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MDK2

Click screen shot above
to order (Windows 98 version).
When MDK
came out in 1997, it was truly groundsbreaking; one of the first,
best reasons to buy a 3D accelerator. Kurt's "sniper
mode" (far better than the cliche pistols used in other
action games) was only one of its many pluses. In a shooter-genre
that often used banal greys and browns, MDK offered
vibrant, colorful alien worlds that rivaled the 1980 cult hit,
Flash Gordon. Colored glass walkways, mirrored
walls, vibrant backgrounds, well animated enemies (some would
even taunt you), and even a good slice of comic relief, all enhanced
one of the best action games of 1997.
MDK2, as a result, is one of the mere 3 sequels
I've most anticipated in Y2K (next to the earlier-release of
Thief 2, and the Fall
release of LucasArts' Obi-Wan). While three years
to wait for a sequel is rather annoying, fans of the original
game were patient (well, close enough ;-) ). As it turns out,
MDK2 was worth the delay to release it; a worthy
sequel, with many added tweaks.
Among the biggest change in the game is its play style, with
three different characters to play. Level one is Kurt
(the original game's hero). Level
2 is as the six-legged Max the bionic dog, who has no sniper
mode (darn), yet can hold up to four weapons in his paws. Level
3 is Doc Hawkins (the mad genius who designed Kurt's suit, and
built Max), who has no special powers at all, yet can use inventory
he finds to "invent" amusing, humorous weapons. Further
levels rotate between these three characters --three for each--
leading to a final tenth level, where you can choose who defeats
the BIG final boss. By then, you've experienced quite a ride.
Several of the best traits of the first game are still present,
including a good slice of humor. Look
for interwoven salutes to classic campy sci-fi, including Blade
Runner (the alien home world), Josie and the Pussycats
(the doomsday device resembles their cartoon spaceship), Dr.
Who, and Innerspace, to name just a few. Loading screens
show a cover of that level's "comic book," enhancing
the comic feel of the game. While these comic covers are a little
too pixelated to read on-screen, they are merely shown to set
the mood, and do a very good job. They also provide a good relief
from the action, which can often get quite intense!
How intense? Well, let's just say that even "easy"
mode for this avid gamer, was quite a workout! Some enemies
are not only tough, they're literally huge. Look at this pic
of one such boss, in the post-victory cutscene; the speck near
his right leg is YOU! On the other hand, the bigger they are,
the harder they fall, so while defeating these bosses is a real
challenge, the victory scenes are all the more sweet.
Speaking of the cutscenes; all are within the game engine
itself (with the exception of an amusing comic book intro and
epilogue). Such scenes are extremely well done and put your 3D
card's power to the test. In the alien home world, you get to
explore vast upper and lower areas (in seperate levels), and
most of the sights' graphics quality rival some of the best CGI
games of early years. It's amusing to think of how initial "interactive
movies" like Spaceship
Warlock had merely static, slide-show graphics, and
in MDK2, you can explore even more colorful worlds,
in fluid, real-time 3D. Games definitely have come a long way...and
Interplay/Bioware is to thank for most of that progress.
Gripes are minor, though enough to keep the game from a "Deep
Impact" rating. For one thing, some challenges can be hair-pullingly
tough (however, no cheat codes were necessary, so I can't say
it was too tough to finish). Jumping puzzles can be equally
annoying, though they're only used in one or two short scenes
(word to game designers: only total nerds like jumping
puzzles!). It's also distressing to note that Kurt Hectic
--and his way-cool sniper scope-- are only in a maximum of 4
of the 10 game levels; the others must be played as the Doc or
the dog. While Max is cool --as is the Doc, at times-- I wish
every level was like the final one, where you get to choose
your character. That would've upped the replay value of the game
sky high!
Regardless, I've waited years for this game's sequel, and
after finally playing it, I still say it was worth the wait.
It's hard to balance a sequel in that fine line, between being
too much like the prior game, or being too different to be loved
by the game's fans. This game, by contrast, is just what most
MDK fans would want; more of the original game's pluses, with
several amusing additions. While understandably not as unique
as the original, it's definitely worth playing, and a must-have
for fans of the series.
To Order MDK
2 (PC version), Click Here
Also available for the following game systems (click
on system name to order): Playstation 2, Dreamcast
| All text, Title
graphics, and pix not of reviewed product, are created by Techtite,
copyright 2000; all rights reserved. Screen captures of program
reviewed are discrete thumbnails, used only for the purpose of
review, and by no means represent any affiliation with Techtite and the distributors of that product. For further "legalese"
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