"One would best
look elsewhere for their fighting game fix."
Whenever
a series that has traditionally been presented via 2D sprite art makes
the leap to the 3D, polygonal realm, a lot of long time fans throw their
arms up in disgust.Many
times a lot of the magic that made the series what it is becomes lost in
this presentational shift; however, sometimes the leap to 3D can
surprise people for the better.Unfortunately
for King of Fighters: Maximum Impact, this venture into the three
dimensional world does neither, as it feels flat, and doesn’t provide
anything that makes the game special.
Right from the onset, the game doesn’t go
completely 3D, as it is presented in polygons, but the opponents move
along a 2D plain, as opposed to a game like Soul Calibur where there is
a lot more freedom of movement.That
being said, the gameplay comes out like one would expect from the King
of Fighters series, with all of the familiar moves, combos, and so
forth.The controls are
very responsive, and there is no need to worry about a move not going
through at a clutch moment.Pulling
off combos can be as easy, or difficult, as a player wants to make them,
as the basic combos are very simple to do, and the more sophisticated
fair has a decent learning curve to it, but are quite doable with some
practice.
One
thing when fighting that is woefully missing this time out is that the
game is missing King of Fighters’ three-on-three brawls.Up until now, these multi-fighter battles have been a staple
of the
series, but it’s nowhere to be seen here.Conversely, the game does allow players to attack opponents when
they fall
Advertisement
down, something not possible in previous King of Fighters
titles.Nonetheless, the
game’s combat winds up being very basic, and fails to differentiate
itself from the competition.Hurting
the fights even more is that the game’s enemies’ difficulty is very
poorly scaled.Everything is smooth sailing, with plenty of pushovers, and
only gets difficult once you face off with Maximum Impact’s final
boss, Duke, who is obscenely powerful, almost questionably so.
Even
the game modes are far from impressive, as players are hit with the
usual mix of a story mode, versus, challenge, and practice modes.With this, players really get the impression that SNK set out
to make this game as awe-inspiringly generic as they possibly could.There is not one thing about the game modes that bring a sort of
wow-factor to the table, instead filling the consummate modes found in
most every fighting game, and never trying to go beyond that.
Even
the visuals don’t go beyond what they need to be.For a game leaping into the 3D world, one would think that its
visuals would be something to be reckoned with, trying to make a good
impression, but this three
dimensional version of King of Fighters just isn’t all that pretty.The graphics certainly couldn’t be described as bottom feeder,
but they are not something capable of competing with top-tier fighting
games on the PS2, visually speaking.The
characters even lose a lot of their personality during the transition to
3D.For example, Iori had
an over-the-top dark persona to him while the game was in 2D, but now in
3D he just seems like a bit of a punk and nothing more.
The
strangest thing about King of Fighters: Maximum Impact is that it comes
with an additional DVD packed with Making Of material like developer
interviews.This has got to
be the biggest gaming juxtaposition of the year.Here we are with a mind numbingly Plain Jane fighter, and yet it
comes packed with a bunch of extras on a bonus DVD.
Ultimately,
King of Fighters: Maximum Impact just doesn’t bring enough to the
table to be worth one’s while.There’s
a minimal amount of modes, the fighting is too similar to just about
every other fighting game on the market, and it doesn’t even look all
that nice.One would best
look elsewhere for their fighting game fix.