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MDK2
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MDK2
PC cover art
DeveloperBioWare
PublisherInterplay Entertainment
Producers
Designers
ProgrammerCameron Tofer
ArtistRuss Rice
Writers
Composers
SeriesMDK
PlatformsDreamcast, Windows, PlayStation 2, Wii
Release
March 29, 2000
  • Dreamcast
    Windows[2]
    • NA: May 25, 2000
    • EU: July 1, 2000
    PlayStation 2[3]
    • NA: March 26, 2001
    • EU: June 29, 2001
    Wii
    • WW: May 9, 2011[4]
    MDK2 HD
    • WW: October 12, 2011[5]
GenresThird-person shooter, action-adventure
ModeSingle-player

MDK2 is a 2000 third-person shooter, action-adventure video game developed by BioWare and published by Interplay Entertainment for the Dreamcast, Windows and PlayStation 2. It is a sequel to the 1997 game MDK. First released for the Dreamcast in March 2000, it was later released for Windows in May, with newly selectable difficulty levels and the ability to manually save. In March 2001, a slightly reworked version, featuring level design modifications and gameplay tweaks, was released for the PlayStation 2 as MDK 2: Armageddon. The PC version was released on GOG.com in September 2008,[6] and on Steam in September 2009.[7] A port of the PlayStation 2 version was released for Wii via WiiWare in 2011. Also in 2011, a HD remastered version was released for Windows. Called MDK2 HD, this version features new 3D models, textures, improved lighting, and remastered music, and was released on Beamdog in October, and on Steam in July 2012.

The game begins moments after the end of the original MDK. Believing they had vanquished the alien invaders, Kurt Hectic, Dr. Hawkins and Max are shocked to find a single Minecrawler remains. Kurt heads to destroy it, but upon doing so, encounters a massive alien called Shwang Shwing, who reveals the invasion of Earth is far from over. The main difference between MDK and MDK2 is the ability to control three playable characters (Kurt, Hawkins and Max), each with their own strengths and weaknesses. As such, the gameplay in the sequel is more varied than in the original game, with more emphasis on platforming and puzzles than straight run-and-gun shooting.

MDK2 received generally positive reviews across all systems, with critics praising the graphics, variety of gameplay styles, level design, boss fights, the game's sense of humor, and its fidelity to the original MDK. The most commonly criticized aspects of the game were the difficulty level, which was felt to be too high, and the platforming sections, which many critics found frustrating and too exacting. Hawkins' levels in general were seen as inferior to Kurt's and Max's. In 2007, Interplay announced plans for a third game, but it was never made.

Gameplay

[edit]

For the most part, MDK2 is a run-and-gun third-person shooter. However, unlike the original game, MDK2 features three player characters, each with their own unique set of abilities, skills, weaknesses, and style of gameplay. As such, the general game mechanics are more varied than in the first game, with the inclusion of more platform and puzzle-based elements than before.[8] Except for the last level of the game, which can be played with any of the three playable characters, the player cannot choose which character to use in any given level; each level can only be played with a specific character, and as such, the level design of each level is specifically geared towards that characters' abilities.[9]

Kurt Hectic

Kurt's levels play very similarly to the previous game. As before, the player must frequently use his "ribbon chute", a parachute contained within his outfit that can be used indefinitely. The chute allows Kurt to make long jumps, survive long falls, and utilize updrafts. It deploys immediately, and retracts automatically when not being used.[10] Kurt's weaponry includes, but is not limited to, grenades, decoy dummies and cloaking shields.[11] Kurt's main defense is his "Coil Suit," a skin-tight armor made of a Kevlar-like material. His weapon is a chain gun, which is attached to his arm, and carries unlimited ammo.[12] His other weapon is a sniper gun, which is created when he detaches his chain gun from his arm and mounts it onto his helmet. The sniper weapon can zoom up to a mile,[12] and has the capability of supporting multiple types of ammunition, including homing missiles, mortar shells, sniping grenades and bouncing bullets.[13] However, when Kurt is in sniper mode, he is only able to strafe, he cannot move forwards or backwards, and can thus be easily targeted by enemies.[10]

Max

Max, a two-legged, four-armed genetically engineered robotic dog, is the toughest of the three characters, with 200 health points.[14] His gameplay is focused on high-impact firepower; standing on his two back legs, he can equip and shoot up to four guns at once.[15] He has access to numerous weapons, such an uzis, shotguns, Magnums and gatling guns. Ammo is limited for all weaponry except his default Magnum.[16] He is also able to wear two different types of jet pack. The standard jet pack uses fuel and when empty, must be refuelled at a fuelling pump. The atomic jetpack does not use fuel, instead refilling automatically when not in use.[14]

Gameplay as Dr. Hawkins in MDK2. Note the importance of inventory items in this mode; the player can select any item from the left inventory and any item from the right inventory and try to combine them.
Dr. Fluke Hawkins

Dr. Hawkins' levels focus on puzzle solving and platforming, with some elements of combat. He is the weakest of the characters, with only 60 health points.[17] Most of his gameplay revolves around combining objects to create new objects, which in turn allow him to proceed through the level. He has two independent inventories, one for his right hand and one for his left. As such, each hand can hold a different item at the same time.[18] Items from one inventory can be combined with items from the other, but items within the same inventory cannot be combined.[17] His main weapon is an atomic toaster, which shoots radioactive toast.[19]

Plot

[edit]

The game begins moments after the conclusion of MDK, with Kurt, Max, and Dr. Hawkins celebrating their victory over Gunther Glut, and thus saving Earth from the alien invasion. However, in the midst of their celebrations, they discover a remaining Minecrawler heading towards Edmonton. Kurt destroys it, but as he awaits to return to the Jim Dandy space station, he is taken prisoner by a massive alien. Meanwhile, on board the Dandy, Hawkins discovers that communications with Kurt are being jammed by a nearby alien ship. Max heads to the other ship to free up the communications. However, upon doing so, he too is taken prisoner by the same alien. The alien then contacts Hawkins on the Dandy, telling him his name is Shwang Shwing, and the invasion of Earth is not over.

