Reviews from

in the past


An enjoyable sequel that improves on the first game in several ways but still comes out feeling a bit lacking in comparison. The gameplay in general is more polished with far less opportunities for frustrating deaths, you get a nice new hammer to play around with, and levels are more expansive with a wider variety of obstacles. While combat feels more developed than the original game, it still remains fairly simple and repetitive and there's far too much of it. I still had a good time but I definitely prefer the simple nature of the first game.

A little mixed on this one, still a solid game but a little bit of a downgrade from the first game, it's easier and there is more of a focus on hack and slash combat with a combo counter and an expanded move list which is appreciated, but there can be some absolutely tedious enemy gauntlets late into the game and a lot of the level design isn't quite as good as the first game.

A sequel that improves on the original in every sense. Maximo 2 provides an enhanced gameplay system which is still tough and fair, but not as punishing. Also finally decent camera controls. This one can be enjoyed without stressing out. It's a shame the trilogy did not get completed considering this one ended on a cliffhanger. Still, one of the PS2 hidden greats.

An interesting sequel that swaps the punishing platforming with more of a focus on action. The game almost feels like a precursor to DMC1.


Childhood game, absolutely love it!

Army of Zin shifts the core gameplay focus of the original game being platforming with hack n' slash elements to now being a straight up action game with light and heavy combos, launchers, air combos, dodge rolls, different weapons, a combo counter (with flavor text!) and even a Devil Trigger-like super state.

It's also significantly different than Ghosts to Glory. GtG was all about extremely heavy punishment for death but that's now not the case. Now, abilities are no longer items you find and can lose, but permanent upgrades to purchase. Continuing from a game over now doesn't require you to have enough death coins to pay the grim reaper. The tricky platforming, while still around, has taken a bit of a backseat to the combat. Several levels are straight up enemy gauntlets now.

The result, while still feeling like Maximo, feels much less like the Ghosts n' Goblins series it's supposed to be a part of. With watered down difficulty and a shortened length, it's still a very fun game, but Ghosts to Glory is much more rewarding to complete and replay.

I played the first Maximo almost exactly two years ago, and I actually bought this game very soon after, but just never got around to it. The first game was just challenging and awkward enough to play and finish that I never found myself really wanting to hop back in and try and complete it for real this time. I wanted a bit of a break from PS1 RPGs, however, so I thought I might as well knock out some of the shorter PS2 action games I had lying around while I was at it, and hits definitely seemed like it fit the bill. It took me around 7 hours to complete the Japanese version of the game on real hardware.

Maximo Vs. Army of Zin is really exactly what it says on the tin in regards to the narrative. Some time after the events of the first Maximo, our titular hero is still traveling around with his good friend Grim the grim reaper trying to find his lost lady love Queen Sophia (dead or alive) after the events of the last game. However, he stumbles into an entirely new conflict, as the nefarious, immortal soul-powered machines called Zin have mysteriously and suddenly returned despite having been sealed underground centuries ago. It’s up to Maximo and Grim to once again don their sword, shield, armor, and heart-print boxers to get out there and save the world from this evil threat!

As far as PS2 action game narratives go, it’s nothing really special, but it’s got a lot of character to it, and it makes for very fun set dressing for our larger adventure. It’s overall a bit better done than the first game’s story, having a slightly stronger cast of characters to help it in that regard, and the English VA (for which there is actually no Japanese dub at all) also goes a long way in bringing the story to life too (which makes it even funnier that the dub can't seem to decide if Zin is pronounced with a 'z' sound or a 'j' sound x3). Interestingly, just as there’s no Japanese dub (which is understandable, as a TON of Capcom games from this era have that same quality to them), the Japanese subtitles are also quite bad and really don’t try at all to capture the fun quirkiness of the English dialogue, so that was somewhat of a shame for this particular release at least.

The mechanics of the game are really just more Maximo but a bit better polished up than last time. We’re still very much dealing with a 3D revival of Ghouls & Ghosts, complete with Maximo in his Arthur-like heart-print boxers, but with an overall easier approach to its design than the far more viscous older G&G games had. You still hack and slash to defeat enemies, and you also still have several mini-health bars to your armor pieces instead of you just having one hit per armor piece. This game also has some pretty mean platforming sections, particularly in the first half, that really require you to get comfortable with how you have two jumps all the time (even after falling off of a ledge) to actually reach your far-flung destinations.

