Shepard sent me a copy of KOF: Maximum Impact. It came with Terry’s hat and a “making of” DVD with interviews with Falcoon and with Noise Factory president Keiko Iju. (Yes, one of SNK’s two development studios is run by a woman. Amazing what we learn when they leave the door open a crack.)

Although I had read that both dubs were available, I can’t find a switch for the Japanese one. That’s a shame, as the English voices are kind of… fruity. And you know how good the normal actors are.

The game system needs some work, though that’s been well established. Otherwise, it is darned impressive for what it is.

The last boss, Duke, is an SNK Boss. I was playing on Normal. I had to continue, I think, at least three dozen times. I spent many times longer on he than on the whole game up to him. If he didn’t plain-out cheat, that would be one thing. (Though, what kind of a boss would that make him?) His meter is always maxed-out, meaning he can use at whim moves that drain half the player’s life and which are difficult to block or avoid.

The second time, I set the difficulty to “Coward” and I beat him without getting hit more than a few times. Then again, I DID use Yuri…

Getting hit can be a problem in this game, given A) the chain combos, B) the walls, C) how damned long you stay on the ground when you fall. Against the wrong opponent, just getting nailed once can be fatal. That shouldn’t take much to adjust, though, for the next game.

Speaking of Yuri, the game overtly suggests in a few places that she indeed is destined to be the heir to Kyokugen. One, it… says that she just might be. Two, you can unlock a Tengu mask for her.

Of course, this game doesn’t seem to take place in any established continuity. So who knows how this applies elsewhere.

I notice that the second instruction booklet (the one that comes with the behind-the-scenes DVD) has full character profiles and stories. This is almost impressive. Rather than being forced to search the Internet for the storyline, SNK now provides it in the actual manual. Of course, it is the manual to a bonus disc. We’re getting closer, though. Maybe Maximum Impact 2 or future home ports of the main series will contain the stories right there on the game disc. Then maybe they’ll work them into the game’s story mode.

Someone asked me why, given their ambitions, SNK doesn’t just make a long, branching, story-based fighting game that you can save and return to between battles. I don’t know. I’ve wondered this for a long time. They did make Samurai Spirits RPG — though that’s not quite the same.

So, yes.

This game is daffy (all the more so due to its dub). It needs some work. It also has a bunch of heart. For a first effort, this is grand. On its own merits, it’s charming. It’s fun. Though flawed, all of the problems can be fixed easily. It makes me want to play the sequel.

Ms. Iju talked about some of the things they’re working on for the sequel. They want to focus on improving the facial animation, the special moves, and the character interaction, to help show the personalities of the characters. They want to add a lot of the livelier supporting characters they had to omit this time (like, I’m guessing, Joe and Benimaru). This all fits. They know what they’re doing.

Perhaps I should finish editing Tim’s review.