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YMMV / Project X Zone

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  • 8.8
    • Games Radar's review of the first game was heavily criticized for unfair comparisons against Fire Emblem Awakening (Irony ensues given who appears in the sequel), and being very critical of other aspects without acknowledging the reasons behind them.
    • Gamespot and IGN's reviews for the sequel were hit with this simply for giving it a lower score than the original despite the improvements made to issues from the first game.
  • Author's Saving Throw
    • The choice of characters for Project X Zone seems to be Bandai Namco Entertainment making up for some of the bizarre choices in Namco × Capcom. For example, the Mega Man and Resident Evil franchises are represented with characters players would expect to see from both series (Tron Bonne is still present from Namco X Capcom, but justified because she's an Ensemble Dark Horse) and Rival Schools is represented by its series protagonist instead of its supporting cast.
    • Not only is Project X Zone 2 a reality, but the international release was launched within three months after the Japanese release. On another note a complaint about the first game from western fans was that there was a large amount of characters nobody knew of due to No Export for You reasons, so the sequel has focused on giving us characters that are more well known to the west while still including obscure characters for people to experience.
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    • Despite the first game being localized, one of the largest complaints was the lack of licensed songs from certain series, the most glaring omission of which is the game's primary theme song (see below)! The sequel brought more, if not, all licensed tracks from all series in the game proper.
    • See Broken Base below regarding Kogoro Tenzai and Mii Koryuuji: due to their divisiveness, the sequel has them Put on a Bus and uses the more popular and established Reiji Arisu and Xiaomu as protagonists again after having appeared in the first game as supporting characters to Kogoro/Mii, although some fans would have preferred seeing the latter get more development instead.
  • Awesome Music:
    • "Mysterious Project (Ver. SP)", the theme from the official site of the first game. It even overrides the Final Boss music!
    • "Wing Wanderer", the opening song for the first game, which sadly wasn't in the localization.
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    • Kogoro/Mii's Leitmotif "Wanderer's Road (SP Ver.)"
    • Brave New World has "All the World's Stage".
    • The menu theme from the sequel, "New World Project", is so epic it gets reused as the main song during the game's final level.
    • The rearrangements for most featured songs in Brave New World have been praised by fans and critics alike for being composed exceptionally well. Being all live-recorded, it brings in one of most earwormy and diverse arrangements through four legendary companies' history.
  • Best Level Ever: Stage 27 "The Dimensional Cliff" from the first game is practically one of the best parts. A lot of Mooks that are way too close to each other with not a lot of health that you can use MAP attacks with impunity, Phantom finally joins the party for Haken and Kaguya's MAP attack (though you can't use it here), Vile is in his Ride Armor and also a boss fight on foot, all to the tune of Rocks! Unfortunately, the spoiler's not present in the localization.
  • Breather Boss: Unless players deliberately make a mistake during Combos, Ciseaux is one of the easiest bosses in the first game. Makes sense since in Sakura Wars 3, Ciseaux is the first major boss you'll fight in the game.
  • Broken Base
    • More than a few people were that annoyed some of the cooler characters in the roster (Sanger Zonvolt and Heihachi Mishima, for example) are in the game as "Solo Units" rather than fully playable roles. The same thing happened when Brave New World announced Phoenix Wright, Maya Fey and Axel Stone.
    • Some Street Fighter fans are upset at the fact that Seth is the villain representative for the series and not M. Bison. To be fair, Dictator is already dead at this point from the timeline of The ’Verse. Of course, he did come Back from the Dead in his game as well. Surely enough, Bison came back for the second game.
    • There are some fans who think the plot of Project X Zone is simply an Excuse Plot to continue from Namco X Capcom, while others are content this Crossover between three different publishers (four, as of Brave New World) are even happening.
    • Because Sonic the Hedgehog was excluded from the Sega line-up, a lot of people weren't exactly happy about it, given he is the company's mascot. However, the blue hedgehog has a sizeable Broken Base of its own; additionally, neither Klonoa (who was in Namco X Capcom but not here) nor many other animal-based/non-humanoid characters from other video games also appear in Project X Zone (the ones that do are largely villains); all this is before mentioning Sonic the Hedgehog is more popular in the West than it is in Japan.
