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 ~
|