Overall, I’d say it’s all just better put together than the first Maximo was though. Being able to actually control the camera with the right stick this time is a very big reason for that, but it also felt that enemies hit a bit less hard and checkpoints are just a bit more generous than they were in the last game. Getting rid of the hub worlds in favor of just one big world map as well making it so you can effectively never lose your throwable shield were also very significant improvements towards making the game more fun as well as less needlessly punishing. Bosses are still no slouch, mind you, with the final boss in particular being an absolute monster, and 100%-ing stages is something only for the truly brave of heart. There’s also the fact that while yes, you get a lot of money from rescuing villagers and such in stages, but those prizes can only be gotten once a save file, so while you can buy power ups and money with in-game gold you collect at merchants, grinding for money is certainly not made easy. That said, I’d still nevertheless say that this is at least a little easier and better polished than the first Maximo even if the difficulty is still likely going to be quite a turn off for some.

Aesthetically, this is, again, an enhancement on the first Maximo. The art style is still very much a continuation of that game’s, so if you liked that game’s art, you’re gonna like this one’s too. The music is also quite good, with some of the boss fight themes in particular being great. I’m not gonna say it’s one of the best looking games on the PS2, but it’s still quite a good looking game nonetheless, and very much what you’d expect from a big publisher like Capcom in the system’s midlife era.

Verdict: Recommended. This is honestly kind of a difficult game to recommend despite the verdict, but I still think it’s a good game worth playing either way. This is absolutely not a game to tread lightly with if you aren’t quite comfortable with 3D platformer action games, but if that’s your jam and you’re not afraid of something a bit more unforgiving, then this is totally a game worth checking out. It’s not going to change your life, sure, but I think it’ll still make for a fun weekend for you like it did for me either way~.

Quando votei em Maximo vs Army of Zin, acabei achando que teria uma experiência muito próxima de God Hand por motivos óbvios: “Ghosts’n Goblins 3D”. Nos primeiros minutos de jogatina já percebi que não estava jogando o Maximo 1 que havia jogado anos atrás (2017), pois a dificuldade estava BEM ABAIXO DO ESPERADO.

Até o primeiro chefe, o jogo para mim foi como um passeio no parque e nada me abalava até chegar as fases de plataforma. Este é o típico jogo de início de geração que não aprendeu com o erro da passada. Me lembro perfeitamente a primeira vez que havia jogado Crash Bandicoot da primeira vez e sofri com a mesma dificuldade... entretanto, com um pouco de persistência, qualquer plataforma vira Super Mario World e foi isso que aconteceu com o Maximo.

Existem alguns baús que você deve pegar uma chave lá na frente da fase e voltar, provavelmente, os DEVs sabiam desta dificuldade em plataforma e nos forçou a fazer o “backtracking” com o cu na mão de perdeu pelo menos uma vida e, se por ventura, perder... voltará com a armadura normal do Maximo.

Como se não fosse o necessário, o jogo faz jus ao nome “Army of Zin”. Depois de um tempo jogando, você percebe que te socam de três a quatro inimigos na tela que é triplicado toda vez que são mortos. É quase que uma horda de inimigos que não param até o final do jogo.

Ninguém falou nada, mas eu senti uma semelhança com Fable na direção artística do jogo. Não vou conseguir me recordar porque em 2003 possuía apenas 10 anos e não acompanhei a cena, porém sinto que existia uma rivalidade por parte dos fãs em relação ao Maximo vs Fable. Até mesmo a mecânica de salvar os NPCs.

Maybe the best PS2 platformer that doesn't star a lombax or raccoon.

I always felt the original Maximo was a good game held back by a camera fit for one console generation prior (to be fair, it started development in the N64 days) and mildly annoying combat.

Army of Zin fixes both the wonky combat and camera, and not only this, it has a normal save system. Personally, I didn't find the "pay to save" system to be that much of a problem since the original rewards exploration, but I can see why others would want something more natural.

Level design is still mostly linear and there's plenty of hidden chests and whatnot to find, but there's a bit more emphasis on the "action" in this action platformer this time around. Normally, games like this during this era tend to fuck the combat side of things up big time (Pac Man World 3 anyone?) but Army of Zin does enough right to get the job done. It never felt like I was just hammering buttons to delete enemies (except for maybe the very last stage) and i felt encouraged to swap up weapons depending on the situation.

My only real gripe comes with hard mode, and it's not really so much of a gripe as it is a nitpick. I felt like it really didn't change things enough- enemies just take more hits and NPCs die a little faster. In some ways, it actually makes the game easier as there's more coinage and you're able to get a hold of more powerful upgrades sooner. I was hoping enemies/bosses had different attacks or alterations would be made to the levels to incorporate trickier platforming, but oh well. It's literally grasping for straws at this point and it's not like you have to play on this mode to have a blast.

These Maximo games are super tight and charming, and are indicative of a lost era of pre-HD Japanese development where they were having a whole lotta fun making 3D takes on their 8-bit properties.