      • Adding to the setting and nature of Project X Zone is the argument of whether or not its content is the reason why Sonic isn't included. An extension of this is the argument as to whether or not having a seemingly all-human roster on the heroes' side and not on the villains' side is intentional or just mere coincidence (the latter appears more likely to be the case).
    • Both games borrow the Turn-Based Strategy formula of Namco X Capcom with the Action Commands button-inputting of Endless Frontier, but is this mechanically "good" as part of game-play or does it become a redundant chore after a while?
    • Female characters in Brave New World, specifically Pai Chan, Ling Xiaoyu, BlackRose and Estelle, seemingly being replaced with male characters Kage-Maru, Kazuya Mishima, Haseo and Flynn Scifo (the latter was in the last game, but as a Solo Unit) was not well received. Fortunately, Xiaoyu, Pai and Estelle are in the sequel; the problem is the latter two are now Solo Units, giving certain players something to complain about.
    • Were Kogoro/Mii victims of underdevelopment to their characters in the first game and deserve a return in the sequel to properly do so or were they shafted because of the possibility of them getting overshadowed (again) by more popular pairings like Reiji/Xiaomu and the rest of the roster? Given their absence in Project X Zone 2 and Reiji/Xiaomu ascending back to protagonists, indications point to the latter; additionally, there was a divide among players whether or not Kogoro/Mii were Flat Characters who had less plot relevance (despite being the main characters) as the party grew larger, unintentionally making them unappealing and unvaried compared to other pairings.
      • The fact that Brave New World shows the Koryuuji mansion late in the game yet the two don't make an appearance and are only mentioned in passing has peeved the Kogoro/Mii fans more.
    • Regarding character inclusions and overall series representation in the sequel, a lot fans have become vocal about the amount of Spotlight-Stealing Squad Sakura Wars is getting compared to other franchises - notably, all four characters return as pairs, with two new bosses from their series entering on top of two returning Sakura Wars villains from the first game. By contrast, Street Fighter and Tekken have individually less representation, but since they're one of the most well-known series from Capcom and Namco Bandai respectively, some fans believe what they have is justified, yet naysayers will argue series' character count is in favor of Sakura Warsnote . Some fans of Sakura Wars see this justified due the franchise being one of SEGA's juggernaut properties, having lived the glory days as the flagship franchise and Killer App for Saturn in Japan and has quite an expansive media and legacy stretching to present day. On the other hand a good number of players, mostly in the west, dislike Sakura Wars due in part of how generic the cast feels when compared to the other characters in the game as well as the fact that out of all the franchises, Sakura Wars overshadows more popular franchises.
    • The inclusion of a Hot Springs Episode in Brave New World: although it's a completely optional cut-scene that's played for Fanservice, the fact it's only available on New Game+ doesn't help its case. Is it truly worth viewing on a second play-through or not?
  • Crossover Ship: Going to Pixiv and searching for the game has some artists pairing up Strider Hiryu with Valkyrie, the scarf being the biggest reason why Hiryu is okay with it. On the Les Yay side, some artists will pair Estelle with Lucina, though this one's more obvious thanks to the numerous amount of times the two were almost together in Brave New World, one of them having to hold hands while jumping on a catapult.
    • The Strider/Valkyrie-ship seems to have stretched back to Namco × Capcom-days as a lot romantic fanart featuring both were around by good sum before Brave New World - so much that a lot of the fans celebrated both appearing together again upon Strider's and Valkyrie's return.
  • Cry for the Devil: Vile may be a cruel, murderous psychopath, but it's hard not to feel a twinge of pity for him when his single-minded obsession with beating X just leads to him dying all over again. Knowing that he's basically been half-mad since the day he was born also can add to this.
  • Ending Fatigue: The penultimate stage and the final stage of both games will tire players out before they finally see the ending.
  • Even Better Sequel: Despite it being largely the same as the first game, Brave New World is generally considered to be superior in all aspects compared to its predecessor thanks to its game-play tweaks, character roster and the developers addressing fan complaints about the first game.
  • Fanfic Fuel: Having other Bandai Namco/Capcom/SEGA characters join in the fight against Ouma or fight alongside Ouma.
