Honestly, if you missed the Nintendo 3DS era, you missed some of the weirdest experiments in gaming history. Chief among them is Project X Zone 2. It’s a game where Phoenix Wright can defend a demon in court, and then five minutes later, Dante from Devil May Cry is shooting up a swarm of zombies alongside a guy from a Sega Saturn game you’ve probably never heard of.
It's chaotic. It's loud. It’s arguably one of the most bloated strategy RPGs ever made. But man, there is nothing else like it.
Even now, years after its 2015/2016 release, fans still talk about it. Usually, they're complaining about the nonsensical plot or how easy the combat is, yet they’re still playing it. Why? Because Project X Zone 2 (or Brave New World if you’re into the Japanese subtitle) perfected the "fan service" genre in a way that even Super Smash Bros. sometimes struggles to hit. It isn't just about the characters being there; it’s about how they talk to each other.
The Roster is Basically a Fever Dream
Most crossovers stop at the big names. Not this one. Monolith Soft—the geniuses behind Xenoblade Chronicles—partnered with Capcom, Sega, and Bandai Namco to build a list that feels like a drunk Wikipedia binge. You have the expected heavy hitters: Ryu and Ken, X and Zero, and Leon S. Kennedy.
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Then it gets weird.
You’ve got Segata Sanshiro. Yes, the legendary Sega Saturn mascot who used to beat people up in Japanese commercials. He’s a playable unit. You’ve got Chrom and Lucina from Fire Emblem Awakening showing up as guest stars. Kazuma Kiryu and Goro Majima from Yakuza are here, too, trying to make sense of why they’re fighting interdimensional monsters instead of street thugs in Kamurocho.
The game pairs these characters into "Pair Units" and "Solo Units." Seeing how they interact is the real draw. The writers clearly had a blast. They didn't just write generic "Let's fight!" dialogue. They wrote deep-cut references. When Dante meets Leon, they joke about their shared Capcom history. When the Ace Attorney crew shows up, the game basically turns into a comedy routine.
How the Combat Actually Works
Let’s be real: calling this a "tactical" RPG is a bit of a stretch.
In a typical SRPG like Fire Emblem or Final Fantasy Tactics, one wrong move means permadeath or a failed mission. In Project X Zone 2, you move your units on a grid, but the "strategy" is mostly just "get close and press buttons." Once you engage an enemy, the game shifts to a 2D plane.
This is where the "Cross Active Battle System" kicks in.
- Juggling is everything. You have a set number of attacks per turn.
- Timing matters. If you hit the enemy right before they touch the ground, you get a "Critical Hit."
- The XP Bar. You build this up to 100% (or more) to unleash a cinematic special move that fills the entire screen with explosions and anime portraits.
The sequel made some massive quality-of-life changes over the first game. The biggest was the shift to a "Phase System." In the first game, every single unit had their own speed stat, meaning turns were scattered. It took forever. In the second game, you move all your guys, then the enemy moves all theirs. It’s faster. Not fast, mind you—some missions still take 40 minutes—but it’s an improvement.
Why People Actually Play It
The combat is "flashy but shallow" according to most critics. IGN gave it a 6.5. GameSpot was even harsher with a 5. They aren't necessarily wrong. If you aren't a fan of these specific franchises, you will be bored out of your mind. The story is a convoluted mess about "chains" and "dimensional rifts" that serves only to move the cast from one nostalgic location to the next.
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But for the niche crowd? It’s a masterpiece of presentation.
The sprite work is some of the best ever seen on handheld. The way a tiny 2D sprite of Strider Hiryu moves across the screen is fluid and beautiful. Plus, the soundtrack uses remixed themes from every single game represented. Hearing the Tekken theme kick in while Jin Kazama enters the fray is a genuine dopamine hit.
Is It Still Worth Playing in 2026?
If you can find a physical copy or still have it on your 3DS, yes. It's the ultimate "podcast game." You don't need to stress over complex builds. You just pick your favorite characters, equip some gear you bought from the shop (a feature that was thankfully added in this sequel), and watch the fireworks.
It also serves as a weird museum. There are characters in here from series that haven't seen a new release in a decade. Resonance of Fate, Sakura Wars, Darkstalkers—they’re all alive here.
Actionable Next Steps for New Players
If you’re dusting off the 3DS to jump into this, keep these tips in mind to make the experience better:
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- Don't ignore the "Crosspedia." The game includes a massive built-in encyclopedia. If you don't know who a character is, read their entry. It’s full of trivia that makes the dialogue funnier.
- Focus on Charge Bonuses. If you don't use a specific attack during a battle, it gets "charged" for the next one, dealing way more damage. Rotate your moves; don't just mash the same one.
- Abuse Side and Back Attacks. Positioning matters now. Attacking from the rear deals double damage. It’s the easiest way to end those long boss fights quickly.
- Pair wisely. Some Solo Units have passive skills that trigger better with certain Pair Units. Check the skill list in the Intermission menu.
Project X Zone 2 isn't a deep tactical challenge. It's a loud, vibrant, 40-hour celebration of Japanese gaming history. It’s a miracle it even exists, considering the nightmare of licensing all those characters. It might be the last time we ever see a crossover this ambitious.