Shwing sends a group of aliens onto the Dandy, but Hawkins is able to fight them off and teleport Kurt back to the ship. He then sends Kurt to the alien ship to save Max. However, shortly after Kurt's departure, Hawkins is taken prisoner by the aliens still on the Dandy. Kurt frees Max, and together they fight Shwing. During the battle, they learn Hawkins has been taken prisoner. Shwing initiates the auto destruct sequence, and jumps into an energy stream, followed by Kurt, whilst Max heads back to the Dandy to save Hawkins. Upon destroying a robotic dog constructed by the aliens, Max frees Hawkins, and uses a device on the dog to open a portal into which he heads. Meanwhile, Hawkins remains behind to take back control of the Dandy. After finally ridding the station of aliens, he finds the co-ordinates of their home world and sets course.

Meanwhile, Shwing emerges from the energy stream on the home world, Swizzle Firma, with Kurt following close behind. Kurt destroys his ship, and an injured Shwing tells Kurt the attacks on Earth have been ordered by Emperor Zizzy Ballooba. Meanwhile, Max emerges from the portal on Swizzle Firma, and learns Ballooba plans to launch a doomsday device at Earth which will obliterate the entire planet. Max kills Shwing as he attempts to launch the device, and then destroys the device itself. He then meets up with Kurt and heads to Ballooba's palace. Meanwhile, Hawkins pilots the Dandy to Swizzle Firma and contacts his colleagues. Aiming the station's guns at the palace, he attempts to teleport Kurt and Max back to the Dandy, but accidentally teleports himself to the planet, and so heads to meet with Kurt and Max.

The three storm Ballooba's palace. Upon confronting Ballooba, he admits he's only trying to destroy Earth for his own amusement, because, since he mastered space and time, he has become bored. A battle ensues between the three heroes and Ballooba, with the heroes emerging victorious. The closing sequence depends on which character the player uses for the final battle. Kurt resumes his duties as janitor of the Dandy, perturbed by the idea of becoming a celebrity. Max becomes the new emperor of Swizzle Firma, forming an interplanetary alliance with Earth. Hawkins is welcomed back to Earth, no longer shunned by his peers, and gets to work on his lifelong ambition - creating an atomic robot zombie army.

Development

[edit]

Immediately after the critical and commercial success of the original MDK, publishers Interplay wanted to begin work on a sequel. They approached Nick Bruty, who had written and co-designed the first game for Shiny Entertainment. However, Bruty was reluctant to go straight into another MDK game, explaining "I hadn't liked rushing from Earthworm Jim to its sequel without a creative break, and I felt the game suffered because of that." In any case, his new development studio, Planet Moon Studios, was already working on Giants: Citizen Kabuto. Bruty asked Interplay if they would consider waiting until he was finished on Giants before beginning on MDK2, but they chose to press on without him, handing development over to BioWare.[20]

MDK2 was officially announced on October 18, 1998, when Interplay confirmed BioWare was developing the sequel for Dreamcast and Windows, using its own game engine, the Omen Engine.[21] At the time, BioWare was thought by some to be an odd choice to take over the franchise, as they were still a relatively young company (having been founded in 1995), and had yet to release their breakout game, Baldur's Gate, which was in the final stages of development.[22][23] Greg Zeschuk, co-founder of BioWare, stated "our aim with MDK2 is to explore new directions and expand beyond the constrictive environments established in other 3D games."[22] He later explained "Bioware is aiming to create the ultimate single-player experience with MDK2. We're carefully crafting a tight, but humorous, world inhabited by the most frightening and entertaining creatures yet seen in a 3D game."[24]

Greg Zeschuk, co-writer, co-producer and co-designer of MDK2

In July 1999, IGN interviewed Zeschuk. He emphasised the development team's relative inexperience with 3D action games was not a handicap;

No one at BioWare that worked on Baldur's Gate had previously even worked on a video game before. The team making MDK2 consists partly of the 3D development team responsible for our first title, the big mech action game Shattered Steel, some members of the Baldur's Gate team and a few people new to video game development. Our belief is BioWare has been successful in the past in spite of inexperience due a serious commitment to making great games. We like new challenges and we are really excited to try out new genres and development platforms. Our experience lies in understanding what makes a good game and then collecting and motivating a group of skilled individuals to make it happen.[25]

Addressing the similarities between MDK2 and the original game, he explained "The key characteristics we retained in MDK2 were the humor and the light-hearted style of the game. The reasoning is pretty straightforward - the humor and style of MDK set it apart."[25] He praised the original game, stating "There isn't much I would change about MDK. It could have been a little longer, it would have been well served by more character development and it really needed a method to tell the story of the game. We're directly addressing all of these areas in MDK2."[25] Speaking of how much MDK2 was influenced by MDK, he explained "I can't even begin to explain the strength of the visual influence that the original MDK has over MDK2. I was very impressed when I first saw MDK and I'm even more impressed after having played it many times. In many ways, in MDK2 we're striving to reach the goal Shiny set with the original by using new and improved technology."[25]

Explaining why BioWare had elected to have three playable characters, he said,

The decision to add Max and the Doctor as player characters to MDK2 was actually somewhat of an evolution, culminating in an epiphany. We planned to add in-game movies to MDK2 and therefore needed to make 3D models for both Doctor Hawkins and Max. In addition, these models needed to have basic animations for running, walking and other simple actions. One day while chatting with Jim Boone (our Interplay producer) on the issue of gameplay variety, it just sort of came to us. Since we've got these cool character models and they already move around, why don't we just allow the player to take control of them from time to time. It all snowballed from there and the next thing we knew we had three completely separate yet equal player characters. The largest impact to the gameplay experience, in our opinion, will be an increased variety to the gameplay. Players will have to quickly change gears between the run and gun shooting style of Max, the stealthy style of Kurt and the puzzling style of the Doctor.[25]