  • Friendly Fandoms: Some overlap with the Super Smash Bros. fandom due to both series being Massive Multiplayer Crossovers featuring characters from Namco Bandai, Capcom, Sega and Nintendo (to varying extents), with Ryu, Lucina (in Smash 4), Chrom and Ken (in Smash Ultimate) being playable in both series, and X having a supporting role as part of another character's "Final Smash".
  • Game-Breaker: Now with its own page.
  • Germans Love David Hasselhoff: Despite low sales domestically, Namco Bandai did decide to localize it in the West due to the surprising amount of interest abroad. Post-localization, some Namco Bandai press releases remarked that sales were high enough a sequel could be feasible. Project X Zone 2 was eventually announced following a leak, and the publisher immediately confirmed that it too would be localized.
  • Harsher in Hindsight: Zero, having not gotten over Iris's death in X4, finally finds closure when he meets her spirit in the Digital World in the first game in 2013. And then Yuko Mizutani passed away in 2016...
  • Heartwarming in Hindsight: Reiji and Xiaomu's Multi Attack concludes with her wearing a wedding dress. At the end of 2, she's seen wearing it again, but this time as a real bride as she and Reiji are married.
    • In a way, the entry on Harsher in Hindsight involving Iris. Sure, Yuko Mizutani passed away shortly after, but before her death, she managed to come back for Iris and gave Zero a much needed closure before passing away for good.
  • Hilarious in Hindsight: See here for its own page.
  • It's the Same, Now It Sucks!: Players disappointed with the first game's bare-boned, sluggish combat weren't impressed with how Project X Zone 2 is Not So Different in its basic premise. Some have went so far as to warn newcomers from picking up the sequel despite the improvements addressing most of the complaints from its predecessor.
    • The fact the sequel's priced at $/€ 40.00-50.00 has also enforced this mentality due to some players seeing Brave New World more as a budget title, given its seemingly low production value.
  • Just Here for Godzilla: Not a massive example, but expect a fair number of fans following the games simply because it has a certain character they like. Mega Man X fans are a good example, especially with this game duology being released during the Mega Man franchise's 2011-2018 hiatus.
  • Most Annoying Sound: Until players learn how to turn them off, hearing a certain Mook's voice when it's their turn to move can get irritating quickly, especially if there are more than ten of the same crony in the same stage. Thankfully, the sequel allows speeding up enemy turns while simultaneously skipping their voices by holding down the B button. Q-Bee is a major example of this, as her voice is high pitched as though she sucked on a helium tank all day. Even if you skip her voice when it's her turn, beating her up emits a long string of high pitched squeaks, making it especially ear-grating.
  • Most Wonderful Sound:
    • Land a Critical Hit on an enemy and watch as a lot of "POWS!" come from successive hits and at the yellow numbers signifying a critical is scored (that, and an extra 5% of Experience Points are earned for each one in the first game, 10% in the second).
    • "Cross Hit"; even better is both a Cross Hit and a Critical Hit occurs during the same Combo.
  • Narm
    • The appearance of Iris in Chapter 29 for the first game would be surprisingly poignant, if not for the fact Zero says "What am I fighting for?" at one point, thus, it doesn't hold as much impact as it could have been. However, considering the game's tendency to make Call Backs and Shout Outs, this might have been intentional.
      • At the very least, due to it being locked with Japanese voices, players won't hear the infamous voice acting from Mega Man X4: since Zero isn't screaming in anguish in Project X Zone compared to before, the non-Narmy impact is reduced.
    • The Heroic Sacrifice by Arthur in the climax of the chapter "Operation Crackdown" would have been more dramatic had it not been ruined for the Interface Spoiler of this character still being listed as a party member when players check on their units while preparing for the next chapter.
    • Neneko’s battle theme, “Curiosity and the Cat”, while catchy, is REALLY out of place during battles.
    • In Chapter 39 in the second game, you finally defeat Aya-Me for good: as expected, they say their farewells, but their death animation involves them rising up into the air before they explode like most other boss enemies. This is somewhat silly by itself, but it's even sillier if they happen to be positioned under one of the bus stops in the level when they take the final blow, causing them to briefly rise into the air and then explode much quicker after giving their speech, giving the impression that them hitting their head on the bus stop canopy was what caused them to ultimately explode.
