryu and Chun-Li.[2][28] Trailers distributed via official channels emphasized these series alongside others like Devil May Cry and Tekken to attract fans of action-oriented titles.[29] Regional packaging variations included ESRB and PEGI age ratings displayed on covers, with the game earning a Teen (T) rating in North America for fantasy violence, mild blood, partial nudity, language, and suggestive themes, and a PEGI 12 in Europe.[30] Pre-order incentives at select retailers, such as a downloadable rare item pack in North America, provided additional content like costumes and weapons for early buyers.[31]Gameplay
Combat mechanics
Project X Zone 2 features turn-based tactical combat on grid-based maps, where players position and maneuver pair units—consisting of two characters from the same franchise—alongside optional solo units assigned for support. Battles proceed in phases, with all allied units taking actions before enemies respond collectively, allowing strategic ordering of movements and engagements to optimize positioning and support calls. Enemies are scaled to the player's level, appearing in waves or fixed positions on the map, and encounters emphasize surrounding or isolating targets to maximize offensive chains.[32][33][4] Combat initiates when a player unit moves adjacent to an enemy and selects an attack command, transitioning to a side-view real-time sequence resembling a 2D fighter. Each engagement allows up to three strikes, executed via directional inputs combined with the A button (e.g., up+A for aerial attacks), where precise timing on on-screen prompts enables combos, extends juggles, and triggers critical hits for bonus damage. Pair units execute joint assaults in tandem, with their animations interlocking for fluid sequences, while the assigned solo unit can interject for additional hits if activated via L or R buttons, enhancing overall output based on compatible attack types like ground versus aerial.[5][34][35] The Cross Attack system enables strategic chaining by summoning adjacent allied units to join the assault on a single target, creating multi-unit barrages—up to four-on-one—that amplify damage through synchronized strikes and prevent enemy recovery. A key element is the Cross Hit, activated when a pair unit's normal attack overlaps precisely with a solo unit's input, freezing the enemy mid-air to extend combo windows and boost subsequent hit multipliers. Players can further escalate with a Cross Break, a forceful launch ending the freeze for massive closing damage, or employ Mirage Cancel mid-sequence using CP (Cross Points) to insert a fourth attack and reset juggle height.[33][36][32] Resource management revolves around CP and SP gauges per unit. CP serves as a depletable meter for funding special attacks (via Y button when at 100%) and Mirage Cancels, recharging partially through successful combos but requiring careful allocation to avoid exhausting mid-engagement. SP (Skill Points) powers passive abilities, auto-skills, and enhancements like temporary buffs, with accumulation tied to battle participation and can be traded from excess CP via finishing blows. Post-battle, experience (EXP) is distributed proportionally to units based on attacks landed and enemies defeated, facilitating level progression without a shared pool.[35][37][32]Unit types and progression
In Project X Zone 2, units are divided into two primary categories: pair units and solo units. Pair units form the core of the player's army, consisting of two characters from the same franchise who fight together in primary combat roles, such as Reiji Arisu and Xiaomu from the Namco x Capcom series or Chris Redfield and Jill Valentine from Resident Evil.[38] There are 19 such pair units, totaling 38 characters, each capable of performing coordinated attacks and benefiting from shared resources like health and skill points during battles. Solo units, in contrast, are support characters or pairs functioning as a single unit that can be attached to pair units to provide buffs, secondary attacks, or utility effects, exemplified by Heihachi Mishima from the Tekken series, who offers defensive enhancements or extra strikes when linked, or Phoenix Wright and Maya Fey from Ace Attorney, who act as a duo solo unit.