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King Of Fighters: Maximum Impact 2 review
One of the most contentious issues in recent King of Fighters history has been the title’s transition to 3D. Ever a series to attract more than its fair share of rabid fanboys, the first 3D outing for the franchise, King of Fighters: Maximum Impact, was met with a mixed response to say the least. While the game was poorly received among the KoF cognoscenti (largely, it would seem, for the simple reason it wasn’t 2D), in reality Maximum Impact was by no means a disaster, unlike Metal Slug’s first, and much-maligned, 3D interpretation. Maximum Impact didn’t have the gorgeous looks of Tekken 5 and its gameplay didn’t have the mind-melting depth of Virtua Fighter 4, but it was an enjoyable brawler fare all the same. The game’s main issue was that it didn’t do anything amazingly well - it was just another average fighter in a densely populated genre.

Maximum Impact 2 (also known, somewhat confusingly, as King of Fighters 2006 in the US) arrives, then, to build on the first game and deliver a more rounded and accomplished 3D KoF experience.

A slickly produced, lengthy CG intro presents the cast and sets the scene well; when coupled with a much sharper front-end, the result is that the overall presentation feels tighter and more polished than in the previous game. Although the story is entirely in Japanese, the game is perfectly import-friendly with all options in English.

24 playable characters, rendered in serviceable if not remarkable 3D models, are available from the off. A further 14 unlockable fighters are accessible, swelling the character roster to an impressive size. Alongside returning fighters such as the Meira twins and the ever-present Terry Bogard, newcomers Nagase and Luise Meyrink appear with the likes of Billy Kane and B Jenet, who make their 3D debuts. The final boss from the last game, Duke, is also selectable from the start, although in slightly toned-down form compared to his ridiculously overpowered incarnation in the first game.

All characters come equipped with their usual KoF movesets, comprising regular and command moves, special moves, super moves and desperation moves, but unlike their 2D counterparts, here they can also use “canned combos”. Similar to those found in the Tekken series, these canned combos consist of sequences of face-button presses, producing a flurry of impressive looking attacks which essentially require minimal skill to perform. This technique stands in stark opposition to the traditional “d-pad motion plus attack” moves of classic KoF games, and proves to be one of the main sticking points for purists. Outrageously massive combos become relatively simple to knock out from the start, seemingly without much effort, whereas in the 2D games painstakingly working out a character’s moveset and using it to build ever-bigger combos remains a main component of the KoF formula.

Add super cancels, a sabaki move (basically a parry) and evade rolls to the mix and you have a system that would appear very deep and complex, but despite ostensibly being a 3D fighter, gameplay remains distinctly 2D. Fighters can side-step into the background and foreground, but in terms of concessions to 3D fighting, that’s as far as the system goes.

For a King of Fighters title, and compared to its predecessor, Maximum Impact 2 is not especially difficult and most fights can be breezed through fairly easily. It’s also possible to attack a floored opponent and even unleash combos on them while they’re down, which can make bouts feel somewhat unfair. This, combined with the lack of challenge in putting together large combos, means battles aren’t particularly satisfying.

In addition to the standard story and versus modes, the game offers a challenge mode and an online battle mode, but sadly for Japanese players only.

The relatively simple story mode is also of limited appeal. Far more interesting is the challenge mode with its multiple sub-modes, such as time attack, quest survival, and easy mission and extra mission modes, and its here where the replay value of the game lies.

Quest survival is a novel diversion for KoF and involves fighting up to 200 opponents in a series of 1-round matches, beginning with a time limit of 5 minutes. As the fighter progresses through successive rounds, points are awarded based on performance, then after each fight the points can be spent on extending the time remaining, replenishing the health gauge, refilling the super meter etc. This proves to be a challenging proposition that gives the game genuine longevity by adding a slight element of strategy in working out exactly how to deploy the points earned during each match in order to try to fight through all 200 opponents.

Likewise, the mission modes present the player with various scenarios to fight through, rewarded with the countless unlockables on offer such as extra costumes, character profiles, etc. The easy missions are made up of 10 levels, each subdivided into a further 10 challenges, which consist of various kinds of fights such as attacking the opponent using only combos or super moves. The extra missions offer slightly more unusual and more interesting challenges. For instance, the fighter might be required to destroy a car or even go head to head with the tank from Metal Slug.

There’s no mistaking that Maximum Impact 2 is classic SNK. You want dozens of playable characters? No problem. Unfeasibly-chested female characters? Check. Ridiculously difficult final boss with outrageously unfair moves? All present and correct. Make no mistake, despite the 3D guise, Maximum Impact 2 is KoF through-and-through.

However, appearing in the twilight of what is now the last generation of consoles, Maximum Impact 2 is a confusing proposition. On the one hand SNK Playmore should be applauded for attempting to develop the King of Fighters series beyond its traditional 2D heritage and to take it somewhere new, but on the other it is difficult to see exactly who SNKP expects actually to buy the game. With old-school SNK fans and KoF fanboys almost programmed by default to reject the game because it’s in 3D (particularly since the next “true” KoF has recently been released in the form of King of Fighters XI), newcomers to the series aren’t likely to be particularly bowled over either given that much more established, more highly-regarded 3D fighters such as Tekken and Virtua Fighter have had an entire generation to develop and refine the genre far beyond what Maximum Impact 2 has to offer. Maximum Impact 2 is a commendable effort but it’s difficult to shake the feeling that it comes as too little too late.

Feedback via Forum or Email us ntsc-uk score 5/10
KingOfFightersMaximumImpact2 Box Art
System: Sony PlayStation 2
Genre: Fighter
Developer: SNK Playmore
Publisher: SNK Playmore
Players: 1-2
Version: Japan
Reviewed: Apr 2007
Writer: Gareth Newhouse
Pros:
- The game comes as a very nice package with DVD/mook
- Mission modes are challenging
- Plenty of characters on offer
Cons:
- Fights feel too simplistic at times
- System lacks the feel and depth of the 2D games
King Of Fighters: Maximum Impact 2 Video: 18.3MB KingOfFightersMaximumImpact2 Video
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