  • One-Scene Wonder: Iris might appear in one chapter, but it finally gives Zero some form of closure.
  • Replacement Scrappy: Ingrid is one of the most reviled characters in the Street Fighter fandom, due to being shoehorned into the franchise after her own game was cancelled, invalidating M. Bison's threat by claiming she is the true source of Psycho Power, being a literal god with no flaws whatsoever, and because her appearance and moveset clash with the series' tone. In the second game, she is the token Street Fighter support character, replacing Ensemble Dark Horse Juri.
  • Rescued from the Scrappy Heap: Natsu was part of the reviled fleet of Replacement Scrappies and Flat Characters that was Soul Calibur V. Thanks to Project X Zone 2 granting her some actual personality where SCV and its incomplete narrative had little if none of it for her, with some character focus and good chemistry with most of the cast (particularly the other Ninjas), she gets a much warmer reception here than in her home series.
  • So Okay, It's Average: The consensus is while there are improvements over many issues Namco X Capcom had, there are still a number of pressing problems with the game-play. Sure, the Crossover interaction between all heroic and villainous characters are great, but the pacing becomes excruciatingly slow during later parts of a play-through due to the sheer number of enemies and how much health they have. It doesn't help that players can never skip attack animations since this Turn-Based Strategy game requires active button inputs for combat.
  • Suspiciously Similar Song: The opening riff of the Leitmotif for Kogoro/Mii, Wanderer's Road, sounds similar to the opening of the Double Dragon theme.
  • Tear Jerker: Some of the villains' last words upon being defeated for the last time, especially if players have played their source games. Notable examples are Aya-me and Vile in the first game, Saya in the sequel.
  • That One Boss
    • Granted he's the Final Boss, but Meden in the first game takes the icing on the cake. On "Normal Mode" (first play-through), he's got 200,000 Hit Points, regenerates his Cross Point gauge faster than players can, which guarantees his counter attack is going to be his Limit Break, an incredibly wide attack range to strike any Pair Unit from where he's at, hits like a truck (from full health to almost death state even with a defense buff), and when players get next to him, the only way to attack him is either directly in front of him or have a unit capable of attacking an extra panel away. Knock him down to 25% health and he starts summoning Mooks, as in same sub-bosses players previously defeated awhile ago before getting to him. The upside is players can skip destroying the sub-bosses since the objective is to simply beat the boss; the Mooks are there more for intimidation purposes. However, for those players who are completionists and want to wipe the field clean of everything, they better prep themselves as they'll be taking pot-shots from the boss, while praying he doesn't get a full Cross Point gauge on his turn. Just when players think they're safe, they'll likely get attacked with a Limit Break from each of the sub-bosses, too. This is one hell of a ride.
    • In Brave New World, some bosses can turn into this since almost all of them have some sort of unique property that's generally a pain to deal with, especially if players fight them in challenge stages:
      • Azure Kite deals counter damage depending on the amount of damage dealt to him, which thankfully cannot defeat Pair Units, but will almost invariably drop their HP to 1.
      • Nemesis has large chunks of Regenerating Health between turns, making a fight against it difficult if players can't take it down in a single turn.
      • Sigma drains all Cross Points after attacking him, forcing players to finish their turn with a Limit Break, even if they'd rather save it for something else other than Sigma if they don't want to lose all of it.
  • That One Level
    • Project X Zone:
      • Chapter 16 requires destroying all four Stehoneys because they have the key to Astaroth's room. The problem is they're positioned far away on the map and will likely get the first move during the turn while players' Pair Units are struggling to get to them. If one Stehoney gets to the gate, Game Over. Provided they don't get distracted, Haken/Kaguya can really help bring them down, while pairing Flynn Scifo with a level 19-Ichiro Oogami and Sakura Shinguuji can ensure the latter's +2 movement skill is granted to the entire party to use.
      • The stretch of stages where the party must collect the fragments of Aura can be pretty tense since it must be done in 15 turns, and there's only a third of the party available for three of the four missions. In particular is the third one where Coco Tapioca must be defeated in 15 turns. What makes this tricky is he's surrounded by Mooks that can deal Standard Status Effects, with Saya and her flunkies flanking from the party's rear, picking off the team and probably forcing players to divide the already minimized party to keep them at bay. The narrow passageway in the middle of the area where Mooks love to swarm and has a sub-boss doesn't help.
