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MDK 2

Review by Old Rooster
July 2002

Bioware Honors a Legacy

When we consider the game development house Bioware, we think of such titles as the Baldur's Gate series and, more recently, Neverwinter Nights. What may surprise you, dear reader, is that in the year 2000 Bioware took on itself the challenge of creating a wholly different kind of game—not an RPG, but this time the new and updated version of a classic action/adventure title—MDK. It must be an honor, but also a responsibility, to assume the task of erecting an update to such a highly acclaimed game, unique for its time (1997), originally created by the inventive folks at Shiny. Frankly, Bioware is not one of the developers I would have envisioned for this job. But these creators of Baldur's Gate have shown a level of inventive and artistic talent, as well as aptitude for fun, that richly expands not only the legacy of MDK, but also the depth and breadth of their development house. These folks have a sense of humor, and it looks like they had fun making the game!

Save Canada

MDK 2 presents the player with the challenge of stopping some most peculiar aliens who, for apparent strategic reasons, have chosen to renew their invasion of Earth in Edmonton, Alberta (perhaps at that huge shopping mall?). You need to stop them, playing as not only Kurt, the reluctant janitorial hero of the original, but also as the eccentric Doc and the ferocious artificial canine, Max (MDK=Max, Doc, Kurt).

The frenetic pace and intense (sometimes frustrating) challenges of the 10 levels is absorbing, graphically most satisfying, quite varied and, most of all, funny. This is one of the three best third-person action/adventure games of the year 2000—the others being Rayman 2: The Great Escape and American McGee's Alice.

Let's examine some of the game attributes leading to this conclusion.

MDK 2 may give you some installation/loading problems, for which you'll likely need a patch found at the Interplay site. Interestingly, I had more difficulty with my Windows 98 system than with my new XP, with nVidia3 video card. OpenGL is required, which typically is included on most nVidia cards. Considerable tweaking and individualization of settings is allowed. The fine manual and readme provide guidance in this regard, with further useful advice found at Tweak 3D. For my part, I was comfortable with 800x600, 16-bit, on my older PIII 450, nVidia Ultra system, desiring the best frame rate. On my new setup, the sky was the limit, moving easily to 1280x1084, 32-bit, with fine and fluid frame rates. This in-house "Omen" engine of Bioware's is most impressive, not only with what it presents, but also with its range of options—even including being one of the first games to support the enriched T&L aspects of the GeForce 2, and above, video cards.

The controls are "Quake-like," with mouse-look, arrow movement keys, and strafing options. Gamepad is an option but is not needed. Camera placement and movement is among the best I've ever seen in a third-person perspective game (this is the most frequent criticism of games like Prince of Persia 3D and Tomb Raider). In-game interface is clear, logical and easily operable through the keyboard. Perhaps the best recommendation I can give in this area is that interface and controls are intuitive—you don't think or worry about them, let alone fight them. They let you get on with the game. We can't ask for more than that.

As to graphics, Bioware's Omen engine presents vivid colors, detailed environments, and huge worlds in the later levels. As indicated earlier, settings are configurable, with 800x600 looking great. There is a "cartoonish" quality to the game, amplified by comic-book cut scenes. Earlier levels seem more ordinary, though still beautiful, with later levels often bordering on astounding.

Ambient and weapon sound is rather ordinary, as is music, but voice characterizations are excellent. From the cynical, disgusting-sounding narrator in Doc's "danger kitchen" training session to the good Doctor himself ("a few more snazzy gizmos and we're home free!"), the expressions are just right. This is a funny script, and the voice actors ham it up appropriately.

Of course, gameplay is the heart and soul of any game, with graphics, sound and controls forming the enabling skeleton, as it were. MDK 2's heart beats vibrantly and strongly!

"Don't Go in Barking Mad!" —Doc

In a departure from the original, MDK 2 allows you to play as each of the three protagonists in the first nine levels (three for each), with a choice to be made for level 10. Too bad, really, that choice wasn't an option for the first nine levels as well, which would have added to replayability. The characters have different styles in their approach to solving the mazes, puzzles, jumps (ugh!) and minor enemies on the way to level "end bosses."

Kurt is a custodian, who dons an outfit allowing his distinctive weapons—a sniper scope (needed for distant switches, as well as creatures) and a backpack flying chute (good for gentle falls, jumps, or using updrafts). His levels have a satisfying mix of stealth, planning, shooting, and problem solving.

Doc is the "brains" behind it all, and he uses objects in his environment (toaster, bread, masking tape, etc.) to create lethal combinations of traps and weapons. As he puts it: "I've no time now; fun must wait." His levels are the closest to an "adventuring" style of game. Doc also exclaims, "I miss my doggie," which brings us to ...

"Duke-Dog" Max. "Brute force and firepower" is the mantra of this cigar-smoking, two-legged, four-armed killing machine. At some points wielding four Gatling guns, Max isn't at all subtle in his progression through levels and solving of problems—if it moves, shoot it! Of course, some discretion is in order at times, or as Doc puts it to the dog at one point: "Max, we don't want to go in barking mad!"

Although I would have preferred the choice of any of the three characters for each level (as with level 10), this rotating approach does allow variety and is better than just using Kurt exclusively, for example. Whichever hero you play, though, the ever-present humor—visually and auditorily—undergirds your experience. Even a jaded old guy like myself burst out with laughter more than I can remember with any recent game (even Stupid Invaders). It's often like a Monty Python script!

"Enough Jumping Around, Lad" —Doc to Kurt

There are a couple of niggles, though. A few of the subgames (especially "Chuckleberry Finn") are tedious and not fun. The game overall is tough, with well-hidden doors and precise jumping puzzles. Thank goodness Bioware included save-anywhere and quick-save/quick-load keys (with the PC version at least). Also, an auto-help system kicks in with clues if you spend too much time wandering aimlessly. Still, jumping is part of the nature of this game—it's supposed to be there—and this sometimes-detrimental aspect of gameplay is more than compensated for by the huge and splendid environments, wonderful humor, and wacky gameplay.

In summary, I've moved in my impressions of MDK 2 from an initial "B" range, after earlier levels, to an "A" rating upon completion of the game. Make no mistake, this game can be characterized as a "shooter," and it is really best suited for those who enjoy a Tomb Raider kind of romp. So, pure adventurers, please be warned. Having said that and looking back at the whole experience, particularly after the brilliant later levels, I'm led to have nothing but the highest praise for Bioware's ability to "expand this MDK legacy" with a game that challenged, amazed and, best of all, made me laugh. Thank you—it's a masterpiece.

What I Liked the Most

The presence of an underlying, "Python-like," humor; splendid graphical color and worlds; ability to play in three styles.

What I Liked the Least

The game is very tough overall; jumping puzzles are sometimes too precise; a couple of annoying subgames.

Special Note

Originally released for the PC and Dreamcast, there is also a version available for the Playstation 2 entitled MDK 2: Armageddon. From reading the very laudatory reviews, it appears to be the same game and clearly has the fine graphics, voice acting and humor intact. The End

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The Verdict

Creme de la creme

The Lowdown

Developer: Bioware
Publisher: Interplay
Release Date: June 2000

Available for: Dreamcast PlayStation 2 Windows

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System Requirements

PII 233 (PII 300 recommended)
24 MB RAM (32 MB recommended)
8 MB video card with OpenGL drivers
300 MB free hard drive space

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