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The Techtite Ratings System :

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  • Deep Impact

In Association with Amazon.com

MDK2

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Click screen shot above to order (Windows 98 version).

A Techtite Review

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.

Final Rating : Large Crater. Just a hair away from a "Deep Impact" due to one too many jumping puzzles. Still, it's a solid thumbs up; highly recommended.

For more on this site's ratings system, click here.

coverTo 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" & disclaimers, click here...