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selected through hubs that Maximo is free to roam
and you can choose stages at will.
Each hub is centered on a boss that Maximo will have to defeat in
the end. Taking the good with the bad, Maximo enjoys the simple goodness
of platformers of yesteryear when it comes to satisfying reflexive
combat: relentless hordes of enemies and the unforgiving “three lives
and you’re dead” law. But unfortunately this also translates into
endless, repetitive hacking and slashing, overwhelming opposition and
sheer aggravation that landed many of us in Anger Management classes
back in the NES era.
Maximo
careens through the levels smashing objects, releasing souls and
collecting things like coins, diamonds and various power-ups. All the
while he uses his sword to clear his path of ghouls, skeletons and all
sorts of unyielding dead things. He
can use his shield to block and with a particular power up it becomes a
flying weapon. Other times, he’ll find an enchantment that endows his
sword with the power of fire, ice etc. Maximo’s power gauge is his
armor – when he’s struck by an enemy, pieces of his armor fly off
until he’s in his heart-laden boxers and just about to expire. The
main aspect of getting through the levels is slicing and dicing.
Although you have to pull a lot of switches and find keys, in some
places you can basically slash your way through any level and ignore
extra distractions shortening levels considerably. The only incentive to
explore is to push up your mastery percentage, which gauges how deeply
you’ve completed the level. Otherwise
it’s not worth the time and frustration. Matching the difficulty with
the repetition of the gameplay it’s hard to play Maximo for hours at a
stretch unless you’re a hardcore old school masochist with thumbs of
steel. While it’s
entertaining, it becomes boring doing the same thing over and over.

Once
again comparing the game to Jak & Daxter, the control is noticeably
less intuitive. At first
it’s hard to feel that you can see what’s going on around Maximo
because you don’t have full control of the camera. Unlike in J&D
the player can’t move the camera at will with the right analog stick
– a feature that is sorely missed. It’s hard to see enemies and most
players will be struck from off screen plenty of times before they
realize how to remedy this. Also,
Maximo’s sword doesn’t seem to be quick enough to deal with the
literal swarms of enemies that come at him at times.
No matter how quick you press the attack button he can only swing
at a certain speed. Without a power-up, enemies tend to pile up and you
don’t have time to take them all out before they pounce on you.
Small problems like this could have been fixed but they just make
you put down the joystick in pure frustration and play something else.
On
the plus side, Maximo is always finding new helpful items like the
aforementioned sword enchantments and various other combat abilities.
While many of these are not necessarily needed or very helpful in
the game they’re fun to mess around with.
The
games orchestration is pretty nice and appropriate with a lot of scary
dramatic strings and the realistic sounds of sword play. When Maximo’s
sword collides with stone there’s a spark and a clank – when he
chops into wood there’s a thud and he has to take a second to remove
the blade from the groove it created. All the smashing and slashing are
satisfying enough.
In
the end I’d say Maximo successfully created an old school experience
with the power of new systems. While
it never kept me glued to the screen I’d have to salute the developers
for staying true to their vision. For
old school platform fans Maximo is the 3D answer to nightly prayers.
For others it’s an entertaining yet stressful, repetitive jaunt
that’s better left alone.
- Doug Flowe
(April 26, 2002)
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