MDK 2
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Product information
ASIN | B00002SV0U |
---|---|
Release date | April 13, 2000 |
Customer Reviews |
4.0 out of 5 stars |
Best Sellers Rank | #133,814 in Video Games (See Top 100 in Video Games) #160 in Sega Dreamcast Games |
Product Dimensions | 5.6 x 5 x 0.4 inches; 4 ounces |
Type of item | Video Game |
Rated | Teen |
Is Discontinued By Manufacturer | No |
Item Weight | 4 ounces |
Manufacturer | Interplay |
Date First Available | August 15, 2000 |
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Product Description
Product description
Kurt and his amazing sniper helmet are back. This time he is teamed with the genius Dr. Hawkins and Max, a 6-legged gun-toting robotic dog. Together, they must use their unique abilities and warped attitude to out-sneak, out-blast and out-think their enemies as they attempt to reclaim the earth from a vile alien menace.
Amazon.com
Playing MDK2 is like riding a roller coaster or watching a good action movie. In fact, fighting aliens has never been this much fun.
You begin the adventure as Kurt, a human in a Batman-like suit equipped with some loopy but lethal accessories. Kurt packs a powerful chain gun and a built-in parachute for gliding around levels. Kurt also has access to a simple-to-use sniper mode that allows you to smoothly zoom between multiple magnification levels (1x to 75x) for long-range kills. As the game progresses, you'll eventually be able to control Kurt's six-legged dog, Max. This is no ordinary housebroken pet. This not-so-cuddly creature can carry up to four guns at once for immense firepower. In addition, Max uses a jetpack to fly around (à la Boba Fett of Star Wars fame). Finally, there is Dr. Hawkins, who uses his scientific skills to combine common household objects into weapons of mass destruction. The diversity (and strangeness) of these characters adds a unique twist to the otherwise conventional gameplay.
Most of the environments you'll encounter in MDK2 are rendered in dark colors--perfectly suited for showing off the game's outstanding lighting effects. The graphics overall are crisp, incredibly detailed, and brimming with personality. Numerous cut-scenes are rendered using the game's 3-D engine, which lends much drama (not to mention comedy) to the storyline. This is one of those rare games that is as fun to watch as it is to play, and it belongs in the library of any action fan with a Dreamcast. --T. Byrl Baker
Pros:
- Impressive 3-D graphics
- Varied gameplay
- Intuitive controls Cons:
- Very challenging
Review
The cliche is that sequels are never as good as their originals. MDK 2 proves to be the exception to the rule though, as the newest edition of Interplay's somewhat silly shooter is a sizable improvement over the original game. This may be because the game is now on a more powerful system, or it could be all due to the efforts of the new developer, BioWare - a developer known mostly for the PC RPG Baldur's Gate. Regardless, MDK 2 is a solid shooter with one of the most creative play mechanics to appear in any game thus far. Aliens once again threaten to destroy Earth, and this time around, Kurt (the coil-suit powered janitor), Dr. Hawkins (the eccentric inventor), and Max (the gun-wielding, six-limbed robotic dog) must work as a team to eliminate the alien menace. As the game unfolds, you'll take control of each of the three characters, using their unique play styles and character strengths to progress through each level. Kurt spends most of his level sniping baddies and switches; Dr. Hawkins collects objects and combines them to solve puzzles and make useful items; and Max holds a gun in each of his four paws and powers his way through the level. MDK 2's level structure is extremely linear and is something of a throwback to side-scrolling platformers - a cutscene will explain why a character is where, and then you'll progress through the location, passing checkpoints until you reach a huge boss. Once you've beaten the boss, another cutscene will start the next level. What's refreshing about MDK 2 is that the game does a good job of not taking itself too seriously. Bioware has filled the game with funny pop-culture references, such as an alien disturbance in sector 867-5309, and the game does a good job of poking fun at the characters. The main bad guy is a huge purple alien that wears red sunglasses and asks Earth, "Who's your daddy?" and each of the three good characters have plenty of jokes and funny moments. While MDK 2 is not as obnoxious as the first game, evidence of Shiny's influence can be found. Certain guards break wind constantly; a floating brigade of troops watches as you perform a difficult platform-jumping bit, cheering and booing at your ability; and Max drops in on three characters doing what can only be the alien version of the macarena. And while most games fail in their attempts to be at least slightly funny, MDK 2 actually provides some good laughs and keeps you interested in how the plot will develop. The story mostly unfolds using in-game cinematics. A brief but funny cutscene will show the characters figuring out what their next move should be, then there's usually a brief action sequence before the actual level loads. Each of the levels loads while the game displays a classic-comic-book-style cover - complete with comic-book-style captions - that usually depicts your good guy fighting that level's main boss. Once you've beaten that level's boss, another in-game cinematic will show the results of your actions and set the stage for the next level. MDK 2 uses a control scheme similar to that used by most N64 first-person shooters. You'll use the analog stick to face your character and the four digital buttons to actually move him. The left trigger jumps, and the right trigger fires your weapons. The digital pad is used for different things - entering sniper mode and selecting your ammo for Kurt, selecting your four weapons for Max, and selecting and using your items for the