The original Project X Zone took us by surprise, becoming one of our favorite games of 2013. While Strategy RPG’s are usually the bane of my existence, PXZ‘s unique fighting game inspired battle system and its huge cast of characters from different Capcom, Sega and Namco Bandai worlds helped it leave a huge impression on me. After its sequel was announced and confirmed for a Western release a few months back, Project X Zone 2 promises a bigger cast from more of our favorite games, but after experiencing it at E3, we were relieved to find out that everything we loved about the game play of the first is still here.

Project X Zone 2 E3 Screen 2

Each party member in PXZ consists of a team of two, such as Ryu and Ken from Street Fighter, newcomers like Kazuma and Goro from Yakuza: Dead Souls, and even X and Zero from Mega Man X make their return, still serving as the closest we’ve got to a 3DS Mega  Man game. Seeing as the demo was in the early portions of the game, each team was restricted to three attacks per turn. Either a neutral attack, side attack or up attack triggered a different combo, acted out with some stylish, 2D sprite based animations. If you can link attacks against your opponents right before they touch the ground, your party delivers extra damage, rewarding you for your perfect timing. As you can probably tell, unlike most games in the genre, the battles are hardly passive.

With each attack delivered to and received by some of the biggest foes of each universe, (including Juri and Dural making their comebacks, with newcomers like Sigma on the front lines,) each unit builds their XP meter. This allows them to guard, become invulnerable for the turn, or counter attack, with the hopes of defeating the enemy during their own turn. By pulling off long string of combos and not overspending the meter, playing well will allow the meter to fill up passed 100%, which comes in handy when pulling off their ultimate attacks. As visually impressive as ever, it’s amazing watching so many iconic moves pulled off to do huge damage, especially when the old characters were given new moves to keep things fresh.

Project X Zone 2 E3 Screen 1

Overall, PXZ 2 is almost identical to the original, (which you can find out more about in our review,) but more of a good thing is never bad. Combining these updated teams and attacks with new support characters, (like Leon Kennedy from Resident Evil,) and it looks like we’ll have another addicting love letter to long time gaming fans.

Project X Zone 2 is set to launch this fall exclusively for the Nintendo 3DS.

Aww, you were just a day away from keeping it a surprise, Nintendo.

If two allegedly leaked YouTube videos are to be believed, then it looks like Fire Emblem‘s Roy is making his grand return alongside Ryu, the face of the Street Fighter series. The two reels show what appears to be their arcade mode ending sequences, showing off small glimpses of what they have in store for their opponents once their release date comes.

From what we can tell, Roy still has similarities to Marth, the character his move set was cloned from in Melee. Still, a closer look at his animations, (namely his Up-B attack,) seem to have some slight differences compared to his past attacks. Is there a chance that Roy will be more of his own character, especially when Lucina already fills the role of a Math clone?

Ryu on the other hand, looks like he’s bringing something completely new to the Smash Bros arena. Coming equipped with his focus attacks, hadoukens, shoryukens and hurricane kicks, (feel free to spell out the Japanese name, because I’m not doing it,) most telling is the legendary fighter’s apparent ability to perform legitimate combos, something which isn’t normally possible outside of high level play. Will this change the way players approach the game? I can’t wait to find out!

Alongside these leaks, further rumors suggest new trophies for the Inkling and Ryu’s best friend, Ken, a new Dreamland 64 stage, Ryu’s iconic Street Fighter II Dojo stage, and Mii Fighter costumes, including Zero from Mega Man X, Mega Man .EXE, Akira and Jacky from Virtua Fighter, Animal Crossing‘s Isabelle and Heihachi from Tekken. At this point, we’re almost guaranteed to get the official word from Nintendo during E3 week, but it seems like the cat’s out of the bag.

