King of Fighters Maximum Impact (2004) Review
Originally published May 10th, 2023
SNK was in a weird spot during the early 2000s. Their contemporaries had shifted nearly all of their focus on 3D games made to be played at the home but SNK continued to produce their coin-op titles for a dwindling arcade industry. In an era where arcade games were largely released in collections, SNK put out single game home conversions with little to no extra features while Neo Geo emulation became more prevent online.
None of this is to say SNK's output at this time was lackluster. Metal Slug, Garou, Samurai Shodown and King of Fighters continually pushed the standards for pixel art, still looking gorgeous to this day. But the market trends had shifted and without a digital market place to sell shorter arcade games they had trouble finding an audience outside of hardcore enthusiasts. Hence in 2004, rather than another yearly entry of KOF we would receive a 3D spin-off "King of Fighters: Maximum Impact"
Maximum Impact ditches the staple team battle system for a traditional 1 on 1 bouts. Team battles are only available in versus mode and have loading screens inbetween each round. The game still mainly takes place on a 2D plane with the only 3D manuver being a side-step that I personally didn't find particularly useful. What is incredibly useful are the 'body slams'. Simply hold forward or back while mashing punch or kick and you'll perform a little combo string, no doubt a mechanic implemented to help newcomers but it can go boths ways and you can easily find yourself cornered.
The game features 20 characters, 6 of them being original. The story sees two lead characters, brothers Alba and Soiree take on the KOF Tournament to wrestle control of Southtown from Duke and avenge their friend Fate. If you play as anyone else you basically get the same intro and outro cutscenes for everyone with minor dialouge changes. The original character designs are rather hit or miss. The only real stand out is the disciple of Kim Kaphwan 'Chae Lim'. The others range from unremarkable to bland, it's not surprising alot of them haven't made any return appearances. The game does however feature some stellar alternate costumes and models for each character. Some of which are so good, you have to wonder why it isn't the default. The alternate costumes for Mai and Yuri in particular are ones I'd love to see make a comeback.
Easily the most frustrating aspect of this game, is the aforementioned final boss Duke. Now we all know and accept SNK final bosses are bullshit but Duke has to be the cheapest and most uncreative version of an SNK boss. Duke has an aoe super that will drain more than 80% of your life in a single hit. He can activate it instantly and unless you hit him just before it activates he has super armor, meaning most of the time if you press a button he can just activate his super and get you. Said super also breaks your guard when you block it, can't be jumped over and because Duke has infinite meter he can just spam it over and over again. But the thing about Duke is that it's also insanely easy to break the fight if your character has a good jump kick. I've had fights last between 1 minute to an hour entirely depending on my characters ability to bullshit their way through the fight.
The visuals while they don't match the visual splendor you'd see in the previous years KOF 2003 or Namco's 3D fighters of the time they get the job done. The music doesn't quite hit the mark but there are a few standout tracks. The english voice acting however is hilariously horrendous as nearly the entire original KOF cast are given voices that don't match the characters at all. The voice acting was the biggest point of contention from reviewers of the time, so much so that the Xbox port gave the option to swap to the Japanese.
Maximum Impact for all it's faults is a fascinating time capsule of the times and SNK's efforts to break into the mainstream. The game was successful enough to see a sequel 2 years later that would greatly expand on the foundation this game laid out.