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The idea in the battle screen is to juggle your enemy in the air with well-timed attacks in order to hopefully wipe them out and hit them at the last possible moment before they hit the ground, using combinations of the A and D-pad. Once you have made your move, the action moves to a 2D side on-screen where you fight using a combination of the dpad and face buttons, while the use of the L1 can bring in a support character with the potential to produce a Cross hit for additional damage. This allows you freedom to approach battles how you want to and allows you to concentrate on immediate threats rather than praying you don’t get wiped out while you wait.Īttacking while having an ally next to you will bring then into the fight, allowing you to increase the damage dealt in your favour and potential finish the fight extremely quickly. Combat has changed since the first Project Zone X, where you’ll decide who you’ll move character by character, as opposed to having to work through a predetermined order of play.
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The graphics vary between the wonderfully produced 3D arenas and a 2D plane when the proper fighting kicks off in a style that again is extremely pleasing on the eyes for the first ten or so hours. If it allows to increase the already abundant list of fan favourites then what’s not to like? Let’s get one thing clear, as far as presentation goes, and as far as the number of nostalgic smiles that will appear on your face, first impressions are very good indeed. Stepping back into the same world with some updates and improvements seems like the natural thing to do. The original Project Zone X was the ultimate fan crossover when it was originally released, with a cast of characters that read like a who’s who of SEGA and Capcom favourites all tied up with a turn based bow.
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It doesn’t take much time to realise how much fan service Project Zone X 2 crams into its turn based Tactical RPG, and how much it relies on this to paper over some of the cracks in what is on offer.
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