![]() ![]() This means no battles are particularly “challenging,” just annoying when having to navigate the same item menus over and over again.Īt least the story is fun. If you search the field you can find even more items, and healing items are cheap enough in the shop to keep at least ten of everything on-hand for a given situation. No matter a character's position on the field, an item can revive a fallen comrade or heal HP and ailments, which means at the beginning of every enemy turn it’s a simple matter to have everyone at peak power. See, unlike a game like Disgaea or Fire Emblem, items can be used on anyone by anyone, so long as you still have a character left in turn. And by “puts up a fight,” I mean “can do significant damage on a single turn,” which is easily rectified by the following turn. The battle-specific tasks aren’t too bothersome, though the occasional boss character puts up more of a fight. ![]() Grinding isn’t really necessary, so it grows monotonous. Once you’ve figured out a few buttons that work for you, they become second-nature, and you may even forget the other buttons exist. But there’s only so much that can be done with this. There’s also a combo meter that can generate bonuses for a strong, high-level of combined-attacks combo. Supporting characters can attack during that turn, as well as a pair nearby (if they’re close enough) to build the action. Each player team-everyone fights in pairs, with the option of a supporting character-has a selection of physical attacks that can be used once close enough to an enemy to strike and usually the attacks have a specialty: launch an opponent into the air, break their guard, or just pummel and hope for the best. Through the sequence of chapters, each consisting of a battle that can take over an hour each time, players take command of the squad to achieve a general goal: usually ending with “defeat all enemies,” but often beginning with tasks like reaching a certain point or destroying specific items within a turn-based time frame.Īctually fighting is a mixed bag of timed button presses and borderline unnecessary decisions. The reason I put “one part Fire Emblem” up there and didn’t reference any other game is because this is a straight-forward SRPG of the same style, where characters are chosen for you at the beginning of battle no matter who’s in your preferred line-up or not. That doesn’t mean it’s perfect by any means. It’s one part Fire Emblem, one part nerdy pub trivia stream of movie and game references, and a heavy helping of “Oh yeah, I remember that game, how did I forget about that?” But in that same Kevin Smith movie way, if you’re into that sort of thing, the crossover appeal of a fankid’s dream like PXZ as a series is enough to satiate your nerdy desires, and for plenty of hours. Under their supervision their first game was released on December 11, 2010.Very NOT “Usagi Yodumbo” instead HAPPY Japanese crossover game Fun with issue!Īs a game, Project X Zone 2 (that's “Cross Zone," not “ex zone”) is a unique beast to tackle. In 2010 Project X opened a new site with the addition of ZVitor and Acey as lead programmers. ![]() With a combination of old team members, many new additions and the blessing of those who have helped in the past, this new fan created game is swiftly coming to light, know as. Over time Project X went through various periods of leadership at various locations on the internet eventually settling in the hands of XFields. The project was original found on the forum War Machine Madness with a satellite site at cjb.net. He united with a small group of creators and enthusiasts in order to make the game a reality by use of the M.U.G.E.N game engine. ![]() Project X officially started back 2002 when the user "Comedy Ha Ha" had the idea of making a sequel to Capcom's X-Men: Children of the Atom. ![]()
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