Page 16 - Old School Gamer Magazine Issue #39 FREE Edition
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 the series will recognize the bone towers, wizards, knight-eating plants, hidden treasure chests that pop up out of the ground, and much more, including the soundtrack, which features orchestrated remixes of the tracks found in Ghosts ‘n Goblins and Ghouls ’n Ghosts, composed by Tommy Tallarico Studios. Amusingly, like brave knight Arthur in those games, Maximo is reduced to wearing boxers if he takes enough damage.
While Maximo: Ghosts to Glory is
a throwback to simpler games of previous generations, that hardly means the protagonist is limited
in nature. Far from it. In addition
to typical hacking and slashing, Maximo can do a downward strike, perform a spinning 360 attack, execute an overhead slash, and
pull off a double jump. Further, he can upgrade his sword to throw fireballs, summon a blizzard blast, launch solar flares, and more. He can even hurl his shield to collect otherwise out-of-reach items, which is an important strategic move. Certain power-ups can be combined with others for special maneuvers - Maximo has around 50 abilities in all.
Gameplay is a refined mix of combat, exploration, and puzzle- solving. The control scheme
is intuitive, allowing players
to quickly adapt to the sword- swinging action and the shield- based defense mechanisms. The addition of various power-ups and the ability to upgrade Maximo's abilities provide a satisfying sense of progression. The game cleverly incorporates platforming elements, with precise jumps and timing adding to the challenge. This blend of genres creates action that is both addictive and rewarding. The level design deserves special mention for its ingenious blend of linear progression and exploration. Each level is packed with secrets, hidden paths, and bonus areas that reward the curious player.
In the aforementioned EGM article, Maximo’s producer, Mark Rogers,
compared the game’s power-up structure to a certain iconic shooter. “The system that we came up with is similar to what’s in R-Type in that you build up stuff and get more abilities as you play the game,” he said. Unlike R-Type, however, you don’t lose all your abilities after you die. Rather, Maximo has a belt with slots for storing three abilities and can add an additional four. “You have a lot of options to customize your character,” Rogers said, “which gives the game a lot more depth.”
In a 2004 interview with Eurogamer (www.eurogamer.net), Rogers elaborated on the Ghosts ’n Goblins connection with Maximo: “The G&G titles have always been games that I really loved - they were always hard games! - but certain games have a mystique. I thought they were very good titles, and it was something that Capcom as a whole was not exploring in any other way. I saw that there was a gap and said ‘Hey, could we do it?’ and I was amazed when they said ‘yes.’”
Rogers continued, explaining why he avoided G&G branding, opting instead for Maximo, a name created by David Siller. “We didn't want something that looked back on
or was an homage,” he revealed. “We wanted a product that added something different and combined some of the more modern rules about generating product to something with a more classical
feel. That was the nub of the idea.”
Originally planned for release on the Nintendo 64, Maximo: Ghosts to Glory was delayed by several years and transferred to the PlayStation 2, one of my favorite consoles. Today, it remains a PS2 exclusive. It spawned a 2004 (2003 in Japan) sequel, Maximo vs. Army of Zin, a game I saw as a must-own since I thoroughly enjoyed the original. In fact, Army of Zin is one of the few video games that I’ve ever pre- ordered. I did so through GameStop, which offered a limited-edition lithograph with purchase. Sadly, there is no reboot of the Maximo series on the horizon, and the games have never been remastered or even collected for a modern console.
In retrospect, Maximo: Ghosts to Glory represents a moment in time when the video game industry
was exploring the possibilities of new technology while still paying homage to its past. The game was released during a transitional period as the industry shifted towards more cinematic and narrative-driven experiences, such as Final Fantasy X and Metal Gear Solid 2: Sons of Liberty. Despite this, it remained true to its arcade roots, focusing on gameplay over story. This decision, while alienating some players, endeared it to those like me who yearned for the challenge and simplicity of old- school games..
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