Previews

The release of Maximo: Ghosts to Glory marked a return to the Wizards and Warriors type of game that I immensely enjoyed on the NES when I was younger. While I felt like Capcom did a good job of converting W&W graphically from 2d to 3d, I felt like they totally overshot the mark when it came to gameplay. I tried to force myself to like Maximo and no matter how much I tried, I just couldn’t do it. I swore up and down that Capcom just needed to rework a few things and it would be a stellar game. I was also worried that we might not see a sequel.

Enter Maximo vs Army of Zin. Capcom introduced this Maximo sequel at E3 this year and it received quite a bit of praise. Did Capcom “fix” Maximo this time around? Only time will tell. What I can tell you is that they did some major additions and tweaking to this 3rd person rendition of one of the NES’ classic adventure games.

For all intents and purposes, Maximo 2 should really be a stellar game. This time around Maximo was blessed with a slew of over 30 combat motions and combos. I can only assume they will be “earned” as they were in the first Maximo. To put those moves to good use, Maximo now also has to protect innocents and some not so innocents in addition to saving his own hide. This extra effort is not in vain as you will receive rewards for helping out certain people. For some reason I see that feature as very “Fable-esque” even though we have months till its release.

Remember the boxer shorts? I thought so, how could one forget? In this release, they actually have functionality. I feel dirty quoting this, but Capcom describes this new feature in this way: “Unleash the power of ‘Treasure seeker’ underwear and the ‘Boxers of burning vigor!” Umm, right. I think I am done with that topic.

To help power Maximo up, a new “Vanquish Bonus” system has been implemented. You will be able to earn rewards based on your fighting technique. Fight fast, smart, and more furiously and rewards will be yours. I am not exactly sure how this will be measured but I trust it will add a nice RPG touch to the game. Maybe a variable amount of XP will be earned for killing an enemy based on a certain criteria? We will find out soon enough.

Capcom also promises that “Maximo will react with precision as new attacks and moves are learned.” I hope that is true as one of my main complaints with Maximo was the overall sluggish feel of controlling Maximo. It seemed like he would move in the general direction I wanted but I never felt like I was in 100% control of him.

In addition to the game, Capcom has teamed up with a few partners to release Maximo comics and toys. Hopefully the game will live up to the promotion.

I have high hopes for this one. Capcom burned me once by releasing a game I felt was not quite right, but they redeemed themselves recently with Viewtiful Joe. Hopefully they can get this one right and a 3d Wizards & Warriors will be upon us.

Ratchet & Clank is one of the best 3d platform games I have ever played and I recently spent some time playing a demo of the upcoming sequel, Going Commando. One of the great things about RC is the diversity that the game brings to the genre. Insomniac successfully melded 3d platforming with racing mini games, stationary turret shooting challenges, and various other challenges such as the famed grind boots. Insomniac managed to deliver superb game play in every facet of the game. There have been quite a few key changes that have taken place for Going Commando and all of them are welcome additions to the new game.

The first thing you are likely to notice is that there was some tweaking done to the menus and especially the quick select menu. Overall there is a very different look and feel to them. It was necessary for the quick select menu to change for reasons that will become apparent to you in a moment.

The next major change in the game is the addition of the Gladiator Arena. In the Arena you face somewhere between 1 very large enemy to a plethora of typical enemies. You might ask yourself how this is any different than playing a level… It is similar to the battle arena you play as Mega Clank while on Planet Quartu from the original game. The major difference being that you are playing for a hefty prize in the form of a new weapon or a several thousand bolt cash prize. At this point, I am not sure if you are able to replay the battles for cash prizes in order to rack up an unholy amount of bolts or if these levels will be a one time thing. I have my fingers crossed though, as saving up for the R.Y.N.O. in the original got pretty old.

Before I get too excited and get way off track, let me touch on the most significant change. In my opinion, the reason the Quick Select menu had to change was because now weapons gain experience points (xp). Your weapons will do more damage based on the level of xp you currently have. That xp is dependant upon how heavily you use the weapon. I don’t know if this value goes down as the weapon is unused, but I will try to find out a little more before the game ships. At any rate, you can also gain “life” aka nanotech in the same manner and my initial report had listed that you will be able to reach upwards of 80 nanotech “bars” towards the end of the game. Obviously this is a big change from the first game and I will try to clarify exactly how this new XP system works.

The demo that I got my hands on also had a level called “Battle Sphere” where you have a task to complete but the difficulty is compounded by the fact that the level is in the form of a small planet. The curvature of the ground makes it very difficult to look around and figure out exactly where you are. I am not sure if these battle spheres will be implemented as whole levels or as mini-games much like the racing games.

On the racing front, Insomniac added at least one new vehicle in the form of a hoverbike. It handles much like the hoverboard and has similar missiles
and turbo functionality. I was impressed with the hoverboard in the first game and Insomniac didn’t let me down in the racing arena this time around either.

All in all, Insomniac seems to have put together a rock solid sequel with just the right mixture of platforming, rpg, and mini-games/challenges. I have a good feeling that in the future when you think of a good example of a perfect sequel that all signs will point to RC: Going Commando. You can rest assured that as soon as I get my grubby little hands on a copy of this game then I will let everyone know if the game lives up to my expectations.