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Project X Zone 2 Packs Dozens of Franchises Into a Tactical RPG That Never Quite Justifies the Crowd

Project X Zone 2 review: Monolith Soft's 3DS crossover tactical RPG packs 58 playable characters from Bandai Namco, Capcom, Sega and Nintendo. 7.0/10.

By mitch·5 min read
A grid of battle, where warriors from rival companies clash amid zones of peril.

Project X Zone 2 is a game built on a simple, generous idea: put the characters you already love in a room and let them hit things together. Monolith Soft developed it. Bandai Namco Entertainment published it for the Nintendo 3DS. It came out in Japan in November 2015 and worldwide in February 2016. It scores 7.0 out of 10.

The setup is a crossover between franchises from Bandai Namco, Capcom, Nintendo and Sega. That is four publishers’ worth of history in one cartridge. The game is a tactical role-playing game, the same shape as its predecessor, Project X Zone. You move characters across a field and fight turn-based battles. The draw is who is standing on that field.

Trailer, via BANDAI NAMCO Europe.

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Shibuya Is Locked Down

The plot starts in Shibuya, Tokyo, sealed off because of paranormal events. Two organizations fought there before. Shinra is a secret group that protects Earth from otherworldly threats. Ouma is the evil organization that uses dimensional rifts to conquer the world. Ouma was defeated. Things were fine. Then the rifts started opening again.

Shinra agents Reiji and Xiaomu meet Chris Redfield and Jill Valentine of the BSAA to investigate golden chains that have appeared in Shibuya. The chains seem to be causing strong rifts in space-time. During the investigation they run into Heihachi, Phoenix Wright, Maya Fey, Goro Majima and Kazuma Kiryu. That is the party that kicks off the story.

From there the adventure crosses into several worlds. The characters they meet are dealing with the same rifts in their own homes. The plot is a homage to Namco × Capcom, the game’s spiritual predecessor, but it keeps a standalone story.

Pair Units and Solo Units

The combat is where Project X Zone 2 lives or dies, and the structure is straightforward. Characters are paired into Pair Units. Solo Units are single characters who assist when linked to a pair. In battle you use well-timed attacks and combos to deal as much damage as possible before your turn ends.

The map is viewed from a bird’s-eye, isometric perspective. You maneuver across the field, position your units and engage. The genre tags are role-playing, strategy and turn-based strategy. The themes are action, fantasy, science fiction and comedy. It is single-player only.

58 Characters on the Roster

The roster is the selling point, and it is large. Project X Zone 2 features pairs from Bandai Namco Entertainment, Capcom and Sega. It also brings in Nintendo characters as special guests for the first time in the series. A total of 58 characters are playable.

That number is worth sitting with. A tactical RPG with 58 playable characters has to give each one a reason to exist. The pair system does some of that work. The solo assist system does more. But the roster is also the game’s biggest risk.

Here is what the crossover pulls from, by publisher:

  • Bandai Namco Entertainment, which published the game and supplies characters from its own franchises
  • Capcom, which contributes fighters and survival-horror veterans
  • Sega, which lends its own stable of icons
  • Nintendo, which appears as special guests for the first time in the series

The named cast in the Shibuya investigation covers a fighting-game patriarch, a defense attorney, a spirit medium, a yakuza and a zombie-fighting specialist. That is not a coherent world. It is a party.

The Comedy Is Doing Real Work

Project X Zone 2 lists comedy among its themes, and that is not a throwaway tag. The premise is absurd by design. Phoenix Wright and Maya Fey standing next to Chris Redfield and Jill Valentine is a joke the game is in on. The tone lets the crossover breathe.

This matters because crossover games often fail by taking themselves too seriously. Project X Zone 2 does not. The plot has stakes — rifts in space-time, a locked-down Tokyo, an evil organization — but the pleasure is watching characters from wildly different genres share a battlefield.

The golden chains are the plot device that ties it together. They appear in Shibuya and cause the rifts. That is a clean enough hook.

Where the Strategy Gets Thin

The problem with 58 characters is that the battles have to accommodate all of them. The pair-and-solo structure is flexible, but the moment-to-moment tactics stay narrow. You position, you engage, you time your attacks. Repeat.

The isometric field view keeps things readable. The turn-based pacing keeps things manageable. But a tactical RPG lives on the tension of its decisions, and the decisions here are not the reason anyone shows up.

What the 7.0 Means

The published critical score is 7.0 out of 10, drawn from an IGDB critic aggregate across six outlets. That is a fair landing spot, and it matches what the game actually is.

Project X Zone 2 is not a landmark tactical RPG. It is a very good fan-service machine with a competent strategy game attached. The roster is the reason to play it. The combat is the reason to keep playing, up to a point. The comedy is one of the reasons it holds together.

Ranked against what it is trying to do, the priorities shake out like this:

  1. The crossover roster, because 58 playable characters from four publishers is the entire pitch and it holds up
  2. The pair and solo unit system, because it turns a crowd into a workable squad
  3. The timed combo attacks, because they keep the player’s hands busy during turn-based combat
  4. The story, because the Shibuya rifts and the golden chains are a serviceable frame and nothing more

The story is the weakest of those four. It exists to move characters between worlds. That is fine. It is not what anyone came for.

The Sequel Problem

There is a specific reason Project X Zone 2 feels the way it does, and it comes down to what a sequel is allowed to change. The game inherits the crossover premise and the pair system from its predecessor. It adds characters. It does not add a new idea to the combat.

That is a real limitation, and it is also a deliberate choice. The 7.0 reflects that honestly: a strong, specific, well-made game that knows exactly what it is and does not reach past it.

What that means in practice is that your enjoyment is largely decided before you start. If the pitch of 58 characters from Bandai Namco, Capcom, Sega and Nintendo sounds like your thing, the game will hold you. If you need the tactics to carry the weight on their own, they will not, and no amount of roster depth will fix that. Project X Zone 2 scores 7.0 out of 10.

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