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Game Info
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| Platform(s) |
| Playstation 2 |
| Publisher |
| Capcom |
| Developer |
| Capcom |
| Genre |
| Platformer |
| Official
Website |
| ESRB
Rating |
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| Violence |
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Grade
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| The Good
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Excellent, challenging action
Wonderful environments and ambiance
Strong platforming gameplay
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| The Bad
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Story and gameplay don't seem too well linked
Save system is not well thought out
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Maximo is the spiritual (no pun intended) successor
to Ghosts 'n Goblins and Ghouls 'n Ghosts, both
classic platforming games by Capcom. Maximo returns from war
to find his advisor Achille has taken over his kingdom and
taken Princess Sophia as his bride. Achille banishes Maximo
to the realm of the dead, where the hero makes a deal with
Death to free the four imprisoned Sorceresses to set things
right. While not a direct sequel, you can easily tell that
Capcom wanted to make a game with the same sense of character
and style. Gamers must lead Maximo through levels of fighting
and exploration, working their way through graveyards and
swamps, among other locales, to find their way to the end
of each level.
Graphics:
Maximo is put together excellently. The characters and
monsters are designed with a sense of charm that balances
style and character excellently. Animations are well-done
and the level designs are quite remarkable. In fact, often
when moving through a level, the path will alter, as in the
first level where earthquakes make an easy path more treacherous.
Each level is littered with hidden areas, some of which are
not so easy to find without the player "messing around". Lighting
effects are well done and the overall visual look of the game
is structurally solid. There is only the occasional rough
edge here and there, but it's obvious that Capcom has spent
some time on making this game look good.
Gameplay:
Maximo takes the concept of action-based platforming
and utilizes it well. Each area is broken up into an intro
level leading to a "Hub" level, where the player can save
and access the other levels. Once all of the levels are completed,
access to the area boss is available. Even in the "Hub" level,
players need to be weary of enemy monsters and hidden items.
While in each level, the path is often right in front of you,
unlike the more open world of Jak
and Daxter, but that doesn't mean you have to just keep
going forward. A lot of items can be found behind locked doors
or through smashed windows. Almost everything in the game,
be it tombstones or enemies, yields something that Maximo
can collect for bigger things, like another Continue coin
or gold coins to spend on health or even saving the game.
Fighting enemies is more than just hack and slashing your
way. Some enemies are tough and will block your attacks. The
shield you have will be important, as you will need it to
block certain enemy attacks. And blocking isn't as easy as
just hitting a button - if Maximo is facing the wrong way,
he'll still get hacked from behind. Moving through each level,
you will find the path is often treacherous. Certain areas
have skeletal hands reaching out of the ground to grab you,
while in other areas, the ground can give out from under you.
Another aspect is the fact that enemies drop all sorts of
power ups, allowing your attack strategy to change. With the
power ups, your sword can become longer, empowered to shoot
fireballs or the player can throw the shield for more damage
or collect items from afar. As in the previous titles, the
character's armor shows how much damage he's taken, ranging
from full armor to just a pair of boxers. While running around
in your boxers is funny, it's not recommended for a length
of gameplay.
Audio:
Both the sound effects and music are superbly done. Neither
seem to get monotonous. Musically, you can get a feeling of
nostalgia from the older platformers by the way the music
is done. The voice overs in the cut-scenes are decent, even
if a little cheesy. To be honest, a story like this needs
a little cheese to keep it from being too serious for itself.
The Bad:
For the most part, I find Maximo to be a high quality
game that can stand on it's own, but I do seem to have issues
with a few of Capcom's decisions in making the game. It's
not that these choices ruin the game, but they do seem to
detract from the overall enjoyment. First, the CG story sequences,
while well done (even if the lip synch is off), feel rather
disjointed from the rest of the game. It's almost as if the
story and the rest of the game are two separate things. I
wish they would have at least told some of the story with
the in-game graphics engine to link the story and gameplay
together. My other complaint has to do with the save system.
While the limited places to save (one in each area and it
costs you 100 coins) does add a level of difficulty to the
game, it does seem rather constricting. This choice will often
force gamers to finish levels just to be able to save.
Casual gamers will easily find this game challenging. In
fact, it's nice to have a platformer with some challenge and
a reason to play it over and over again (especially if you
want unlock some of the hidden specials, like game art). Hardcore
platforming fans should pick up Maximo. It is well
worth the effort and money. It's nice to see that Capcom is
able to make more that Street Fighter and Resident
Evil games after all this time. Now, all we need is an
equally successful sequel to be on the way...
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- Kinderfeld
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