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Product summary
Despite its few flaws, MDK 2 is a great first effort by BioWare, and it's a better game than the original.
Specifications: ESRB: Teen; Genre: Action; Elements: General Action; See full specs
Price range: $19.75
Gamespot editors' review
- Reviewed on: 04/03/2000
- Updated on:05/05/2000
- Released on: 03/31/2000
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.
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