As seen in the Earthworm Jim games, the folk at Shiny are renowned for their surreal sense of humour, and it remains to be seen whether BioWare can pull it off to the same extent. From what we've seen it appears to be going for a more zany approach, which some more bitter readers may find offensive. As for the game itself, we've had a bit of a dabble and it seems to be shaping up in a competent fashion, with BioWare's so-called Omen engine ably supplying the requisite effects.
Unlike us, you haven't played the game, and will have to wait until the end of May to do so. What's the bet it comes out before Messiah? MDK 2: sounds like the chemical formula for some illegal party drug that turns kids into wide-eyed loons. Or the name of a violently crap euro-beat pop act - the sort of group that releases those life-unaffirming 'Sex On the Beach'-stylee techno-disco anthems that sunburnt morons bump and grind to in the nightclubs of Laganas.
Or a new type of car. Or all three. It isn't any of the above, of course. That would be madness. Now, the original MDK we never did get to find out what it stood for was one of those love-it-or-hate-it games.
Some people reacted as they might to, say, a mutant frogboy or a bearded lady passing them in the street - with bemusement and a faint tinge of discomfort. Others thought it was the best thing since sliced head. The former outnumbered the latter and the game sold like, well, warmish cakes. MDK wasn't as big a hit as it was supposed to be, so it's perhaps surprising a sequel's coming out at all. Still, it won't be coded by Shiny. Bioware, the team behind sprawling RPG hit Baldur's Gate are doing the honours this time round, and they're obviously determined to forge a big fat hit.
So how are they going to do it? First of all, they're sticking to the unique visual style. This is a good thing. MDK 2, we are assured, will be a triumph of individualism. God be praised. Let joy be unconfined.
No, really. There are too many bland, production-line plod-a-thons cluttering the nation's shelves, so any game that dares to stick its neck out deserves to be kissed gently all over -or, at least, given the time of day.
It'll also be full of humour. Ah, yes. Games and humour have never really mixed well - gaming 'humour' usually refers to unremitting quirkiness instead. You know, people called 'Professor Teapot' and hilarious stuff like that. The funniest games have always been those in which the 'jokes' occur naturally as a result of the gameplay -you have to play a few hours of Carmageddon 2 or multiplayer Quake if you're after laugh-out-loud moments. Still, MDK was packed full of'humour' to be fair, blowing the robots' heads off was funny , and MDK 2 promises more of the same.
To this end, they're hoping to get plenty of mileage from the main characters, all three of whom are playable this time. There's Kurt the rubber-clad hero of the first game. Max his dog, a cigar-chompin' gung-ho canine , and Dr Fluke Hawkins the obligatory 'mad scientist' who crops up in every 'zany' game since time immemorial.
Each has his own special abilities and range of weapons. If you're not familiar with MDK numero-uno, perhaps it's worth pointing out that this is a third-person perspective game think Tomb Raider with occasional first-person interludes ie the sniping bits. There's no multiplayer mode Bioware wanted to concentrate on making the "best single-player experience possible" , and it's coming out on that spingly spangly new Dreamcast console as well.
For now, that's about it - but hey, you can always look at the pictures and imagine. While dribbling. Down your shirt. The original MDK made stacks of friends with its relentless third-person action, trademark Shiny Entertainment cartoon humour and James Bond-style gadgets. Innovation was the name of the game -something new developer Bioware CBaldur's Gate hope to expand upon.
Forthcoming features to look forward to include bouncing sniper shots so you can kill enemies around corners , a much bigger play environment based on indoor and outdoor locations, and enhancements to the fantastic Chameleon stealth suit. You also get to play as all three characters, and there are loads more gadgets. Levels involving Max the Uzi-toting dog tend to degenerate into horrific gunfights, the Kurt levels are more stealth-orientated, and those with the good doctor require more thought.
Having said that, in the latest demo we've seen, he manages to turn himself into something resembling the Hulk - and then things get particularly vicious. Something for everyone, as they say.
Various scripted videos are full of humor, sometimes rather flat and vulgar, but no less cute and naive from this. Immersion in the atmosphere is facilitated by the successful design of the levels - the locations are well thought out and are remembered for a long time.
Each of the 10 levels has three audio tracks, one for each of the characters. MDK 2 is a humorous storyline and fun gameplay that simply won't get you tired of it due to the variety of characters and puzzles. The site administration is not responsible for the content of the materials on the resource.
If you are the copyright holder and want to completely or partially remove your material from our site, then write to the administration with links to the relevant documents. Your property was freely available and that is why it was published on our website. The site is non-commercial and we are not able to check all user posts. The controls are well documented and the interface very clean, simple and efficient. MDK 2 bucks the trend toward more and more complex interfaces with its simple design.
Although playing as Dr. Hawkins can, at times, become a bit convoluted and hectic, the interface performs well overall. The three varieties of gameplay encountered are unique and remain fresh throughout the game. Kurt Hectic, with his famed sniper mode, is forced to take all sorts of trick shots with a variety of special loads for the rifle, such as the hilarious bouncing bullet and the oft-useful sniper mortar. Another recurring theme in Hectic's gameplay involves utilizing the coil suit's Ribbon Chute to glide around while shooting stuff up.
Now, as a player, jumping puzzles usually irritate me to no end because they imply a lack of thought on behalf of the designers; those found in MDK2, however, are rarely aggravating. Max is by far the most fun for me to play. I suppose something about a cyborg, six-limbed, gun-toting, cigar-chomping, trash-talking doggie just appeals to me.
He can run and gun with four weapons simultaneously and watching him pull New York reloads while blasting down hordes of alien scum is entertaining, too.
Keeping him constantly supplied and equipped with weaponry is a challenge in and of itself. I found the good Dr.
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