      • Chapter 39 will probably throw the uninitiated off-guard: it starts with common Mooks (at least two of them have barriers) and two Astaroths. Take those down and Riemsianne la Vaes and Selvaria Bles arrive with similar reinforcements; defeating the second wave will result in Jedah Dohma and Lord Raptor. To put the cherry on top of this Marathon Level, Jedah must be defeated within a hitherto unknown fixed time limit.
      • Chapter 40 serves a rather unpleasant surprise: no unexpected bosses, no surprise reinforcements; just a single map to be cleared. The problem? The map is filled with 24 copies of Juri Han, Alisa Bosconovitch, Heihachi, Sanger, Saya and T-elos, all having around 90,000 Hit Points with boss statistics. If players haven't been smart with healing-based items, prepare for some pain.
    • Project X Zone 2:
      • Despite the sequel being easier, there are several frustrating levels such as Chapter 11, which involves defusing bombs aboard a cruise ship. One of them is guarded by Axel's robotic doppelganger, Break, and halfway in the chapter, Nemesis along with several Tyrants as well as B.B. Hood arrive. You have to take out Break in order to defuse one of the bombs, and Nemesis's health will keep on regenerating unless you defeat him.
      • Chapter 16 has the return of the Stehoneys: once again, they must be defeated before the reach the goal or it's a Game Over. Mooks will be guarding them and there's also a Abaddon that needs to be destroyed before it escapes. Once the map is cleared of most enemies, players must fight off the Nemesis and Ustanak, with the former having Regenerating Health (see That One Boss).
      • Chapter 22 features a Brainwashed and Crazy Estelle, who players must prevent from reaching M. Bison. During the chapter, Sylphie will appear and summon Vile and other Mooks; at the same time, Estelle cannot be knocked out of play by any other character in the party except Yuri Lowell and Flynn or they get an instant Game Over. To top it off, Zagi enters the picture later, and the Nemesis returns again and is just as hard as it was in the previous chapters.
      • Chapter 24: There's some good news and bad news for this chapter. The good news is that it's no longer an Escort Mission trying to defend statues from being destroyed like in the first game. The bad news? The likes of Sheath, who spams an Area of Effect attack, Aya-me, V-Dural and the V-Dural statues, Juri, Unknown, and T-elos, including a ton of Mooks to deal with. Meanwhile, a Treasure Mimic must be taken down within five turns or else it escapes.
      • Chapter 26 makes every other stage look tame by comparison: because the Dragonturtle breaks down, players must split the party up to defend the Dragonturtle. It starts out easy at first, until the difficulty is cranked Up to Eleven by sending in Pyron and Lord Raptor, Skeith and Azure Kite, Nelo Angelo and waves of Mooks with barriers. So long as one of them touches the Dragonturtle, be it a boss or Mook, instant Game Over. Have fun buying enough Cross Point-increasing and health items because enemy attacks and their health will absolutely tear apart the party. It's almost no wonder why Brave New World makes it a point to grant Kite and Haseo their Area of Effect attack in this chapter. Perhaps the biggest problem with this are the flying enemies in the map, who can easily get out of range from Pair Units' attacks. Here's hoping players remembered to deploy Ichiro for his +1 movement skill if they want to get anywhere near enemies.
      • The final level is brutal in so many ways. First off, there is the arena itself. It's covered in a red fluid that damages characters when walked over. Sure, it's just Scratch Damage, but it WILL add up in the long run because there is just so much of it. Also, the places where the playable characters spawn are bombs which will explode if even a single enemy steps on it, leading to an instant game over. So of course the game feels the need to shove Metal Face, Sigma, Ranmaru, Kamuz and Pyron right in front of them and have them dash at it the moment they get the opportunity to. Then there is the final boss itself. It hits like a truck, can attack almost the entire map, and is completely invulnerable to any damage unless Saya, who is at the very edge of the level, is killed. But to hurt Saya herself, first you need to kill Sheath, Dokugozu and Dokumezu. Do all of that and when you try to take out the Big Bad you will find out it has a whopping 400000 HP AND the ability to summon enemies almost every turn! By this point you will almost be begging for the game to give you a break and just be over.
