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Bandai Namco shared new screenshots and art from Project X Zone 2 today. Take a look at the latest images below.

Bandai Namco have released a lengthy new trailer for Monolith Soft’s upcoming RPG, Project X Zone 2: Brave New World. Unfortunately this trailer doesn’t reveal any unannounced characters, but it should satisfy those who wanted to see some of the newcomers and new systems in action. It also gives a brief look at the bonuses included with the limited “Original Game Sound Edition” like the new version of Legend of the Valkyrie starring Namco X Capcom’s Xiaomu.

Project X Zone 2 details

Posted on 9 years ago by (@NE_Brian) in 3DS, News | 3 Comments

Siliconera posted a new preview of Project X Zone 2 today based on the game’s E3 2015 demo. Find some details roundup below, and the full piece here.

– E3 demo was a fight outside of what seems to be Kogoro’s headquarters in Shibuya
– Juri Han (Street Fighter) and V-Dural (Virtua Fighter) appear
– The characters repreise their roles as rival units in Brave New World
– Sigma (Mega Man X) makes his debut
– Juri has a newly animated special attack with her known as Kaisen Dankairaku
– Sigma has his scythe and eye lasers
– Kage-Maru replaces Pai Chan to make a new pair unit with Akira Yuki
– Akira excelled at launching enemies upward in the first game
– In this one, his side combos launch an enemy horizontally
– Only his neutral attack seems to launch enemies up
– On the Tekken side, Kazuya Mishima replaces Ling Xiaoyu to make a pair unit with Jin Kazuma
– Their neutral move is Leaping Side Kick & Rising Uppercut
– Left attack is Spinning Flare Kick & Hell Lancer
– Right combo is Savage Sword & Roundhouse to Triple Kick Spin
– Their moves launch the opponent horizontally and excel at keeping the enemy at mid-height in combat
– New to this game: Yakuza: Dead Souls pair Majima and Kiryu
– Their neutral move is Double Yakuza Kick
– Right attack is Backbreaker & Knife Combo
– Left attack is Anti-Materiel Rifle & Shotgun
– These two hit fewer times, but do a lot of damag
– Left attack keeps the enemy floating at mid-height just before the last hit, if you want to use a solo unit to deal cross damage
– X and Zero are together and seemingly playable from the beginning
– Their neutral move is X-Buster and Z-Saber
– Right attack is Triad Thunder and Ryuenjin
– This can be followed up by their left attack, which is Frost Tower & Hadangeki
– Neutral move keeps launches an enemy horizontally
– Directional attacks send enemies straight into the air
– Bandai Namco nods heavily toward Mega Man X3 here, as the pair unit gets a remixed version of the game’s introductory stage as one of their themes
– Get a “Charge Bonus” at the end of every fight scene in the demo
– This seems to power up one, two, or even three of a pair unit’s attacks the next time they fought in battle
– To the bottom right of the XP gauge on the battle screen is a turn counter
– Even if it’s only by a little, the battle system has been sped up
– In the first game, if the player K.O.’s an enemy, they’ll be stuck in the combo until they touch the ground
– This time around, when lethal damage is dealt to an enemy, they will simply disappear in a puff of smoke soon afterward
– Clearing the scenario yielded no second wave of enemies, which suggests that there isn’t wave after wave of enemies

Source

Nintendo interviews haven’t stopped pouring in from E3 2015. The latest one comes from Game Informer, who chatted with Xenoblade Chronicles X director Tetsuya Takahashi and Nintendo’s Genki Yokota.

Topics include:

– Why Los Angeles was chosen as the main city for Xenoblade Chronicles X (New York was considered)
– HD development
– Working on first-party Nintendo games and being open to helping out with Zelda Wii U

It’s a pretty massive interview, so we’ve only posted a few excerpts below. You can read the full discussion here.

During E3 last week, GameSpot conducted an interview with some developers from Nintendo and Monolith Soft. Those staffers are as follows:

Hitoshi Yamagami – Producer, Nintendo
Genki Yakota – Director, Nintendo
Tetsuya Takahashi – Executive Director, Monolith Soft
Koh Kojima – Director, Monolith Soft
Shingo Kawabata – Producer, Monolith Soft

In the interview, GameSpot asked all of these developers about the relationship between Nintendo and Monolith, the “JRPG” term, how the Japanese market is at present, and more. Head past the break for their comments. You can also access GameSpot’s original article here.

GamesBeat has published a fairly lengthy interview with Monolith Soft’s Tetsuya Takahashi. Takahashi talked about Xenoblade Chronicles X in-depth, confirmed that his next title is in the works, expressed interest in expanding Monolith Soft, and more.

We have a good chuck of the interview rounded up below. The full discussion can be read here.

On being anxious about getting Xenoblade Chronicles X out in North America…

Takahashi: Yeah, although there’s still quite a lot left for us to do. We’ve announced a release date and everything, but all we can see is a looming deadline.

On how Xenoblade Chronicles X is a deliberate successor, and if Takahashi wanted to make the story more closely grounded to reality…

Takahashi: The simplest answer, probably, is that I felt like, after working on a fantasy setting, it might be nice to try something new. Science fiction is a great change of pace. It’s a really interesting flavor.

On the challenge in bringing an RPG franchise to HD for the first time…

Takahashi: Probably the biggest challenge for us comes in the planning stage, where we have to think about how we’re going to use these limited resources — I’m talking mostly about time on the schedule — to create all the assets in such a huge world. What order do we need to take tasks in to accomplish them all in the most efficient way? There’s a lot of tech that goes into expressing the open world concept as well, making sure that it’s a seamless experience from one end to the other. That’s probably the biggest challenge.

Xenoblade Chronicles X has a feature that allows players to obtain and fly various mechs known as “Skells”. Just don’t count on gaining access to a Skell right away. Speaking with IGN, senior director and chief creative officer Tetsuya Takahashi said that it takes about 30 hours before mechs become accessible.

He said:

“The reason we decided to do that was because the scale of the game changes once you get a Skell. We wanted to make sure that the initial difficulties you might have had maneuvering across terrain or trying to figure out how to reach a certain spot would be something you had a full sense of before you got the Skell.”

“We didn’t want people from the very beginning being able to be to zip towards the exact opposite end of the continent. We wanted people them to have the experience of knowing that distance first hand by running it. Once you do have the opportunity to control a Skell, it really does change the feel of the game. And we feel like these are gradual steps that ease you into that process.”

“When people hear 30 hours of gameplay, they might be reacting to that number a little bit. But I think that something that’s going to be familiar to MMO players is the idea that 30 hours is not necessarily a really long time if you think about the total gameplay time that might pick up. Now, certainly in traditional JRPG terms that may feel like that’s quite a ways out, but I think that we’ve designed the content in such a way that it feels fast as you’re going through it.”

Xenoblade Chronicles X launches in North America and Europe in December.

SourcE

Project X Zone 2 is going to include “some new elements” that will “add more depth to the battle system”. This was teased by producer Kensuke Tsukanaka during an interview with Siliconera at E3.

Tsukanaka said:

We haven’t officially announced this yet, but, we are going to include some new elements to the existing battle system. We actually took it out of the hands-on demo here at E3, but, we’ll be announcing it soon! We know it’ll add more depth to the battle system.

Siliconera also asked if the team is adding additional comments. Tsukanaka wouldn’t comment on specific details, and would only offer up the following: “whatever it is, it’ll add depth!”

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