|Dev: Banpresto, Monolith Soft|
|Pub: Namco Bandai|
|Release: June 25, 2013|
|Screen Resolution: N/A||Alcohol and Tobacco Reference, Fantasy Violence, Mild Blood, Mild Language, Partial Nudity, Suggestive Themes|
There aren’t any shops in the game either. You can equip units with one piece of gear and one accessory, but all of these are found on the battlefield or dropped by enemies. There are also a plethora of expendable items, which are dropped by enemies, but since you can’t get these through any other method, you will be tempted to horde them the whole game.
Much of the strategy in Project X Zone comes through maximizing your damage. You always want to set up your units so that you can call both support and solo units in battle. You want to use all of your different attacks in a combo rather than spamming one, because this gives you an extra attack chance at the end of your combo. You always want to maximize your hit-count in order to score an experience bonus, but you don’t want to use resources that can better be spent taking on a boss.
Even though the game’s system itself is geared toward beginners, it certainly has its fair share of difficulty spikes. Frequently, you will be close to finishing a battle only to have a huge group of new units and multiple bosses spawn out of nowhere, bringing a whole new victory condition with them. By the end of the game, you will be controlling a huge army of units, each with their own abilities and stats that become really hard to keep straight. Not to mention, some of the bosses have more than one cheap insta-death skills that you have to stay aware of.
Battles in Project X Zone can last quite a while too. It’s not out of the ordinary to see individual battles taking multiple hours. At one point, a battle lasted so long, with so many enemy ambushes, that it had to be completed over three days!
Considered apart from its baked-in crossover goofyness, Project X Zone is still a rather fun strategy RPG. Granted, it’s not Fire Emblem: Awakening, but it’s still pretty fun.
Date: July 2, 2013