The introduction of two newly playable characters also removed the need for minigames, which were an important element of the original MDK; "Our initial opinion is the huge variety of gameplay styles generated by our focus on three characters should replace the need for sub-games. A key focus during our development of MDK2 was to get away from the sense of perpetual strafing and shooting - in addition to the character solution, we've added quite a few puzzles to the game."[25]

PC release

[edit]

In May 2000, after the release of the Dreamcast version but prior to the release of the PC version, BioWare announced two significant changes had been made to the game. The Dreamcast version had been criticized for being too difficult, and so for the PC version, Bioware were adding four difficulty settings ("Easy", "Medium", "Hard" and "Jinkies"), as well as the ability to manually save anywhere (although the autosave checkpoints from the Dreamcast versions would remain in place).[26] Unlike most other PC games released at the time, the PC version of MDK2 requires an OpenGL-compliant graphics accelerator to run. the PC version of MDK2 also support for the EAX Version 2.0 3D positional audio technology by Creative Labs, as well as Hardware T&L technology found in GeForce 256/GeForce 2 series and Radeon R100 series out of the box.[27][28]

MDK2: Armageddon

[edit]

In September 2000, after the game had been released for Dreamcast and PC, but prior to its PlayStation 2 release, IGN held an online discussion with Greg Zeschuk, line producer Derek French, lead programmer David Faulkner, and programmer Charles Randall. Zeschuk said the PlayStation 2 version, titled MDK2: Armageddon would feature the same difficulty tweaks as found in the PC version (adjustable difficulty levels and the ability to save anywhere), as well as slight redesign within most of the levels and some gameplay tweaks. Zeschuk stated "MDK2: Armageddon is an improved version of MDK2, with specific features for the PS2. It's not a completely new game. But it is an improved, customized game."[29]

Faulkner and Randall explained the game was still utilizing the Omen Engine, with Faulkner saying of programming for the PlayStation 2 "The PS2 is certainly good at pushing polys, no doubt about that. And the two vector processors can handle the physics and geometry we have with room to spare. The trick is the video memory, mainly. All of the cool visual features, like a high-res framebuffer, FSAA and high-res textures all take a lot of video memory. It's a real juggling act trying to get it to do all that at once."[29] Faulkner explained "the PS2 math capabilities are like Intel's SSE, but on steroids. The math processors can be used to optimize any kind of math operations, which, in a 3D game, means a lot. So they will basically be used to speed up a lot of the 3D transformations and lighting."[29]

In November, IGN held a second online chat with Zeschuk, Falkner, programmer Marc Audy, lead tester Karl Schreiner, and tester Derrick Collins. Zeschuk stated Sony had recently looked at the game and been very impressed; "They felt the gameplay improvements we've made (overall better balancing and reworking parts of every level), combined with the difficulty levels and slick controls really make MDK2: Armageddon for PS2 the definitive version of the game."[30] Speaking of his earlier problems with video memory, Faulkner said "the video memory situation has improved dramatically since last time. The problem was that there was too little video memory to fit all our textures, and the machine can't use a texture unless it's specifically in video memory. What we've found since then is that the PS2 has enough bus bandwidth to transfer each texture from main memory to video memory as it's needed. That's on the order of hundreds of MB per second. We hadn't anticipated that the PS2 had that kind of brute horsepower on its bus. We had to reorient our thinking after that. So now we have almost more texture memory than we know what to do with."[30]

Gameplay tweaks introduced in MDK2: Armageddon include bigger switches, weaker and repositioned enemies, and wider ledges in platforming sections. Additionally, red arrows have been used to mark the important parts of the levels, and flashing circles point out where to shoot certain bosses. The game also features fully customisable controls, which take advantage of the pressure sensitive analog sticks of the DUALSHOCK 2.[31][32]

Wii port and MDK2 HD

[edit]

On June 25, 2010, Interplay announced it was partnering with Beamdog to release a port of MDK2 for the Wii through WiiWare, and a HD remastered version for Windows through Beamdog.[33] The Wii version features brighter graphics, and the game has been optimised for control with the Wii Remote and Wii Nunchuk.[34] Essentially a port of MDK2: Armageddon, the game features no new content. Due to the limited space available for the title on WiiWare, the audio has been compressed, and graphically, shadows have been removed to maintain a constant framerate.[35][36] The game was released on May 9, 2011.[37]

The HD version was developed by Overhaul Games, although several of the original developers consulted on the project.[38] Programmer, co-producer and co-designer of the original game, and COO of Overhaul Games, Cameron Tofer stated, "MDK2 holds a special place in all our hearts – the team was really close, and it was the first time many of us were able to create an action game at BioWare. We think MDK2 HD has the sort of visuals, humor and great gameplay that can draw in not only existing fans of the game, but a brand new audience that just wasn't able to experience its magic the first time around."[38] The game features high-definition 3D models, reworked textures, improved lighting, and remastered music tracks.[39][40] MDK2 HD was originally released exclusively on Beamdog in October 2011, and was later released on Steam in July 2012.[41]

Reception

[edit]

MDK2 received mainly positive reviews across all systems. The Dreamcast version holds an aggregate score of 88% on GameRankings, based on twenty-six reviews.[42] The PC version holds a score of 86%, based on twenty-nine reviews,[43] and 83 out of 100 on Metacritic, based on twenty-three reviews.[46] The PlayStation 2 version holds a score of 80%, based on thirty-five reviews,[44] and 80 out of 100, based on nineteen reviews.[47] The Wii version holds a score of 80%, based on four reviews.[45]

Dreamcast

[edit]

