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It's
an interesting time to be a gamer. There is much
hype surrounding the next-generation console
systems, such as Microsoft's X-Box and to a lesser
degree Sony's PlayStation 2. With arguments heating
up over what direction is best for the industry, a
number of high profile titles are now seemingly up
in the air over release platform and timing. The
two camps couldn't be farther apart. Proponents of
the console systems cite standardization of
hardware and lower cost of ownership as the saving
grace of the community, while hardcore PC
enthusiasts hold fast in their testimonies that the
PC is the incubator of innovation, depth, and
complexity. For years now the console and computer
markets have catered to separate audiences with few
exceptions. As these audiences become singular, the
challenge to create products that appeal to both
will become increasingly more important. However,
the elements that constitute a well received
console game, such as quick load times,
ultra-speedy gameplay, simplistic interfaces and
reflex oriented action have proven difficult
features to implement on the PC. Difficult, but not
impossible.
In
1997, the combined teams of Interplay and Shiny
introduced the PC to one of the most unique takes
on platform action ever seen. For those not
familiar with the sleeper hit MDK, a little history
is in order. MDK had the player assuming the role
of Kurt Hectic, a janitor employed by a mad
scientist named Dr. Hawkins. In the original, Kurt
is given the task of saving the world from an evil
alien race attacking the Earth. He's given a
super-duper technological suit of armor capable of
many neat tricks and sent off to face an endless
stream of strange-looking aliens. At the time of
its release, MDK sported some of the best visuals
the industry had ever seen. Coupled with its
slapstick-style humor and extremely fast-paced
action, MDK was fairly well received and won over a
lot of hardcore PC players in the
process.
My
first impression of MDK 2, however, wasn't at all
positive. Excited to check out the promising
visuals on my new 1GHz powerhouse system, I was
extremely disappointed to find out that the OpenGL
game only works on certain video cards with certain
combinations of drivers; even with the provided
GLSetup utility I could not get MDK 2 to work on my
new 64MB geForce II card. So it was with much
frustration that I moved over to one of my older
systems, which is equipped with two OpenGL-friendly
Voodoo2 cards in SLI mode. As expected, everything
ran according to plan, and once up and running I
was impressed with the OMEN engine. It is quite
capable of rendering some impressive visuals, and
the designers have utilized its power quite well,
showing off a lot of color variations and
eye-popping lighting techniques.
Except
for the significant flaw in compatibility, I was
happy to see that high quality graphics remain a
key factor in the appeal of the MDK 2 series. As
for the rest of the offering, the newly introduced
features to the sequel are its best elements. As
mentioned earlier, there are multiple characters
available to play in this version, and each of them
come with their own strengths and weaknesses. Of
the three, Kurt maintains his sniper and parachute
abilities. The other two would-be heroes include
Dr. Hawkins, the mad scientist from the original,
and his pet Max, a six-legged dog whom he invented.
Max carries a weapon in each of his four upright
paws, making him the best choice for "shoot first,
ask questions later" types. Dr. Hawkins' character
is the most interesting for many reasons, mainly
because I feel it's BioWare's way of introducing
some depth and complexity to this otherwise
mind-numbing shooter.
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