Shin Force | Sega Dreamcast Review

Shin Force > Systems > Sega Dreamcast > Reviews A-M

Shin Force ~ Dreamcast ~
MDK2
Geoffrey Duke
Reviewed
07.31.2005
Publisher
Interplay
Developer
BioWare Corp.
Format
1x GD
Origin
Import / Domestic
Available
? (Japan)
Mar. 29, 2000 (USA)
Exclusive
Yes
Difficulty
Hard
Dimensions
3D
View
1st / 3rd Person
Genre
FPS
Player(s)
1
Options
Backup 12
Jump Pack
VGA Box
VMS/VMU
Requires
n/a
Importable
n/a
Intro
     > I've watched the rise and fall of Interplay, and out of all the fatal mistakes the once mighty publisher made, publishing BioWare's games including the best selling Baldur's Gate 1-2 along with their expansion packs (for the PC), wasn't one of them (I just thought I'd add that best selling part for those of you who measure a game's worth by how many copies it sells). MDK2 is BioWare's sequel to Shiny Entertainment's original MDK for the PC and Playstation. The sequel takes the gameplay of the original and makes vast improvements to it, so the differences between the two games are thankfully more than merely cosmetic. All the different aspects of MDK2 come together to produce a solid, futuristic third person platform shooter which is definitely more than a mere graphically upgraded sequel. Being one of the top developers in the whole games industry, I expected nothing less from BioWare

     > The story isn't meant to be taken seriously; it's dark (as in grim and gritty) yet humorous at the same time. Kurt Hectic was quite content to live out the rest of his life as a janitor working for the eccentric Dr. Hawkins, but alas, the world was crying out for a savior in the midst of an alien invasion, and he answered that call, albeit grudgingly. Suited in powered armor invented by Dr. Hawkins called a coil suit with metallic ribbons on the back that expanded like a parachute to allow him to float through the air, and armed with a chain gun, he came to the world's rescue.

     > In MDK2, you take control of Kurt from the first game empowered by the coil-suit invented by Dr. Hawkins again, in addition to Max, Dr. Hawkin's two legged four armed robotic guard dog (whose four arms are armed with enough collective firepower to take on a small army), who enjoys his job just a little too much, and the ingenious Dr. Hawkins himself this time who has a talent for creating something out of almost anything within reach (he'd make MacGyver proud) as they try to stop a second alien invasion of Earth. Max, Doctor Hawkins and Kurt (MDK) must combine their unique skills to battle the alien menace once again. Therefore, each character naturally uses their diverse skills to tackle different problems. Kurt's sniping prowess from great distances, Max's sheer firepower and Hawkin's inventiveness are all put to the test across 10 separate levels infested with hordes of laser gun-touting armored aliens.

Graphics
     > The game taps into the graphical capabilities of the Dreamcast to great effect with sharp high resolution anti-aliased visuals. The first level starts with Kurt Hectic diving from high orbit off the heroes' ship (after tripping over himself) onto a huge moving alien minecrawler tank that is firing laser bursts and missiles up into the air in an attempt to shoot him out of the sky on approach. And that's just the beginning! Character models are sharp, and animated well enough for the task at hand. Laser beams, bullet spray and light sourcing effects also all manage to gain my seal of approval. Light sourcing is a major highpoint in this game since characters cast realistic shadows, structures glow with mauve alien lights and areas are lit up by lighting from various angles. Characters are exposed to light sourcing with rays of light hitting them and shadows being cast over them all the time. How can that not impress?

     > Each level has a distinct look and feel to it with some truly alien metallic structures for you to feast your eyes on. It's also hard to believe how seamless the mip-mapping is as textures in the background are replaced with more detailed ones in the foreground as you move closer to them without any glaring hints of transition (it's hard to spot unless you know what you're looking for). Environments are oftentimes large and spacious with no discernible draw-in. And as I previously mentioned, everything is quite clean and sharp. Cutscenes unfold both in game, showing off the detail on characters, and via comic strips which have a flare for the overly-dramatic (the intro will bring gamers who missed the first game quickly up to speed). Also worth noting is that there's hardly any slowdown even in huge areas jam-packed with hostiles, and even when there is it's hardly noticeable.