IGN's Brandon Justice scored the Dreamcast version 9.4 out of 10, giving it an "Editor's Choice" award, and calling it "a must own." He praised the "breath-taking combination of killer artwork and creative level design," and argued the game improved on the original in every way. He was especially impressed with the boss fights, the controls and the level design. He concluded "MDK2 is this generation's best example of a pure action shooter, and goes down in my book as one of the genre's most complete titles to date. Awesome visuals, creative design, killer boss encounters, excellent control, tons of variety, and even a dash of challenge thrown in for good measure. Nearly every aspect of BioWare's sensational sequel shines in a way that sheds a painfully revealing light on their competitors' glaring inadequacies."[53]

Game Revolution's Duke Ferris scored the game a B+, praising the graphics, but criticizing the difficulty level, writing "you have unlimited lives in MDK2, and it is a strictly linear game with fixed checkpoints. This means that when you get to a hard section, your only choice is to do it over and over again until you get to the next checkpoint. After playing the exact same level for the 30th time, this can get frustrating." However, he concluded, "the non-frustrating times in MDK 2 are simply tons of fun. The game is genuinely funny, has great voices and a terrific comic book flair."[49]

GameSpot's Ben Stahl scored it 8.3 out of 10, calling it "a sizable improvement over the original game," and arguing "MDK 2 is a solid shooter with one of the most creative play mechanics to appear in any game thus far." He praised the graphics, the music and the sound effects. Although he was critical of "how needlessly difficult it is," he concluded "MDK2 is a worthwhile experience. The offbeat humor and silly aspects enhance the great storyline and give the game a very likeable nature while the different game mechanics keep it from being a mundane shooter. The graphics and sound are truly excellent, making it one of the best-looking and best-sounding Dreamcast games yet."[50]

Matt Sammons reviewed the Dreamcast version of the game for Next Generation, rating it four stars out of five, and stated that "A beautiful, action-packed game with constantly changing gameplay. Not to be missed."[55]

PC

[edit]

Eurogamer's Tom Bramwell scored the PC version 9 out of 10, praising its fidelity to the original, but also lauding BioWare's willingness to try new things. He called the graphics "simply breathtaking," and concluded, "With so many interesting things to do and unique puzzle-driven gameplay, the fact that it still harbours a linear style of play can be discounted to a certain extent. Reinvigorate your childhood fantasies of living in a cartoon and pick up MDK2 - there ain't much better in the genre."[48]

IGN's Stephen Butts scored it 8.3 out of 10, calling it "one of the best console experiences on the PC in a while." He praised the controls and boss fights, but criticized the difficulty and platforming sections. He concluded "when a game comes out for the PC that manages to retain all the simplicity and energy of its console brother, then you owe it yourself to give it a try. MDK 2 is definitely such a game."[19]

GameSpot's Erik Wolpaw scored it 7.8 out of 10, writing "It improves on the original's technology and expands its gameplay without losing the off-kilter sense of humor that helped make MDK so unique." He was critical of the platforming sections, but wrote "it's a testament to the great amount of imagination displayed throughout the majority of the game that you'll gladly suffer through these occasional tiresome segments to see what comes next." He praised the boss fights, the addition of the manual save feature, and the choice of difficulties, concluding "while console-style action games are becoming more common on the PC, good ones are still rare. MDK2 may be slightly short, but it makes up for it by being relentlessly ingenious."[51]

Kevin Rice reviewed the PC version of the game for Next Generation, rating it four stars out of five, and stated that "Not revolutionary, but a near-perfect example of excellent design and control coupled with psychedelic creativity. Superb."[56]

PlayStation 2

[edit]

IGN's Chris Carle scored the PlayStation 2 version 8.7, giving it an "Editor's Choice" award. Although he felt the graphics weren't as good as the Dreamcast version, he did feel the particle effects were better. He praised the sound, voice acting, controls and level design, arguing "MDK 2: Armageddon is a great action title that is certainly worth twenty hours of your time."[54]

GameSpot's Ben Stahl scored it 7.6 out of 10, calling it "a more rewarding and less frustrating version of what was an excellent Dreamcast game." However, of BioWare's addition of helpful arrows during puzzles and boss fights, he wrote "it would have been better if Bioware had actually tweaked the puzzles instead of simply pointing out the answer." He was also critical of the absence of the manual save feature from the PC version, and found some of the levels repetitive. He concluded "It's a bit disappointing that the year of development time between the Dreamcast and the PS2 versions of MDK2 wasn't put to better use. While the difficulty issues have been addressed to some extent, there are still areas that need work. Still, MDK2: Armageddon is a solid shooter with plenty of ingenuity and slick presentation."[52]

Chester Barber reviewed the PlayStation 2 version of the game for Next Generation, rating it four stars out of five, and stated that "This is easily one of the best action games available for PS2. Although it's not very different from the DC version, if you've never played it, you owe it to yourself to try it."[57]

Wii

[edit]

Nintendo World Report's Jared Rosenberg scored the Wii version 8.5 out of 10, praising its use of the Wii's controls, but criticizing the graphics, writing "It is obvious that the game is over 10 years old. Character and enemy models are noticeably low polygon, and the textures seem muddy and N64-like at times." However, he concluded "MDK2 is a well-designed action platformer that will take quite a bit of time to get through its 10 levels. Varied play mechanics keep the shooter fresh and the humorous story should occasionally put a smile on your face. It can be challenging and at times frustrating, but overall, it is a fun romp."[36]

Nintendo Life's Jon Wahlgren scored it 8 out of 10, calling it "one of the strongest titles yet to hit WiiWare." He was somewhat critical of the "frustrating" platform sections, and found Hawkins' levels "a tedious detour from what makes the game enjoyable." However, he praised the game's variety and sense of humour. He concluded "MDK2 is at its best when it goes nuts with large, crazy enemies and bullets galore through its strange environments, but not so much when it comes to puzzle-solving or platforming."[35]

Cancelled sequel

[edit]