[32] These solo units, numbering 19 in total, enhance tactical flexibility without serving as independent combatants on the field map.[39] Overall, these comprise 58 playable characters in total. Recruitment occurs progressively across the game's 47 chapters, with new units joining the roster at specific story points to expand the player's options as the narrative unfolds. For instance, the game begins with Reiji and Xiaomu in Chapter 1, followed by Chris and Jill shortly thereafter, allowing players to gradually build a diverse team from Capcom, Bandai Namco, and Sega franchises.[40] This chapter-based progression ensures that early missions feature a smaller, focused group, while later chapters introduce more complex formations as the full complement of units becomes available, encouraging strategic adaptation to increasing enemy challenges.[41] Units advance through a leveling system driven by experience points (EXP) earned from defeating enemies and completing objectives in battles, with each unit gaining EXP independently to improve base stats like attack, defense, and speed.[42] Players can further customize progression via skill trees unlocked in the Customize menu after Chapter 2, where customization points (CP) are spent to enhance individual attacks or unlock auto-skills that activate passively, such as EXP bonuses or status resistance.[32] Equipment upgrades, including gear and accessories purchased or found in the shop, provide additional stat boosts and elemental affinities, while skill points (SP) manage in-battle abilities, allowing for tailored builds that emphasize offense, support, or survivability.[43] Between missions, base management occurs during intermission phases at a central hub, where players access menus for unit assignment, equipment allocation, and training simulations to optimize their roster without entering combat.[42] This system supports ongoing progression by enabling the redistribution of solo units to different pairs, refinement of skill trees, and resource management like item stocking (limited to 15 per stage), ensuring sustained growth across the campaign.[32]Narrative
Plot
The story of Project X Zone 2 opens in Shibuya, where mysterious golden chains emerge, causing dimensional rifts that disrupt space-time across multiple worlds.[35] Protagonists Reiji Arisu and Xiaomu, agents of the Shinra Organization tasked with investigating such anomalies, arrive to assess the situation.[44] They soon team up with BSAA agents Chris Redfield and Jill Valentine, who are also drawn into the chaos in Shibuya.[45] As the rifts fuse worlds together, the allied heroes embark on a journey through these interconnected dimensions, working to seal the breaches and prevent further collapse.[46] Along the way, they confront key antagonists from the chaotic organization Ouma, including V-Dural, M. Bison from the Street Fighter series, Jedah Dohma from the Darkstalkers series, and the group's leader Saya.[47][48] The narrative unfolds over a 42-chapter structure, with each segment involving world-hopping missions to resolve specific rifts and escalating threats.[49] The plot builds to a climactic confrontation that endangers the entire multiverse, emphasizing themes of interdimensional unity as characters from disparate worlds band together against shared enemies.[33]Crossover aspects
Project X Zone 2 integrates characters and elements from over 30 distinct series across Bandai Namco, Capcom, Sega, and Nintendo, creating a multiverse narrative where heroes from disparate worlds converge to combat interdimensional threats. This fusion emphasizes collaborative team-ups, with protagonists from series such as Street Fighter, Devil May Cry, Tekken, and Fire Emblem joining forces against common enemies like the antagonistic organization Ouma, without disrupting the established timelines of individual properties.