While not terribly surprising for those who knew that sound files for Roy and Ryu were part of the Mewtwo update, it’s still surreal to see the biggest fighting game icon make an appearance in Nintendo’s all star brawler as the first, true original character as part of Smash’s DLC line up. Roy is a little more expected, since I felt his inclusion was an inevitability once DLC was announced, but I’m hoping more unique characters see their returns soon, (especially Wolf, Snake and Ice Climbers, although the last two probably aren’t possible.) Speaking of Snake, if copyright is an issue, can we at least slap his move set on the Mach Rider guy or something?

What’s your reaction to the news, and who would you like to see next?

While crossover games have become pretty common in Japan, these games are usually a localization nightmare on other shores. With so many different companies holding the licenses to each series, some gaming gems, like most of the Super Robot Taisen series, (featuring Gundam and Macross units,) and Namco X Capcom, have eluded gamers throughout most of the world. That is, until now, with the release of Project X Zone. A pseudo-sequel to NXC using a battle system similar to SRT, characters from Sega, Namco Bandai and Capcom have joined forces in this turn based strategy RPG. But fan service aside, this is a game that managed to stay entertaining for hours upon end, but not without some major repetition.

Project X Zone tells the epic tale of Mii, the heiress to an ancient artifact that has been passed down for generations, and her ninja butler Kogoro. Once mysterious enemies appear and steal the artifact, a rift in dimensions brings heroes and villians together from the universes of Street Fighter, Darkstalkers, Resident Evil, Tekken, .dot Hack, Virtua Fighter and Valkyria Chronicles amongst many others, (including Bruce f’ing Willis as John McClain! Sort of!)  These would-be allies are now forced to find their way home and bring order back to the dimensions. Okay, look… that’s about as deep as the story gets. Sure, it’s simple, but it serves as an excuse to have Mega Man fight side by side with Gemini Sunrise from Sakura Wars. What makes up for the bare bones story is the characterization of each unit. I was expecting a somewhat rushed translation since this is getting such a limited run, but I was surprised at how much I laughed out loud at the in jokes, references and nods to fans. It’s great when the translation team spares no expense at getting everyone right, especially when there are so many characters to work with.

Project X Zone Screen 2

Super cops Chun-Li and John McClain… together at last.

Game play combines traditional strategy mechanics with some light fighting game features thrown in. Each unit travels across a grid based map and starts with three attacks, each of which will launch enemies into the air or bounce them against the wall. Chaining attacks without letting foes touch the ground does more damage, builds up more EXP points and charges up the XP meter, (meaning Cross Power… Don’t ask.) What seems like simple button mashing in the beginning becomes more timing based, since boss enemies have huge amounts of HP with regenerating shields that charge when they touch the ground. Did I mention that connecting attacks at the last second before the bad guys land nets critical hits, more than doubling the damage inflicted? An RPG that lets you control critical hits based on skill? Why didn’t anyone think of this before?

As the game progresses, players unlock two member units. These are preset, so Dante will always fight with Dimitri for example. But Solo units, single characters ranging from Ghosts and Goblins to Fighting Vipers can be attached to each pair in any way the player chooses. Solo units act as support, and can be summoned mid battle to extend combos and inch out extra damage. To get the most out of each battle, other pair units can give support too, if the attacking unit is standing near them when the battle starts. Utilizing support from Solo and pair units is essential for victory, but how you will use them is another story.

If the main unit’s attack connects simultaneously with a support attack, a cross hit initiates, keeping the enemy frozen in place. This technique builds extra XP, as well as allowing the XP cap of 100% to increase to a maximum of 150%. The more XP, the more chances to trigger area clearing multi attacks, special skills that range from healing to stat boosting, and single super moves that can close out a combo for huge damage. The drawback? Initiating cross hits in the wrong spot can make your attacks miss, and attacks in this state cannot inflict critical hits. What’s more important, damage or XP? This is where the real strategy comes in, since the battle system makes most fights pretty easy once you get the hang of comboing.

Project X Zone Screen 1

Battles in PXZ are chaotic good fun!

