|

Developed by BioWare/Published by Interplay Entertainment
Group
Impressions by Spacecheetah
on 9/28/00
Article
Discussion Forum
First
Impressions:
Intro
sequence includes a narration while the camera pans
around a flat drawn comic book - in 3D.
|
My first impressions of MDK2 were poor. Since I never played
the original, I was not familiar with the back-story or the
characters. The name itself, an acronym rumoured to stand for
"Murder Death Kill," also did not give me high expectations.
The introduction was cute, but the delivery was minimal at best.
A game that requires Open GL and 3d hardware acceleration for
optimal gameplay should not have an introduction which consists
of opening a 3d comic book and basically making the player read
its 2d static pages with one of those generic narrative voices
that basically says, "Ok, this game is supposed to be a cheesy
comic book, so anything cheesy that happens is on purpose."
The basic plot is this: Three kooky characters have to battle
green aliens from outer space. The characters include Dr. Hawkins
- your basic lab coat-wearing scientist, Max - his loyal six-legged
canine who has the ability to fire six weapons at once, and
Kurt Hectic - Dr. Hawkins' janitor, who is the "Inspector Gadget"
of the trio, outfitted with a special sniper helmet and coil
suit designed by the good doctor.
In
the first level, you play Kurt Hectic who has a parachute
suit which allows him to glide a short distance
|
The
Story:
The
game begins with Kurt Hectic dive-bombing onto the alien ship.
While the sequence is short and does not require too much skill
in mouse-pushing to dodge the incoming laser fire, it did give
me the sense that the plot was not going to be poorly driven
like Tomb Raider, and the game would not just consist of running
through halls blasting enemies. The rest of the particular level
requires Kurt to navigate through different parts of the ship
with his parachute suit and his sniper gun (certain locks on
doors have to be destroyed by sniping a blue electrified sphere
hidden in the room), eventually battling a small frog-like alien
sitting in a ship the size of a small planet. This I liked.
Unfortunately, I later discovered, after running around for
a long time killing aliens on the ground and randomly aiming
at various blinking parts of the ship, the vulnerable spot turns
out to be four small blue spheres (the same that, when destroyed,
opens doors) at the front center of the ship. This would not
have bothered me if the spheres, while visible when I ran close
enough, were also visible when I switched into sniper mode.
When I switched to sniper mode, the spheres would disappear.
I had to strafe and fire at an approximate area only a few pixels
wide and could only make aiming adjustments through the small
corner viewport in snipe mode which showed the bullet's point
of view. I am not sure if the design was on purpose.
One
of the many level bosses that you must destroy. This one
is some kind of angry alien disco ball
|
Through plot twists that give reasons for another character
to rescue the current character, the game progresses with the
player battling aliens using the various talents the current
character possesses. With Kurt, you have gliding and sniping
ability. With Max, durability and fire power. With Dr. Hawkins,
you have to find objects lying around the level and attempt
to combine them into weapons against the aliens or devices to
help you get to your destination. The apparent reasons you have
for fighting the big bad aliens are minimal at best, except
for the obvious fact that they are aliens, and they are big,
bad and crack jokes that are almost as cheesy as your characters'.
Overall Pros and Cons:
The
levels with Dr. Hawkins require the player to complete
the level with less fire power and more puzzle solving
|
Instead
of creating a plot that would allow the player to select which
character to use for a particular sequence, the storyline requires
the different talents of the three characters at different times
(mostly because, gee, the other two characters are out of commission
at that moment). This is probably a good thing, since the player
gets to snipe, punch holes in enemies, fly around, and even
solve the navigation of a level through *almost* non-violent
means. It also allowed the designers to create characters with
more novel interactions and customize a particular level to
that character (can you imagine picking Dr. Hawkins in the beginning
and then having to play the game through armed with a toaster?).
There are many surprise sequences as well where the transition
to another scene could have been cinematic but was an interactive
mini game to get to the next scene. The game also uses some
clever camera angles during some parts, and the player interactions
with the characters justifies the third-person over first-person
viewpoint. The sound itself does contribute to the feel of the
game and characters. It reinforces the visual effects and overall
physics of the game, and does not contribute to any inconsistencies.
One
of the mini sequences in the game, where you control a
goldfish that has to find the security override to another
part of the ship
|
I recommend this game to those who like games in the style of
Tomb Raider -- a game played in third person with first person
perspective and requires some precision in jumping and navigation.
If you liked Tomb Raider for its gameplay (Lara Croft aside),
you will most likely find MDK2 to be a better game for the particular
genre. While the game seemed to lack an overall coherence in
the environment, some of the random surprises and additions
contributed to the entertainment value. This game is definitely
for the kind of gamer who likes to blow up disgruntled earth-destroying
aliens but also enjoys the occasional quirk or feature that
is afforded by the cheesy comic book backplot.
|