[35][10] Recurring protagonists Reiji Arisu and Xiaomu, agents of the secret organization Shinra, act as dimensional investigators who recruit crossover allies to resolve these disruptions, continuing their role from prior entries in the Namco x Capcom lineage. This framework allows for seamless blending of franchise-specific lore, such as Resident Evil's zombies appearing alongside Xenoblade Chronicles' mechon, while maintaining narrative cohesion through Shinra's oversight of multiversal stability.[35][50] The crossover design highlights humorous and fan-service-oriented interactions that resolve longstanding rivalries through cooperative gameplay and dialogue, exemplified by moments where Tekken's Jin Kazama and Street Fighter's Ryu set aside their competitive histories to unite against greater foes. These exchanges add levity and meta-commentary, with characters acknowledging their origins in a self-aware manner that appeals to fans without delving into deep canon conflicts. Developers collaborated closely with franchise holders to ensure respectful portrayals, fostering organic team-ups that prioritize ensemble dynamics over individual story dominance.[10][35] Building on Project X Zone, the sequel expands the crossover scope by incorporating new series such as Persona and additional Nintendo guests like Star Fox, introducing fresh lore elements while reducing the unit count for tighter integration. This evolution treats the events as isolated alternate-dimension adventures, preserving the canon integrity of participating franchises by framing the narrative as a non-canonical "what-if" scenario outside their primary continuities.[10][35]Characters
Pair units
Pair units in Project X Zone 2 consist of two characters from the same or different franchises who function as the primary combatants on the battlefield. These units execute joint attacks, with synergies derived from their original games' movesets, such as combined melee combos or special abilities that trigger additional effects like status ailments or critical hits. There are 19 pair units in total, grouped by franchise origin: 5 from Capcom, 5 from Bandai Namco, 5 from Sega, and 4 mixed across companies. Core examples include Reiji Kujo and Xiaomu from the Bandai Namco title Namco x Capcom, who specialize in versatile sword and gunplay with high mobility; Chris Redfield and Jill Valentine from Capcom's Resident Evil series, focusing on firearm-based ranged attacks and zombie-slaying tactics; and Kazuya Mishima and Jin Kazama from Bandai Namco's Tekken, emphasizing powerful martial arts combos that build meter for super moves.[48] These pairs are recruited progressively through the game's 42 chapters, starting with foundational units in early chapters and unlocking more specialized ones later, often with initial stats tailored to their roles (e.g., high attack for brawlers, defense for tanks). Synergies enhance combat by allowing combo attacks that draw directly from source material, such as Dante and Vergil's Devil May Cry stylish chains that chain sword and gun attacks for multi-hit sequences and style rank bonuses. Recruitment typically occurs during story events where characters converge to fight common threats like the antagonist organization Ouma. The table below provides a full reference for all pair units, including name, franchise(s), and join chapter, based on gameplay progression. Initial stats vary but generally start at level 1-10 with balanced SP (skill points) around 50-70 for early-game viability.[51][38]| Unit Name | Franchise(s) | Join Chapter |
|---|---|---|
| Reiji Kujo & Xiaomu | Namco x Capcom (Bandai Namco) | 1 |
| Chris Redfield & Jill Valentine | Resident Evil (Capcom) | 1 |
| Kazuma Kiryu & Goro Majima | Yakuza (Sega) | 2 |
| Jin Kazama & Kazuya Mishima | Tekken (Bandai Namco) | 3 |
| Ryu & Ken Masters | Street Fighter (Capcom) | 4 |
| Strider Hiryu & Hotsuma | Strider/Shinobi (mixed Capcom/Sega) | 4 |
| Chun-Li & Ling Xiaoyu | Street Fighter/Tekken (mixed Capcom/Bandai Namco) | 5 |
| KOS-MOS & Fiora | Xenosaga/Xenoblade Chronicles (mixed Bandai Namco/Nintendo) | 6 |
| X & Zero | Mega Man X (Capcom) | 7 |
| Dante & Vergil | Devil May Cry (Capcom) | 8 |
| Kite & Haseo | .hack (Bandai Namco) | 9 |