If low on XP, items can be used in a similar ways as skills, but can only be obtained through defeating enemies or breaking shields. So sometimes, it might just be more advantageous to defeat all of the enemies before fighting a boss, (especially since there’s no grinding outside of missions,) or even letting the boss regain their shield for extra loot, (since there are no shops.) Even if you do make a mistake, a quicksave option can be accessed at any time, letting you retrace your steps back to when you made that one bad move. The only problem here is that there are 15 save slots but only one quicksave, so if your friends, family or significant other(s) are playing, chances are your quicksave will be long gone.

But going back to the simplicity of the battle system, the one major flaw I found with Project X Zone is a lack of variety. Most maps are laid out similarly aside from treasure chests scattered throughout the stage, and aside from a handful of maps where certain teammates take priority, a fight is over once your team is wiped out or the enemy’s is. Occasionally, additional objectives will be put in place, like reaching a spot or character on the map in X amount of time, but once the novelty of seeing Tales characters working with Shining Force heroes wears off, if you find the battle system tiring, you’re not going to see the end of the game.

I personally was addicted to landing critical hits and pulling off perfect combos all the way through, but even with the fighting game mechanics in place, I can’t see anyone other than hardcore fans of these characters, or long time SRPG gamers reaching the credits in this 40ish hour adventure. Even then, some popular characters don’t debut until WAY late in the game. I’m talking 20 hours in… so I can see people losing patience before getting to their favorites. Throw in end game maps can go on for around two hours each, and its easy to see how polarizing the final stretch can be. But if you can’t get enough, there’s even a new game plus with powered up bosses that drop rare equipment! You might never stop playing!

Project X Zone Screen 3

Yes, that’s X, Zero, Kos-Mos, T-elos, Ulala and the Space Harrier Girl on screen at once. Wait, does she have a name?

Even for those strategy fans though, this game is significantly easier than most in the genre, (which was perfect for me since I’m usually terrible at these games.) Throw in the fighting game mechanics and a literal army of popular, yet niche characters across three great companies, and you get a highly entertaining experience that a broad range of gamers will get entertainment out of. Well animated sprites and a large collection of music rounds out a package that hits us right in the nostalgia gland, and while I doubt most will see the story through to the end, Project X Zone provides as much fun as one wants to get out of it. If nothing else, at least it finally got Mega Man and Tron Bonne on the 3DS!

Pros:

  • A huge cast of characters!
  • Easily accessible game mechanics that blend genres.
  • Plenty of game to sift through, including a new game plus.
  • Strong animations, music and script.

Cons:

  • Weak story.
  • Repetitive battles that may wear thin before the credits roll.
  • Too easy compared to other games in the genre.
  • Multi hour fights late in the game.

Final Score: 8.5/10

Many fighters have come and gone over the years, but ever since Virtua Fighter hit the ring and revolutionized 3D fighting games, its popularity has endured. Thanks to an incredible level of depth amongst its unique cast, while the game is known to be difficult to master, few games in the genre are as rewarding when all that practice pays off. After five games and multiple revisions, we’ve arrived at Virtua Fighter 5: Final Showdown, the definitive version of the latest title in this beloved hard hitter. And while it makes some concessions compared to the retail version, this title’s value is hard to argue.

Jean Kujo and Taka-Arashi Join the Fight!

Featuring 19 unique fighters, (two of which are new to the US,) Virtua Fighter has plenty of moves to master between each character. From the easier fighters to master like siblings Jackie or Sara Bryant, to the technical marvels like flagship character Akira, there is sure to be a fighter to fit any gamer’s play style. The game has been reanimated and rebalanced since its last go around, so not only does it look prettier, but the moves look sharper, the damage output has been tweeked and the controls feel a little more forgiving as far as timing. But don’t pick up your pitchforks yet hardcore fans! The game still takes a ton of technical skill to be good at.