In 2006, Interplay revealed it was planning on developing an MMOG set in the Fallout universe. However, the project was estimated at $75 million, money unavailable to the company. As such, in an effort to secure the capital, they explained in papers filed with the Securities and Exchange Commission on November 13, 2007, that they planned to leverage their stable franchises "through sequels and various development and publishing arrangements." Specifically, they announced they were restarting their in-house development studio, the money to do so coming from the sale of the Fallout franchise to Bethesda Softworks, from whom they planned to license the Fallout IP for the MMOG. They specifically mentioned plans for sequels to Descent, Earthworm Jim 2, MDK2 and Baldur's Gate: Dark Alliance II.[60]

In 2008, Interplay confirmed a "two-pronged growth strategy" which would see the company leveraging its portfolio of gaming properties to create sequels and raise money for the Fallout MMOG. The same four games were again mentioned, with CEO Herve Caen stating "2007 set the foundation for our growth strategy. Going forward, we have the vision, unique intellectual property, and low debt and operational costs to help us pursue financing for our various projects."[61] However, nothing further was heard about any of the possible sequels, which have presumably all been cancelled.

In 2010, following the release of Mass Effect 2, IGN asked BioWare's Ray Muzyka if they had any plans to make MDK3, to which he replied "You'll have to ask Interplay, they have the license for that."[62]

A poster for the game featuring Dr Hawkins can be seen in the 2001 TV movie How to Make a Monster.[63]

References

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
MDK2 is a and action-adventure video game developed by and published by . Released initially for the in March 2000 and for Windows in May 2000, it serves as the sequel to the 1997 game and follows janitor Kurt Hectic, scientist Dr. Fluke Hawkins, and robotic dog Max as they battle an alien threat to save . The game's gameplay revolves around switching between the three protagonists, each offering distinct mechanics: Kurt uses a and for precise shooting, Max deploys remote-controlled bombs and miniguns in a top-down view, and Dr. Hawkins solves puzzles and fights with experimental inventions. Levels blend shooting action with platforming and puzzle-solving elements across diverse environments, from urban ruins to alien spacecraft, emphasizing creative boss battles and humorous sci-fi scenarios. Upon release, MDK2 received critical acclaim for its innovative character-switching system, vibrant visuals, and engaging level design, earning high scores from outlets like , which called it "this generation's best example of a pure action shooter." It later saw a port to the in 2001, followed by a high-definition in 2011 by Overhaul Games for modern platforms, updating graphics and controls while preserving the original's charm. The title remains notable for BioWare's early work before their RPG fame, showcasing their versatility in action genres.

Gameplay

Playable characters

MDK2 features three playable characters—Kurt Hectic, Max the robotic dog, and Dr. Fluke Hawkins—each designed with distinct abilities that encourage varied approaches to combat, platforming, and puzzle-solving, enhancing gameplay diversity. This multi-character system allows players to tackle challenges using stealth, brute force, or ingenuity, depending on the selected . Kurt Hectic, the coil-suited janitor and protagonist from the original , serves as the agile combat specialist. Equipped with a for rapid fire and a sniper scope enabling precision shots over long distances, Kurt excels in targeted engagements and enemy elimination from afar. His ribbon chute deploys for gliding across gaps and safe descents, facilitating platforming sections that demand mobility and timing. Max, the six-limbed robotic dog, embodies heavy firepower and aerial dominance. He wields four independently aimed chainguns, allowing simultaneous attacks in multiple directions, which makes him ideal for overwhelming enemy groups in intense combat scenarios. A jetpack provides sustained flight and enhanced mobility, enabling Max to navigate vertical spaces and evade threats while maintaining offensive pressure. Dr. Fluke Hawkins, the eccentric inventor, shifts focus toward intellectual problem-solving with minimal direct combat capability. His atomic toaster device launches customizable projectiles, such as bubble bells for trapping foes or firecrackers for explosive distractions, created by combining scavenged items like bread loaves or household objects. Limited by low jump height and slow movement, Hawkins relies on environmental manipulation and gadgetry to progress, emphasizing strategy over speed. Players switch between characters at checkpoints throughout levels, with each hero mandatory for specific segments that leverage their unique skill sets to overcome obstacles inaccessible to the others.

Mechanics and level design

MDK2 employs a third-person shooter perspective that emphasizes run-and-gun combat, where players aim and fire at enemies using a variety of weapons, including absurd armaments like the atomic toaster that launches explosive slices of bread. Enemy encounters feature satirical behaviors, such as guards emitting flatulence or aliens performing the Macarena, adding humorous flair to battles against well-armed foes like streamriders and bottrocks. The game integrates platforming elements, including jumping between ledges and gliding with character-specific tools, alongside puzzle-solving that requires combining objects or activating switches to progress. Levels are structured linearly across 10 levels divided into chapters, evoking classic side-scrolling platformers with introductions and checkpoints; each chapter primarily spotlights one playable character but necessitates switching between them to rescue teammates or fulfill objectives like defeating enemy waves, navigating environments, and confronting bosses. Boss fights demand precise targeting of weak points while evading attacks, such as sniping mechanisms on massive foes amid chaotic arenas. The PC version offers four difficulty settings—Easy, Normal, Hard, and Jinkies!—which adjust enemy and while keeping puzzles challenging, alongside manual save functionality and customizable control schemes using analog sticks or keyboard/ inputs for movement and aiming.