  • They Wasted a Perfectly Good Character: Zigzagged - Kogoro/Mii being absent in Brave New World (see Broken Base) are largely considered this by their supporters, while others aren't complaining about the two getting Put on a Bus when opinions regarding their characters were divided.
    • The sequel introduces more NPC's who appear only once or twice, not counting the ending, but whose appearances make you wish they were playable. This includes Ada Wong, who many wanted to be a pair-unit with Leon, Tiki, who many agree should of been a Solo character, and Miles Edgeworth, who many say should of been a Rival unit or another Solo unit.
    • This applies to Hayato as well, who was The Hero of the series he's from, but is one of the main antagonists here due to being Brainwashed and Crazy. Had it not been for that, he could have possibly formed a Pair Unit with June.
  • They Wasted a Perfectly Good Plot: In the first game, Juri claims she has a new target now that Seth has been killed. This heavily implies that her alliance with Bison in the sequel was a façade for her to get close enough to murder him, similar to her role in Street Fighter X Tekken. However, this plot point goes nowhere and she randomly disappears after being fought on Ylisse.
  • Tier-Induced Scrappy: Two examples from the first game
    • Due to the way Juri's solo attack works, she kicks the enemy high into the air near the end of her attack string, even though they're supposed to be frozen in place thanks to a Cross Hit. This often causes players to miss most of a Pair Unit's attacks, possibly costing them a damage and Cross Points. While several other Solo Units do move the enemy with their attacks despite a Cross Hit, the movements are typically minor such that they wouldn't interfere with a Pair Unit's main attacks, but Juri is the only one who will drastically alter the placement.
    • Of the Pair Units in the game, Chris Redfield and Jill Valentine fall behind the rest due to them being the last to officially join the party. As a result, they suffer from not having enough time to level up and match their peers; furthermore, they're one of the slowest pairs, meaning there's more work to be done to make them on par with the rest of the party. To make up for this, Chris/Jill are the first Pair Unit to join Reiji/Xiaomu in the sequel, have a +1 to attack range, and they allow other characters to give out experience with their Genesisnote . Combine that by giving them Aty, and away we go!
  • Unexpected Character:
    • It's a bit better about this than Namco × Capcom, since most of the characters are from more recent and/or recognizable franchises... but we still get characters from Dynamite Cop, Zombie Revenge, Space Channel 5 note , and Yumeria.
    • The sequel. For a Soul Series representative, instead of a fan favorite like Taki, we got Natsu. However, due to how controversial the likes of the series's then-incumbent protagonist Patroklos are, some say it's a better choice. Then we ended up getting Segata Sanshiro himself.
    • Even moreso, the sequel breaks the barrier between just three companies and now adds Nintendo characters, being Chrom, Lucina and Fiora (though Fiora is less unexpected due to both Xenoblade Chronicles and this game being developed by Monolith Soft).
  • Unintentionally Unsympathetic: Vile in the first game. Though his death is presented as a tragedy him taunting Zero over Iris's appearance in Chapter 29 came off as a Kick the Dog moment to Zero.
  • Woolseyism
    • In the sequel, the localization team found an interesting way to play with Sheath's American origins by making her speak in Engrish. This brings the assumption the cast are all speaking Japanese to each other (no surprises there) and her poor English is meant to be a stand-in for her poor Japanese, making this an unusual case of Translation Convention. Xiaomu even pokes fun at this, citing Sheath's "Japanese [is what] she learned from the Internet".
    • Then there's Xiaomu herself: boatloads of gags and jokes are references to old-school video games instead of obscure Anime and Japanese video games most non-Japanese players have never even heard of.
    • Segata Sanshiro also suffers from this. As a lot of his quotes references his various commercials, some of them were changed up to more recognizable-to-American moments. For instance, his pre-battle speech with Jill and Chris is completely different — in Japanese, he recognizes the threat of zombies, which is a nod to his House of the Dead commercial, while in English, he complains about their weapons not having Blast Processing.


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