Addis was the most powerful gang in
Southtown. Its leader, a man known only as Fate, was considered a modern-day
Robin Hood to the poor and downtrodden. He himself had adopted two twin
brothers, Alba and Soiree Meira, and trained them to be successors to his
legacy. Six months before the in-game events, Fate is killed by Duke, the leader
of the up-and-coming Mephistopheles gang. Duke then proceeds to exploit the poor
to serve his own twisted thirst for power.
In the present day, the Mephistopheles
Fighting Tournament is beginning, with the venue being all of Southtown. The
participants ( Minus the Meira Brothers and Lien.) believe that the tournament
is being sponsored by a charity organization known as the Metatron Foundation,
but they soon learn that its true sponsor is the Mephistopheles gang. However
for Alba Soiree and Lien they are contacted directly by Hyena so they know
Metatron has nothing to do with this.
Alba & Soiree are the
new... heroes? :/
REVIEW: King of Fighters: Maximum
Impact is the first game in the long-running KOF series featuring 3D
graphics. While 3D graphics are a somewhat refreshing visual overhaul for the series,
considering the "aged" 2D character sprites we know and love, so much
can go wrong when transitioning a 2D fighter into the 3D realm. Before we even
get to the graphics, KOF: Maximum Impact is plagued with an undeniable
flaw right off the bat: the character voices are dubbed
in English, with no Japanese dialogue option.
(Honestly, that right there killed the
entire game for me). To make matters worse, the characters
sound nothing like their original Japanese voice actors... a terrible
terrible mistake, one
which really put a damper on the game for longtime fans of the series. Yes,
there's always the mute button... but this is a review. So now that the game's
biggest flaw is out of the way, let's see what else Maximum Impact has to
Maximum Impact has some
cool moments... but only some.
gameplay actually does manage to feel
somewhat like the 2D KOF we know and love, mainly due to the
quick pace of the gameplay. Returning characters retain most of their classic moves (and
counts for some moves), but animations in general appear pretty stiff
in 3D. While those frame counts might have worked in a 2D
fighting game, that's not to say they'll work the same in 3D. Some moves
simply look horrible, but other classic attacks are animated
fairly well and do look like they hurt when they connect (particularly super moves). The combo
system is pretty simple... possibly too simple, because there are a ton of cheap
"pick up" combos in the game, such as Terry
Bogard's Power Dunk, or K's uppercut (which can be done 3 times in a row and hit
a grounded opponent... guaranteed I believe.
Hey, it's good for a laugh at least).
Now that's a
As a 3D fighting game, Maximum Impact doesn't do much right,
and doesn't bring out what the KOF series is respected for. The character
roster is really small when compared to nearly all of the prequels,
another big flaw. The Story Mode is borderline retarded... due to the fact that a weird,
no-name freak in a lime green suit (Hyena)
orders you around and tells you who to fight next. Did that ever happen
in a previous KOF game? No... it didn't
new character designs introduced are a mixed bag, but in general aren't that great.
One thing's for sure, the newcomers definitely
don't succeed the many classic characters that are sadly missing from the game.
Furthermore, the lack of many fan-favorite classics in Maximum Impact leaves so much to be
desired (This flaw was somewhat remedied later in Maximum Impact 2 and Maximum
Impact: Regulation A).
SNK threw in a few extra modes besides your
staple Arcade & Versus Modes, such as: Mission Mode, which is a challenge at
least. There's even a sort of poor man's customize mode, where you
can select a "Rigging Model" for each character... ( WTF is a rigging model anyway?)
best Bill O'Reily voice* I don't know what that means!!!!!
Is this 3D model-making software? No... it's not. Anyway, so this "rigging model"
changes your characters' appearance by adding a some ridiculous and/or silly items to their outfit
or changing it all together. This results in some very awkward or completely
dumb looking costumes (whose idea was this???). Okay, so a few of the alternate and bonus costumes for classic characters are worth a
look, but sorry... they don't give any sort of reason to play this game. At the
end of the day, KOF: Maximum Impact is pretty lame... but hey, "nice
SNK Neo Geo
(initial design only, not CG renders)
2, Xbox (As KOF: Maximum Impact MANIAX)
Aug. 12th, 2004
Oct. 12th, 2004
While some fans might find
something to enjoy about
Maximum Impact, let's face
it... Maximum Impact fails as a 3D fighting game and doesn't come close
to living up to the classic 2D titles. I suppose if you're new to KOF,
you might not be so nitpicky and could possibly find something to like about the
characters. At least, icons like Kyo Kusanagi & Terry Bogard still manage to
look cool most of the time.
An enhanced version of the game, strangely entitled "KOF: Maximum
Impact MANIAX" came out for the Xbox about a year after the PS2
version. MANIAX fixed the voice option problem by adding Japanese voices to the game
at least, along with online play (which wasn't very smooth).
Thankfully, the true sequel, King
of Fighters: Maximum Impact 2, was a significant improvement over this
disappointment of a game. ~TFG