Virtua Fighter will help you get better though. And that’s through its many single player modes. Aside from the standard Arcade and Score Attack gauntlets, the Training Mode that VF4 made famous returns, which walks you through each fighter’s move set and slowly builds up your skill. Two modes that are obviously missing though are the single player tournament mode, which has been a staple of the series for years now and the ability to customize fighters. But then again, as a $15 download rather than a full retail release, it’s not surprising that something had to go. So now to build up ranks, instead of winning tournaments, a new License Mode gives players objectives to achieve during a series of fights. Clear these challenges, move up in rank. It’s as easy as that. As far as new costumes, there technically IS a way to dress up your fighters, but you’ll have to shell out extra cash for costume DLC.

Jackie and Sara Bryant Continue Their Rivalry... in HD!!!

Aside from the single player content, the bread and butter of competitive video games is its online component. Especially in a game like Virtua Fighter where timing is key, the slightest bit of lag can completely ruin a fight. Which is why I’m glad to say that my matches were almost completely lag free across ranked and player match. The new room match that adds lobbies to the fights surprisingly didn’t drop in quality either, even with a few different people waiting around. It’s good to see that Sega took this aspect of the game so seriously, especially with how bad lag is on certain big budget, full priced fighters.

So if you couldn’t tell from my glowing review, if you’re a fighting fan, there’s no reason why you shouldn’t own Virtua Fighter 5. The only question is whether or not it’s worth it if you own any of the previous versions. Well, how much value do you place on two new characters? How about the value of the final version of a fighting great that’s been balanced to near perfection? Not to mention that the online community is sure to receive a shot in the arm with this new release. If you absolutely have to be on top of the curve, there’s no question about it, but if you’re a more casual fan who’s perfectly happy with the previous games, there’s no urgent need for it either.

Akira Wants Some Pai...

But for the average gamer who doesn’t have a mock up arcade machine and a room plastered with Akira, Shenmue or Yu Suzuki posters, Final Showdown is still a blast to play. It might take some time to learn and undoubtedly has fewer modes than its predecessors, but the modes it does have will keep you busy for a long time. It moves fast, looks gorgeous and has 19 completely unique people to master. No clones, no similar movesets, nothing of the sort! And at $15 with what feels pretty close to a full retail experience, how can you go wrong? My only issues are the fewer modes and holding out on costumes to turn them into DLC but with the game being so cheap, some extra cash for bonus content is hard to be mad at. I’m incredibly hard pressed to find a reason not to recommend Final Showdown, and is easily one of the premier fighting games in the 3D genre. What else is there left to say? Jump online, download this game and lay a beat down on some mofos!

Crossovers are all the rage lately, especially with fighting games. So it’s no surprise that Team Ninja wants to get in on the action. At GDC, the newest trailer for Dead or Alive 5 showed footage of a gi wearing, headband donning karate man taking on flagship character Kasumi. No, not Ryu… that OTHER guy who looks just like him. Virtua Fighter 5’s Akira will make a special appearance in the upcoming fighter.

And they couldn’t have chosen a worse character.

Don’t get me wrong. I love DOA and I’m also a fan of Virtua Fighter. And because of that, I have no idea how Akira will fit in with fans of either series. First, you have the DOA fans who expect fast pace, simplistic fighting with counters keeping button mashers in check. Virtua Fighter on the other hand, is notoriously technical, forcing players to work for their combos with elaborate inputs and set ups.

In a game full of characters that are difficult to master, Akira is probably the most complicated of all. So how will he faithfully transfer into the world of Dead or Alive? Either he’ll handle completely differently, (which is highly unlikely,) or he’ll be altered severely to fit this game’s mechanics, (bingo, that’s where my money is.) So either you’ll frustrate DOA fans with a much harder character to use or you’ll annoy VF fans who hate to see Akira stripped down so much, (which is rare that you don’t want a character stripped down in DOA.)

Or… fighting gamers won’t care either way and will just have fun with this new character. While I don’t think the two franchises meld together well, as long as he’s fun to play, I don’t care. Check out his review trailer and let us know what you think!