CrossovProject X Zone 2 partly succeeds. It takes advantage of its laundry list of characters from companies Capcom, Bandai Namco, and Sega and pulls them together, creating a stage for memorable instances and battles. But when those moments decline around the 25 hour mark, what felt like a crowd-pleasing extravaganza of iconic franchises turns into a tedious affair exhausted by a dull plot, an overreliance on its combat system, and unevenly paced mission objectives.
er fan-service is a powerful force. It's why a lengthy turn-based strategy game like
Project X Zone 2's story 
justifies the presence of its multi-franchise cast of characters by 
throwing them into a conflict rooted in a war between Shinra--a secret 
government organization--and a rival organization known as Ouma that 
causes chaos in the world by opening up dimensional rifts. All the 
while, mysterious golden chains have started to sprout from the surface 
in other worlds, commanding the attention of the heroes from each to 
fight under a unified cause. This setup is as silly as it sounds, and 
the game spares no effort in addressing it further.
The
 game's premise is enchanting, especially if you're familiar with each 
respective franchise it crosses over. With an extensive roster that 
includes notable faces--such as Tekken's Kazuya Mishima, Resident Evil's Leon S. Kennedy, Shenmue's
 Ryo Hazuki, and much, much more--it's difficult to ignore the charm of 
seeing all these characters appear in a single adventure. It even digs 
deep into each publisher's' lesser known properties, pulling characters 
from series like God Eater, Star Gladiator, and Sakura Wars.
 And it's when these characters come together that the game becomes 
euphoric. Words can barely describe how I felt when a young Heihachi 
Mishima--who had just uppercutted his way onto the scene as the intro 
music for Tekken Tag Tournament
 blasted in the background--saved a distressed Phoenix Wright from a 
swarm of demons. He wanted to hire him to be his defense attorney. In 
the 30 seconds that this lasted, the game was able to consolidate the 
best aesthetic qualities from each of these characters' respective 
franchises into a single ludicrous, fan-serving instance.
Moments
 like this occur often and do well to heighten the thrilling and 
eclectic nature of fan-service that Project X Zone 2 utilizes. For 
everyone else, these moments may offer little. There's a specific 
audience being catered to here, and if you're not a part of it, you're 
likely to be left out of the excitement. However, even if there are 
characters you're not familiar with, important details are often relayed
 to bring you up to speed over each character's respective background. 
An in-game encyclopedia accessible between missions also helps, clearing
 up any leftover essential need-to-know details.
While 
Project X Zone 2's crossover moments are fantastic, its actual narrative
 is a nonsensical mess filled with excessive padding and repetitious 
encounters. This issue occurs halfway through when your party is 
constantly forced into battles with the same alternating round of 
villains. The process is as follows: villains appear, your party is 
shocked to see them, you beat them, and they flee. But before each 
villain escapes, they each give you a snide remark about how there's a 
larger scheme at play that you don't understand yet. This is repeated ad
 nauseum during the entire second half, making it difficult to care 
about what's going on as your party attempts to uncover the conspiracy 
behind the golden chains. The narrative is content to tirelessly dangle 
the reward of knowledge in front of you in this manner even up until the
 60 hour mark. It's unfortunate since when crossover moments occur, the 
game's appeal instantly picks back up. But when those take a backseat 
later on in favor of its lacking plot, Project X Zone 2 loses its charm,
 offering little emotional return in its storytelling.
Project
 X Zone 2's combat fares better. Like its predecessor, the actual 
turn-based strategy component of the game doesn't sport much strategic 
depth. Units once again lack clearly defined roles and you're rarely 
challenged to consider their positioning on the grid-based battlefield. 
However, the game's action-focused combat system is where its true 
strength lies. During a mission, you're given a handful of units to take
 into battle. Each unit consists of a Pair Unit and a Solo Unit that you
 can call in to assist in battle. When you order a unit to attack an 
enemy, you're thrown into real-time combat where you can strike an enemy
 a total of three times with a flurry of attacks using specific button 
inputs.
This comes together through the new Mirage 
Cancel ability, which lets your Pair Unit cancel an attack mid-animation
 to initiate a fourth attack. It doesn't sound like much but when 
combined with the Cross Hit mechanic--an attack state that temporarily 
freezes enemies in place as consecutive attacks build up for even higher
 damage--it creates a degree of complexity that requires you to consider
 which attacks combinations to use to better optimize your damage 
against enemies. This is ideal during later game missions where it's 
encouraged to eliminate enemy units in a few turns as possible, since 
enemies have high HP and defense and are more plentiful in numbers, 
which makes it easy for them to swarm you.
Mirage 
Cancels and Cross Hits help you inflict high damage, but pulling these 
moves off can be more difficult than it seems, especially against 
stronger opponents. As a result, you often need to consider which Solo 
Units you assign to your Pair Units, as each have different attack 
windows and status effects on enemies. For instance, combining a Solo 
Unit that launches an enemy into the air with a Pair Unit that 
specializes in ground attacks reduces opportunities to efficiently 
utilize these techniques, much less connect a viable combo. Plotting 
your attack strategy to take advantage of these mechanics is satisfying,
 and when they come together in perfect synchronicity, the impact of 
their execution is enhanced tenfold.

Much
 to the detriment of Project X Zone 2's combat, missions are fairly 
repetitive. Objectives tend to involve clearing a map of its enemies, 
which becomes tiresome when there are dozens of units to dispatch at a 
time. This downplays the reward of combat, exhausting its mechanics 
rather than elevate them. Fortunately, new objective types are 
occasionally introduced that do help to diversify the experience. One 
mission challenges you to diffuse 6 bombs scattered across a map within a
 10-turn limit as you deal with enemies, while another has you defending
 four areas on a map from enemy capture as you fight against an 
onslaught of others. These additional objective types are refreshing, 
but are so few and far in-between that they fail to alleviate the tedium
 of combat at large. For every new objective type you get to experience,
 you have to endure numerous hours of repetition, and by the time you 
overcome that, it barely feels worth the grind.
Project X
 Zone 2 understands the appeal of bringing together its massive roster 
of characters. It celebrates each iconic franchise, joining them 
together with others to create a multitude of memorable instances. But 
when it has to drop these moments to focus on telling an actual story 
with its characters, the delight of this crossover wears thin. It 
provides little satisfaction for sticking to its narrative, constantly 
reiterating on its plot and combat system to the point of exhaustion. 
And with limited diversity in its mission objectives, there's not enough
 to keep Project X Zone 2 fresh across its 60-plus hour campaign. 
Project X Zone 2 is at first promising, but not even its fan-service can
 save it from continually faltering in the face of its drudgery.
 