Doctor. The scheme takes a little time to get used to, but it's great with the Dreamcast's limited buttons. Unfortunately, the digital buttons are difficult to use when maneuvering tight spaces, and your characters will often end up falling off important ledges. The graphics were one of the high-points of the first game, and they're even more so here. MDK 2 really takes advantage of the Dreamcast's graphical capabilities and simply looks stunning. The environments are large and detailed, the lighting effects are genuinely spectacular, and the textures distinct and creative. BioWare did a great job with the level design - each of the different locations has its own look and feel - Dr. Hawkins' spaceship, the Jim Dandy, is a well-lit and feels like your standard Terran spaceship, while the alien ships and planets all feature distinctively alien architecture and foreign textures. All of the characters animate well - each of the characters have their own way of moving about, and even the alien characters animations are believable, if not odd. The lighting effects are simply fabulous - the characters cast realistic shadows that accurately use the available light, power-spheres sparkle in a dazzling pattern, and alien rooms are lit with patches of eerie blue light. The in-game cutscenes look really good, and the detail on every character is remarkable. In the sniper mode, you'll be able to zoom in on an enemy and watch his facial expressions change. And while the first game was plagued by slowdown, the problem is seldom seen in the sequel, even though the game features some genuinely huge environments that are packed with enemies. Another truly excellent aspect of the game is the sound. The background music is great and really helps define the mood of the game. While each of the levels features a general audio track that best reflects the character you're using, certain events or locations within the level will summon a change in the background music - usually a more tense or suspenseful theme that helps to make the situation more dramatic. The sound effects are just as good. Footsteps make the appropriate noises, different firearms make distinct sounds as they're being fired, and enemy weapons sound otherworldy. Ambient noises, such as the whir of the Jim Dandy's engine or the whisper of air flowing through a room, also help ground you in MDK 2's immersive environment. All of the alien characters are downright chatty. They'll talk and make noises to each other while unaware of your presence; they'll make alarmed noises when they discover you; they'll plead and whine while you fill them with bullets; and they'll celebrate when they actually hit you back. Additionally, some aliens seem to have some serious digestion problems, as they'll break wind at an alarming rate. While most third-graders find a good fart noise immensely funny, the sheer amount of the noise in the game is somewhat disturbing, and the joke gets old too fast - giving you that much more incentive to put the poor bugger out of its misery.--Ben Stahl--Copyright © 1998 GameSpot Inc. All rights reserved. Reproduction in whole or in part in any form or medium without express written permission of GameSpot is prohibited. -- GameSpot Review
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You should send me another one.
I feel cheated
While the controls can be adapted to, they never feel like second nature and even after having become somewhat acclimated to the odd style of movement, I still wanted to curse the awkwardness of the design. I can see how this would have been a jewel for the Dreamcast at the time (and the fact that this game serves as one of the earlier Bioware console games is an interesting sidenote), but time has not been kind to this version of the game. Maybe the PS2 port with a dual analog setup would be a little friendlier to gamers more accustomed to current controllers (as a Dreamcast diehard, that last bit hurt to write).
There are three charcters to control, each has their own type of level and controls. Kurt, has a sniper scope helmet, so his levels usually have something to do with shooting distant objects or targets. Max, the robotic dog, carries four guns. His levels are pretty much carnage. And finally, Dr. Hawkins. Being the ingenius scientist that he is, his levels are primarilly complex puzzles.
The controls are a bit strange and take a while to get used to. the A, B, X, and Y buttons control the character. A makes the character move forward, Y backwards, et cetra. The analog stick is the camera stick.
If you want to spend 120+ hours on one video game, then buy this one. I must be insane, because I don't know anyone else that is this obsessed with a like this. Anyone that plays this game at my house gives up after 10 minutes, so be prepared to die a lot and have to redo many sequences multiple times.
The music in MDK 2 is amazing, a great selection of techno and trance, you will see how well the music fits in with the game.
An example of how hard the game gets: In the eight level, (Max is used here), there is a giant nuclear tube that you must climb using a jetpack that automatically refuels when not being used. Around the walls are very small platforms to land on. You must slowly ascend the giant piller stepping platform to platform, while having to deal with 20 or so little spheres that home in on you and shoot. After you finish this painful climb, you realize pointing the camera up, that you are 1/8 done! Now a vertical climb stopping on platforms that are placed above eachother, some that can't be stepped on, if you do, you fall.
It will take to much space to explain more, but that should give you a good idea on the type of challenge in this game. Of course this is one type of challenge, there are lot's of other different types of challenges in this game also. Remember, this is a perfect game for those who like challenge. If your really like challenge then you will really enjoy the final boss, I am convinced that he is impossible to conquear.