Plot

Background and setting

MDK2 serves as a direct sequel to the 1997 , in which janitor Kurt Hectic, aboard scientist Dr. Fluke Hawkins' spaceship Jim Dandy, repels an invasion by the Stream Riders alien race. Equipped with a specialized coil suit featuring a , helmet, and ribbon parachute, Hectic destroys eight massive minecrawlers threatening Earth and ultimately defeats the alien commander Gunter Glut, averting global catastrophe. Set shortly after these events, MDK2 begins with , Hawkins, and the team's robotic dog Max—upgraded from the original's Bones—continuing their vigil over a recovering from the orbiting Jim Dandy. The narrative picks up mere hours into the post-invasion timeline, emphasizing the ongoing vulnerability of the planet and the heroes' established dynamic of reluctant heroism and quirky camaraderie. When sensors detect a surviving minecrawler rampaging through Canadian , Hectic descends to investigate, only to be captured by a new extraterrestrial foe. This inciting incident introduces the primary antagonists: the egotistical giant Shwang Shwing and his superior, the despotic Zizzy Ballooba, ruler of the distant Swizzle Firma. Representing a second wave of the alien Streamriders—distinct yet connected to the prior invaders—these threats view 's subjugation as both a strategic and personal amusement, launching assaults that escalate from terrestrial skirmishes to interstellar pursuits. The setting expands beyond to include hostile alien environments on Swizzle Firma and other worlds, highlighting the heroes' transition from defensive guardians to proactive saviors in a broader galactic conflict.

Story summary

The story of MDK2 picks up immediately after the events of the original MDK, with Kurt Hectic dispatched from the Jim Dandy spaceship to eliminate the final minecrawler threatening Earth in Edmonton, Canada. Upon destroying the machine, Kurt is ambushed and kidnapped by the massive alien enforcer Shwang Shwing, who smugly informs him that the alien invasion is ongoing and far more sinister than previously thought. Shwang Shwing's abduction sets off a chain of events, as Dr. Fluke Hawkins and the robotic dog Max launch a rescue operation, only to be captured themselves by the alien forces. Stranded on the alien of Swizzle Firma, the trio embarks on a perilous journey involving alternating missions tailored to each character's strengths: Kurt's stealthy infiltrations through enemy lines, Max's brute-force assaults with his arsenal of weaponry, and Hawkins' clever escapes using improvised gadgets and scientific ingenuity. As they navigate the 's labyrinthine interiors and fend off waves of bizarre alien minions, the heroes uncover the invaders' grand scheme—to launch an that would destroy the entire . This plot is orchestrated by Shwang Shwing under the direction of Zizzy Ballooba. The narrative builds to a climactic assault on the alien hierarchy, culminating in battles against Shwang Shwing and their , the grotesque Zizzy Ballooba, whose reveals the full extent of their absurd ambitions. In a final showdown, the heroes thwart the doomsday plan, defeating Zizzy Ballooba and dismantling the invasion fleet. The resolution delivers a triumphant yet comically absurd victory, with the protagonists returning as unlikely saviors, underscoring MDK2's satirical take on sci-fi tropes through exaggerated , witty dialogue, and cinematic cutscenes that blend heroism with irreverent humor.

Development

Production history

MDK2 was officially announced on October 16, 1998, when revealed it was developing the sequel to Shiny Entertainment's 1997 game for the and Windows platforms, with serving as publisher. The project marked 's first title for the console and represented a departure from the studio's primary focus on role-playing games like . Development was led by co-founders and , who oversaw the studio's projects as executive producers following the company's founding in 1995. Nick Bruty, director of the original , declined involvement in the due to burnout after consecutive projects including 1, , and , prompting Interplay to assign the to instead of pursuing pre-production at . 's team expanded on the original game's concepts by introducing multi-character , allowing players to control not only Kurt Hectic but also Max the dog and Dr. Hawkins, to deepen the action-adventure elements. The production spanned from 1998 to 2000, during which BioWare navigated the challenge of transitioning the MDK intellectual property from Shiny's style to their own, while striving to preserve the series' signature blend of humor, surreal action, and third-person shooting mechanics. Interplay emphasized marketing for the Dreamcast version as a launch highlight, positioning MDK2 as a key sci-fi action title to capitalize on the console's early momentum.

Technical development

MDK2 was powered by BioWare's proprietary Omen Engine, a custom 3D developed in-house specifically for action-oriented titles like this sequel. The engine incorporated 5 and rendering pipelines, with 7 included on the distribution media to enhance compatibility and performance on contemporary hardware. It was designed to handle complex 3D environments, enabling seamless transitions across levels while supporting advanced visual and interactive elements central to the game's design. Key innovations in the Omen Engine included realistic physics simulation and complex AI scripting, which allowed for dynamic enemy behaviors and environmental interactions. For physics, the engine utilized (BSP) trees with dynamic plane shifting for efficient , modeling characters as upright cylinders to facilitate sliding, stepping, and climbing mechanics without manual player intervention. Graphically, it featured dynamic real-time , shadowing, and particle effects that enhanced weapon firings and explosions, contributing to immersive action sequences. The multi-character switching system was a core engine capability, allowing fluid control transitions between Kurt Hectic, Dr. Fluke Hawkins, and Max, each with distinct movement and combat models integrated into the same simulation framework. The audio subsystem leveraged advanced positional sound processing, including support for Creative Labs' EAX 2.0 on the PC version to deliver environmental reverb and 3D audio cues that amplified the game's chaotic battles. Graphics optimizations extended to hardware transform and lighting (T&L), which accelerated rendering on compatible GPUs like NVIDIA's series, reducing CPU load for smoother frame rates in intensive scenes. The original soundtrack was composed by , Albert Olson, and Raymond Watts, blending electronic and orchestral elements to underscore the sci-fi action, with tracks like the main theme emphasizing tension and humor. featured performances by Paul Mather as Kurt Hectic, members of the Atomic Improv group (including Donovan Workun), and as Dr. Fluke Hawkins, alongside contributions from improv groups like Three Dead Trolls in a Baggie for enemy and narrative dialogue, adding quirky personality to the characters and foes.