| Ciel Alencon & Nana Kouzuki | God Eater 2 (Bandai Namco) | 10 |
| Akira Yuki & Kage-Maru | Virtua Fighter (Sega) | 11 |
| Zephyr & Vashyron | Resonance of Fate (Sega) | 14 |
| Yuri Lowell & Flynn Scifo | Tales of Vesperia (Bandai Namco) | 21 |
| Sakura Shinguji & Gemini Sunrise | Sakura Wars (Sega) | 18 |
| Ichiro Ogami & Erica Fontaine | Sakura Wars (Sega) | 19 |
| Demitri Maximoff & Morrigan Aensland | Darkstalkers (Capcom) | 20 |
| Chrom & Lucina | Fire Emblem Awakening (Nintendo) | 20 |
Solo units
Solo units in Project X Zone 2 serve as single-character supporters attached to pair units, enhancing their performance through various assists without engaging in the pair's core combo attacks. These units move independently across the battlefield grid, allowing players to position them strategically for optimal support coverage, such as placing them adjacent to multiple pairs for area-wide effects. Unlike pair units, which consist of two characters executing synchronized joint attacks, solo units focus exclusively on auxiliary roles, emphasizing tactical placement to deliver timely buffs or heals during enemy encounters. The game features 18 solo units drawn from its crossover franchises, with recruitment occurring progressively through the story chapters.[39] Heihachi Mishima from the Tekken series joins early in Chapter 2, providing ranged support capabilities that extend attack ranges and disrupt enemy defenses. Later, Estelle from the Tales of Vesperia series becomes available in Chapter 22, offering restorative functions to sustain allies in prolonged battles. These units exemplify the solo archetype by bolstering pair units via attachments that trigger during combat sequences, without the duo dynamics of pair units.[51] Support mechanics for solo units include area buffs to amplify offensive or defensive stats across nearby allies, direct healing to recover health points after engagements, and ranged assists that activate as secondary strikes or interruptions during a pair unit's primary assault. For instance, Heihachi's abilities allow him to nullify enemy blocks and increase normal attack range by one tile, facilitating breakthroughs against fortified foes. Estelle, in contrast, recovers 70% of a pair unit's HP and boosts defense by 25%, making her invaluable for defensive strategies in later chapters. This design encourages players to swap solo units between pairs based on mission needs, highlighting their versatility in tactical setups.[32][39] The table below provides a full reference for all solo units, including name, franchise, join chapter, and primary support ability.[39][51]| Unit Name | Franchise | Join Chapter | Primary Support Ability |
|---|---|---|---|
| Heihachi Mishima | Tekken (Bandai Namco) | 2 | Normal Attack Range ↑ 1, Nullifies Block |
| Aty | Summon Night (Bandai Namco) | 4 | ATK ↑ 20% for adjacent units |
| Natsu | Soulcalibur (Bandai Namco) | 4 | Critical Rate ↑ 15% |
| Ryo Hazuki | Shenmue (Sega) | 5 | Move +1, Counter Rate ↑ |
| Valkyrie | Legend of Valkyrie (Bandai Namco) | 13 | HP Recovery after battle |
| Leanne | Resonance of Fate (Sega) | 14 | DEF ↑ 20%, Block Damage ↓ |
| June Lin Milliam | Star Gladiator (Capcom) | 15 | SP Recovery after battle |
| Pai Chan | Virtua Fighter (Sega) | 18 | Dodge Rate ↑ 20% |
| Felicia | Darkstalkers (Capcom) | 19 | Stun Rate ↑ 15% |
| Segata Sanshiro | Segata Sanshiro (Sega) | 21 | All Stats ↑ 10% for 1 turn |
| Estelle | Tales of Vesperia (Bandai Namco) | 22 | HP Recovered: 70%, DEF ↑ 25% |
| Alisa Ilinichina Amiella | God Eater (Bandai Namco) | 23 | Burst skills enhance damage |
| Ingrid | Street Fighter (Capcom) | Early (exact ch. varies) | Aerial attacks, SP gain ↑ |
| Leon S. Kennedy | Resident Evil (Capcom) | Early | Ranged shots, Poison inflict |
| Captain Commando | Captain Commando (Capcom) | Mid | Team buff, ATK ↑ |
| Ulala | Space Channel 5 (Sega) | Mid | Dance buffs, Accuracy ↑ |
| Axel Stone | Streets of Rage (Sega) | Mid | Charge attack, Break blocks |
| Hibana | Nightshade (Sega) | Mid | Ninja stealth, Evasion ↑ |
| Phoenix Wright & Maya Fey | Ace Attorney (Capcom) | Late | Objection! Interrupt enemy actions |