Control
     > The controls are nicely tuned for the Dreamcast's control pad (considering there's so few buttons to usually accommodate all the commands of PC ports) with the analog stick set to look around, the L trigger used to jump (pressing and holding jump will open Kurt's ribbon chute for a slower, controlled descent), the R trigger used to fire, and the main buttons configured to move forwards, backwards and strafe left and right for easy strafing around enemies for dodging incoming fire while you're pummeling them to death with your arsenal (Kurt, for example, starts with a chain/gatling gun, but can pick up a more powerful one with limited ammo to make his job easier not far from the beginning). There's some platform jumping in this game too, but who's complaining? I'm glad it isn't limited to senseless shooting (not to say that all the shooting in this game doesn't require you to think on your feet). The D-pad is used to enter Kurt's sniper mode (while the movement buttons zoom in and out) as well as select the right ammo (like different types of rockets) for the right job, choosing your preferred four weapons for Max, and using Dr. Hawkin's items. The controls are comfortable enough and within easy enough reach to be as responsive as you need them to be with a little practice.
Sound
     > The background music is appropriate for the settings, having a mechanical vibe to it, and will change to reflect any significant changes in the background like approaching boss foes. There are plenty of bizarre ambient effects appropriate to the overall mood of the game, and the weapon effects sound passable for the job (with nothing sounding out of place). The aliens are quite talkative and react to your presence with warcries etc. The voice acting is... quirky and professionally done. Each character is facetious and personable in their own way, making plenty of jokes along the way.
Fun
     > Like the side-scrolling platformers of yesteryear, MDK2's levels are quite linear to say the least. Each level is filled with enough armed foes to give even the quickest reacting players a tough time, and is injected with a healthy dose of platform jumping (requiring precision steering/timing) to spice up the action with some variety in between checkpoints all leading to an eventual boss encounter at the end before you repeat the process. The boss guardians are always imposing in their own way, and aren't taken out of the picture easily. You have to figure out their routines to anticipate their next move. These are the types of bosses where even one mistake may be the death of you! Careful now.

     > Kurt will spend most of his time shooting and sniping (while zooming in on enemies in sniper mode, they sometimes make weird facial expressions for your viewing pleasure), Dr. Hawkins collects objects and combines them to solve puzzles and make something useable when he's not jumping around, and Max blasts his way through levels with a gun in each of his four front hands when he isn't jet packing his way up them (with limited and later limitless fuel). The gaps between checkpoints grow further and further apart in later stages, so prepare to be frustrated. Rather than thinking in terms of good and bad, I think it makes for a nice change of pace. The fun lies in the challenge. Plain and simple. Searching for new equipment (rather than being fully equipped from the start) is also part of that challenge as you'll want to save certain weapons/ammo for bigger baddies.

Bottom Line
     > MDK2 is definitely a game for old-school gamers who are eager to feed their hunger for a good old-fashioned challenge. Switching from one character to another can be quite disconcerting because just as you're becoming adjusted to one character, you suddenly find yourself coming to grips with another with a whole new range of abilities. Since all three characters are a joy to play though, it makes for an interesting ride to the end. MDK2 suffered in its transition to the Playstation 2, now having textures that have had the life sucked out of them (you'd have to be blind not to see that), and frame rate problems, despite BioWare's claims of "enhanced graphics". Some people even blamed these flaws on the game being born from "inferior hardware" as if the Dreamcast version suffered from all of these problems. On the flipside, BioWare added easier difficulty settings to the PS2 port (with levels having more frequent checkpoints etc.) to give gamers a gentler ride. That wasn't a good trade-off if you ask me.
Ratings
Overall: 8.8 | Graphics: 9.2 | Control: 9.1 | Sound: 8.6 | Fun: 8.3
~ Geoffrey Duke ~

[ PIX >> ][ PREVIEW >> ][ :: REVIEW :: ][ SCANS >> ][ WALLPAPER >> ]
[ SHINOBI's REVIEW >> ]
[ << BACK ][ TOP /\ ][ FORWARD >> ]