Release

Dreamcast and PC versions

MDK2 was first released for the on March 31, 2000, in , developed and published by and , respectively. The console version was optimized for the platform's hardware, including support for Visual Memory Unit (VMU) saves to store progress without interrupting gameplay. It utilized the controller for intuitive third-person navigation and aiming, leveraging the system's and trigger buttons for precise control during action sequences. The Windows PC version launched on May 25, 2000, shortly after the edition, maintaining the same development team and publisher. This port introduced 1.0-compatible rendering for enhanced graphics performance on compatible hardware. Unlike the release, the PC edition offered four selectable difficulty levels to accommodate varying player skill, along with manual save functionality and full keyboard-and-mouse input support for aiming and movement. Both versions delivered identical core gameplay content, including the three playable characters, levels, and narrative progression, ensuring a consistent experience across platforms. They shared advanced audio features where applicable, with the PC supporting (EAX) for immersive 3D positional sound effects via compatible sound cards. The PC build additionally permitted higher display resolutions beyond the Dreamcast's native 640x480, allowing for sharper visuals on period-appropriate monitors.

PlayStation 2 version

The version of garnered generally positive critical reception upon its March 2001 release, earning an aggregate score of 83 out of 100 on based on 23 reviews. Critics appreciated the game's accessibility on console hardware, particularly its adjustable difficulty settings that made it more approachable than prior versions without sacrificing core action elements. The (FMV) sequences were frequently highlighted for their engaging delivery of the story, blending humor and cinematic flair to advance the narrative effectively. Positive feedback centered on the improved controls tailored for the controller, which enhanced precision in third-person shooting and platforming compared to keyboard setups in the PC edition. Reviewers praised the fast-paced and inventive level variety, with awarding it 8.7 out of 10 and commending the "great story, fast-paced adventure and a unique arsenal of weaponry" that kept sessions compelling. gave it a 7.6 out of 10, noting it as a "solid shooter with plenty of ingenuity and slick presentation" suitable for PS2 owners new to the series. However, some criticisms focused on graphical compromises inherent to the console port, including aliasing and frame rate dips during intense enemy encounters, which made visuals appear less sharp than on Dreamcast or high-end PCs. The default easier difficulty was seen by some as reducing the overall challenge, potentially alienating players seeking the original's intensity. Despite these issues, the version was valued for its console-friendly tweaks. Commercially, 2: Armageddon achieved moderate success, selling approximately 170,000 units worldwide amid a saturated PS2 market flooded with high-profile titles. This performance reflected its niche appeal as a quirky rather than a blockbuster, though it contributed to the franchise's .

Wii port and HD remaster

The port of MDK2 was released digitally via on May 9, 2011, developed by in partnership with publisher . This version adapted the game's controls to leverage the and Nunchuk, enabling pointer-based aiming for Kurt Hectic's sniper rifle, motion controls for maneuvering his parachute during descent sections, and gesture-based operation of Dr. Hawkins' toaster gun for launching projectiles. Priced at 1,000 Points, the port retained the core and action-adventure gameplay from the original releases while introducing these motion-enhanced mechanics to suit the console's hardware. Shortly after the Wii launch, Overhaul Games (which later rebranded as ) developed an HD remaster of MDK2, initially released exclusively on the Beamdog digital storefront on October 12, 2011. This version supported resolution and widescreen displays, featured upgraded textures and 3D models for enhanced visuals, included remastered audio tracks, and added improved lighting effects, though it preserved the limitations of the original , such as fixed camera angles and level geometry. The HD remaster expanded to broader with its Steam debut on July 30, 2012, marking the series' first major digital-only releases across platforms without physical media. As of November 2025, the HD remaster is unverified by for but rated Silver on ProtonDB, indicating playable with minor tweaks via community configurations.

Reception

Dreamcast version

The Dreamcast version of MDK2 garnered positive , with an aggregate score of 83% based on 23 critic reviews compiled on . Critics frequently praised its impressive graphics, sharp humor, and responsive controls, which showcased the console's technical capabilities effectively. The game's smooth , with minimal slowdown even in large-scale environments filled with enemies, was highlighted as a key strength, making it feel polished and engaging on the hardware. IGN awarded the title a 9.4 out of 10, lauding its awesome visuals, creative level design, killer boss encounters, and excellent control scheme that supported fluid third-person action. scored it 8.3 out of 10, emphasizing the stunning graphics with detailed environments, spectacular lighting effects, and distinct textures, alongside its humorous pop-culture references and lighthearted character interactions. The innovative , which allowed players to switch between three distinct characters— for sniping, Dr. Hawkins for puzzle-solving, and Max for chaotic gunplay—added significant variety and replay value, appealing to fans of the original while expanding its scope. As an early release, it stood out as a strong showcase title for the console's potential in action-adventure gaming. Despite these strengths, reviewers pointed out some frustrations with platforming elements, particularly the precise and unforgiving jumping mechanics in sections controlled by Dr. Hawkins, which could lead to repeated failures and irritation. The campaign's length was another common critique, clocking in at approximately 8-10 hours for a single playthrough, though its high difficulty often extended completion times due to challenging checkpoints and demanding encounters. Overall, these elements did not overshadow the game's charms, positioning it as a memorable entry in the library.

PC version

The PC version of MDK2, released in May 2000, garnered generally positive , achieving an aggregate score of 83 out of 100 on based on 23 reviews. Critics praised its detailed graphics rendered via , which delivered impressive visual fidelity for the era, including vibrant environments and smooth animations that enhanced the game's whimsical sci-fi aesthetic. The title was lauded as a faithful sequel to the original , expanding on its humor, character-switching mechanics, and action-adventure blend while introducing refined level design and boss encounters. Reviewers highlighted the PC port's precise controls, which provided superior aiming accuracy and responsiveness compared to console analogs, making sections particularly engaging for PC players. The inclusion of adjustable difficulty levels from launch added replayability, allowing players to tackle challenging puzzles and shootouts at varying intensities, which extended the game's longevity beyond a single playthrough. Notable praise came from , which awarded it 88 out of 100, commending its "top-notch action-arcade gameplay with a sly, dry sense of humor." similarly scored it 8.3 out of 10. Some criticisms focused on installation challenges on older hardware, where compatibility issues with certain graphics cards and versions occasionally led to crashes or suboptimal performance during setup. Controls were occasionally described as less intuitive for players accustomed to console fluidity, particularly in platforming segments requiring fine adjustments. Despite these, the game enjoyed strong appeal among PC gamers, bolstered by its potential through community tweaks to levels and assets via PCGamingWiki-supported tools. Commercially, MDK2 performed well within the PC market, benefiting from BioWare's growing reputation post-Baldur's Gate and contributing to Interplay's lineup of successful action titles in 2000. Its availability was later enhanced by digital re-releases on GOG in 2008 and in 2009, which introduced compatibility fixes and sustained interest, evidenced by the Steam edition's 81% positive user rating from 201 reviews as of 2025.

