Did anyone here enjoy Project X Zone?

Maybe it was a mistake for me to play that game so late at night but I feel like literally nothing about that game stuck in my mind except accidentally discovering units have Skills on chapter 16-17ish and feeling stupid about those times I moved low HP dudes away from combat wondering when a healer joins, the one time I got a game over the game over screen appeared jarringly with no fade-in, accidentally figuring out how to beat that mission where you destroy statues by moving your dudes close to it because I didn’t read, getting softlocked on a rout mission because a flying enemy remained above a bottomless pit where nothing I had could hit him (except an AOE attack that refused to trigger with only one foe in range) and needing to restart and redo that mission and the Resident Evil (or was it House Of The Dead?) map beforehand, and that cute little girl with Ryu and Ken who goes “Nanoda! Nanoda!” was adorable. What was she from? Oh, and Chun-Li and Morrigan were hot. Morrigan should be in more things. They should give her a game of her own. Juri Han, too. It could be like SNK Heroines only good.

I’ll play Project X Zone 2 next and I hope it’s more memorable and interesting to think about during play and after playing, but this one just slipped right through my mind like grains of sand through my fingers.

I like the second one a little bit better that’s probably because of the funny conversations especially between maya fey and Lucina

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I, how, what, ok I have to unpack a BUNCH of this in bites here so bare with me.

That’s sorta expected with crossover games to an extent, they don’t always make the most sense.

I kinda feel like reading comprehension is a fairly important skill for playing a tactical game.

This is the thing I needed to address the most since this is a mechanics then.
In Project X Zone, 1 AND 2, there is a mechanic involving comboing your characters attacks to build up a special gauge marked as XP (Cross Points) the gauge caps out at 150% but can’t go higher than 100% unless you use a striker to temporarily lock your foe along the Z access for your combo to allow that gauge to hit 150%.

Now, what is important to know is every character has a super attack that costs that very gauge, at 100% per super, your area attacks also cost 100% meter, AND every characters skills cost this meter.

You get items that give you more gauge to work with.

Plus on some maps certain enemies don’t move until a stage event occurs which are either turn OR kills based.

Like, I want to scream, how do you fundamentally screw up on mechanics that throughly?

Honestly I know what she’s from but can’t actually remember, i do know it was a game that got an anime adaptation though. Edit: Japan only game called Yumeria, also had a manga and anime adaptation like I though.

You’ve got to be actually screwing with me.

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Project X zone my favourite fever dream.

If there is one thing I remember about Yumeria it’s that it is also a fever dream.

A game about morrigan? A game like that would pop off hypothetically speaking. What kind of game though… maybe a fighting game?

Nah.

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Oh no, I think I see where the confusion happened…

That’s been shorthand for experience for so long, how do designers make a mistake that bad?

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Well, it’s easier to show. This is a random grab from off google but it IS the mid battle ui.


That little bar underneath Ryu and Ken is the Cross Gauge.

It being over 100% is due to that GIANT Cross over the enemy which is only possible when your attack overlaps your striker/tag-in partners attack.

I also think i misremembered its name and it might just be the Cross Gauge.

And to make this even more hilarious that is Ryu and Ken attacking a Youma from Sakura Wars in paris during the steam revolution in the 30’s (i think, definitely pre-world war 2) alongside a 9 year old.

I should have prefaced this with the fact I’ve beaten both of these games btw.

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Even naming this gauge something that results in stupid unfunny jokes like Power Points or Cross Points would have been better than naming the Fighting Game-style Super Meter bar the “XP Gauge”.

Super Gauge. Tension Gauge. “The meter”. People have called this so many things… and these people found the dumbest possible thing they could call it. Sorry, Bayonetta, the climax meter for climaxing all over the place in climax mode is no longer the dumbest thing anyone ever called a meter in all of gaming. Sometimes I wonder if they considered calling it “Hair Trigger”. Then again, climax jokes are funnier.

Yeah, it’d be awesome! It’d be a great place for all those characters who keep showing up in crossover fighting games but never had a game of their own. Like Ingrid! You know, from the capcom game with like 12 characters, one of whom was a giant dinosaur. Maybe they could do some kind of meta plot where they glitch out of their video game and have to fight the entire internet and a bunch of half-finished scrapped characters.

I know, right? Who programs enemy AI to softlock you? The enemy just remained there, the only guy left on the map, out of reach of literally everything I had. I could get him in range of my AOE with enough meter to perform the AOE but it refused to activate because only one enemy was in range.

I even tried having the pointy-haired boy in white use his Skill that boosts the range of allies, thinking it would be just what I need to get my long-range fighters to hit that enemy, but it turns out that only boosts “movement range”. Even having my units with Attack Range-boosting skills activate them didn’t help. Tell me I was supposed to do something stupid and extremely specific to get him to move.

Imagine a Mega Man game except those invincible helmet guys never stop being invincible because someone programmed them to realize it’s stupid if they make themselves vulnerable.

Also I know getting assists to hit the foe as you hit the foe to lock the foe’s position is important, I did that as much as possible while keeping my units together so I had two assists out at the same time for building insane meter. Then I used that meter if the attack didn’t kill and I wanted it to kill. Man, the bosses in this game have way too much HP.

I was mashing when the text came up that told me how to beat the demon statue level. Hold L and R and A and it skips text but don’t hold too many buttons or the game crashes and resets. The dialogue was painfully dull. Super Smash Bros Brawl was able to tell this story better without dialogue because “All the toys in my toybox from all the different worlds come together and fight the bad guys trying to destroy the world” is one of the simplest stories possible. You don’t need dialogue for that. Or characters. Also why isn’t Jotaro Kujo using his Stand? Is he stupid?

Still, the game had one redeeming quality… Dante from the Devil May Cry series was in this! Seeing him was cool. Who was he paired with? If I knew anything about any of these characters besides him, a few Tekken characters, Ryu and Ken, the hot babes from Street Fighter like Juri and Morrigan and Chun Li, Resident Evil, Frank West from MVC3, and Mega Man and Zero, I’d probably like the game a lot more.

If they did levels based on Sega properties they couldn’t turn into playable characters would that be sick or what? Sonic Superstars levels like Chu Chu Rocket and Samba De Amigo would be SUFFERING.

Remember those Persona 5 Tactica levels where you need to move a box? Imagine that but with Billy Hatcher’s eggs. Pain peko.