PlayStation 2 version

The version of garnered generally positive critical reception upon its March 2001 release, earning an aggregate score of 80 out of 100 on based on 17 reviews. Critics appreciated the game's accessibility on console hardware, particularly its adjustable difficulty settings that made it more approachable than prior versions without sacrificing core action elements. The (FMV) sequences were frequently highlighted for their engaging delivery of the story, blending humor and cinematic flair to advance the narrative effectively. Positive feedback centered on the improved controls tailored for the DualShock controller, which enhanced precision in third-person shooting and platforming compared to keyboard setups in the PC edition. Reviewers praised the fast-paced gameplay and inventive level variety, with IGN awarding it 8.7 out of 10 and commending the "great story, fast-paced adventure and a unique arsenal of weaponry" that kept sessions compelling. GameSpot gave it a 7.8 out of 10, noting it as a "solid shooter with plenty of ingenuity and slick presentation" suitable for PS2 owners new to the series. However, some criticisms focused on graphical compromises inherent to the console port, including and frame rate dips during intense enemy encounters, which made visuals appear less sharp than on or high-end PCs. The default easier difficulty was seen by some as reducing the overall challenge, potentially alienating players seeking the original's intensity. Despite these issues, the version was valued for its console-friendly tweaks. Commercially, 2: achieved moderate success, selling approximately 170,000 units worldwide amid a saturated PS2 market flooded with high-profile titles. This performance reflected its niche appeal as a quirky rather than a blockbuster, though it contributed to the franchise's .

Wii version

The version of MDK2, released digitally via in May 2011, garnered generally positive critical reception, with review scores averaging around 80–85 from outlets focused on platforms. Critics appreciated the fresh integration of motion controls, which enhanced aiming and movement for a more intuitive experience compared to the original's keyboard or controller setups. Life awarded the game an 8/10, praising the responsive pointer-based shooting and the enduring humor in its campy sci-fi narrative and character antics, such as the robotic dog Max's chain-gun sequences. Similarly, Nintendo World Report scored it 8.5/10, highlighting the comfortable and adjustable motion controls that felt natural for players familiar with Wii shooters, alongside the varied gameplay across Kurt Hectic's sniper missions, Dr. Hawkins' puzzle-solving, and Max's vehicular assaults, which kept the action engaging despite the title's age. The port's HD-like visual updates, including support and a consistent 60 FPS framerate, were noted for improving and smoothness on modern displays, breathing new life into the original. Criticisms centered on inconsistencies in motion controls during precision platforming, particularly in Dr. Hawkins' levels where narrow jumps and puzzle navigation felt frustrating and imprecise with the . Reviewers also pointed to dated mechanics, such as unforgiving difficulty spikes and opaque puzzle design without modern guidance features, which clashed with 2011 expectations for more forgiving gameplay. The visuals, while updated, retained low-polygon models and muddy textures reminiscent of late-1990s hardware, lacking deeper enhancements like dynamic shadows. Commercially, the Wii port achieved niche success as a digital release, appealing to retro enthusiasts and contributing to the game's availability on platforms like Steam through the concurrent HD remaster, where it maintained a cult following without widespread sales figures.

Legacy

Cancelled sequel

In 2008, Interplay Entertainment announced plans for a third MDK game as part of its strategy to revive several dormant franchises, including Earthworm Jim and Descent. The proposed sequel was envisioned as a continuation of the series' third-person shooter gameplay, building on the adventures of Kurt Hectic against alien threats. However, development remained in very early stages, with no substantial progress reported, largely due to Interplay's persistent financial instability following years of mounting debts and operational challenges. The project was effectively halted around 2010 amid Interplay's deepening crisis, including a net loss of over $1 million for the year and total liabilities exceeding assets by millions, which prevented securing funding for new titles. Interplay's struggles culminated in ongoing proceedings and asset sales, dooming multiple planned sequels like MDK3 to cancellation. No further developments or credible rumors about the game have emerged since, even as of 2025.

Remasters and modern availability

In 2011, Overhaul Games released MDK2 HD, a remastered version for Windows that updated the game with new 3D models, higher-resolution textures, improved lighting effects, and remastered audio to enhance compatibility and visuals on contemporary PCs. This edition launched on October 12, 2011, via the digital storefront, followed by a port to on July 30, 2012, which introduced achievements to encourage replayability on modern hardware. The remaster preserved the original's mechanics while addressing technical limitations of the 2000 PC release, allowing seamless play on systems running and later. Today, MDK2 remains digitally available primarily on PC platforms, with the HD version on supporting updated controls and achievements for current users. The original 2000 edition is offered on , optimized for , 10, and 11 through built-in compatibility layers like nGlide, which enable higher resolutions and mitigate issues with older implementations. Community-driven fixes, documented on sites like PCGamingWiki, further support resolutions and controller integration, such as XInput for controllers, ensuring accessibility without native console backward compatibility. As 's sole venture into a pure amid its pivot to RPGs like , MDK2's post-remaster support highlights ongoing preservation efforts by digital distributors, though the series has remained dormant without new content or ports since the 2012 Steam launch. Fan communities contribute through technical mods for enhanced graphics and audio, sustaining interest in this early title.

References

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