It's time for an anniversary. remember what game was I talking about
exactly 10 parts back?Well it's about time to take a look at the sequel.
MDK 2 continues where the previous game left off. Well kind of 'cause we didn't get a proper ending or even a stupid cliffhanger.
Luckily now the game also features a proper intro.
After defeating the Streamriders' leader Gunta, our janitor-sniper hero Kurt is having a toast (maybe not as enthusiastically as you'd expect) along with his employer Dr. Fluke Hawkins and his 6-legged bipedal cybernetic canine assistant Max (even though he was named Bones in the prequel but you already know MDK runs on weirdness, right?) onboard Hawkins' spaceship "Jim Dandy" when suddenly the ship's allarm goes off. Whoa lookslike you somehow forgot about one more minecrawler. And it's headed STRAIGHT FOR EDMONTON!! (the headquarters of Bioware who made the sequel is located there)
No time to waste, Kurt is quickly sent back down to deal with the situation. After all it's the last damn minecrawler. What could possibly go wrong?
The answer is everything.
After succesfully managing to stop the minecrawler the game takes an unexpected turn of events which take you into outer space and onto an alien homeworld.
And there I thought MDK 2 would tone the weirdness down. But let's take it slow.
The first major new feature the sequel introduced is alternating characters you play. And thus also the gameplay style. It's like it wanted to follow the AvP series I talked about 2 entries earlier.
At the end of the first level Kurt gets unexpectedly captured (in a cutscene no less) thanks to his sheer stupidity and deafness. Thus it's another character's job to rescue him. Well sort of. And this character turns out to be Max.
It's no surprise that after doing his part he gets captured as well and then it's Doctor's turn to get down to business.
This way the characters get cycled through the course of the entire game. It consists of 10 levels and in the finale you get to choose what character you want to play as. That means the game has 3 different endings but let's not get too far ahead.
Kurt's gameplay style remains roughly the same as in 1. The HUD is a bit different and there are new items and of course new enemies along with some recycled ones from the prequel. Namely the Poopsies who still look kind of like robots and also still have their crazy antics. Just like almost all other NPCs.
It deserves a mention that now your character is also 3D unlike in first MDK where it was just a sprite. But let's get back on track.
Kurt's style is heavily dependent on sniping. Not only there are puzzles that require this. Many enemies are also either dispatched more effectively by sniping in certain spots or outright immune to Kurt's regular chaingun. They can be temporarily knocked down by it but not killed e.g. Grunt which requires you to break their glass helmet to make them lose their suit's gas and suffocate - even in their native environment.
Honorable mention goes to "Bif" which looks like dumb fat imperial guard wearing just a horned hat and a pair of thongs. They can be killed but take a lot of punishment ... or just a single snipe into their belt bucket which has an eye that blinks. It's tricky but if you manage to hit it while it's open it's an instant kill regardless of Bif's remaining health.
Also regular "Bottrocks" can be insta-killed by sniper headshots. As many other aliens who happen to have some head. One of the exceptions is the aforementioned "Bif".
The sniping puzzles mostly consist of shooting blue spinning balls. In the latter levels they move along predefined paths or even freely bounce around (with a cute balloon sound no less) which is actually a real pain in the ass, because THEY. WON'T. STOP. EVER. Nevertheless I'd want to have such bouncy ball in real life.
As you expect there is also special sniper ammo that is mostly used for certain puzzles but if you have some left, you can always let your enemies have some. Don't worry, anytime you need special ammo, it will be provided to you via reappearing pickups until you solve the puzzle it's necessary for.
Kurt also still has his ribbon parachute so you can also expect some gliding around.
Besides the obligatory bizarre hand grenade and dummy decoy there are also new usable items. The most useful is cloak which ACTUALLY WORKS while the most bizarre is a Black Hole grenade. There are also temporary add-ons for Kurt's chaingun with limited ammo.
That's pretty much all that changed for the world's most badass janitor. Now we're getting to the interesting part.
...
Max's style is completely different. He's all about raw firepower. Do you know what having 4 arms is good for? If you guess cooking, you're rrrrrrrrrrrrrrrrrWRONG
Of course it's meant to enable Max to fire 4 different guns at the same time. And some of them are not small either. Besides some handguns and "uzis" (they actually don't look anything like real U-ZIs) there are obligatory pump-action shotguns (how does he actually pump them is completely beyond me) or even Gattling guns (that's not a typo - listen to the gun's sound), rayguns and guided missiles. The latter two are kind of rare though. You'll never actually get your hands on 4 of them.
Firing the guns is pretty easy but actually managing them is a bit complicated. You have 2 keys to move through your inventory and another 2 to equip/holster the gun. This is kind of hard to pull of in the heat of a battle. All the guns are one use - after depleting their ammo they are simply thrown away. The only exception is Max special unlimited handgun. Besides it he can carry a maximum of 7 guns which remain in your inventory until depleted. That means you have to stick with almost empty gun or just waste the ammo to get rid of that gun so you can pick up a new one.
Max encounters mostly the same enemies than Kurt but also some different while completely lacking the enemies that require sniping of course. He also faces some Bif's as well as other tough aliens. Thankfully to his powerful arsenal they pose nowhere near as much threat as in Kurt's case.
Max's gameplay also features some puzzles but they are either about destruction or about jumping and flying using a jetpack. Duke Nukem would be proud.
Actually no. The classic jetpack which requires refueling is annoying as hell, especially if you need to float in mid-air around a slowly moving fuel pump. The nuclear jetpack fares slightly better since it self-recharges if not blasting off.
Despite all this it's still most fun to play as Max. Also it's worth mentioning he has twice the amount of health as Kurt. Since he's a robot his health pickups are batteries.
...
Doctor's part is less about action and more about puzzles. There still is some combat but the enemies are mostly weak ones. The only exception is a single Bif you need to get rid of in the 3rd level and there are 2 ways how to do it. Both of them are arguably/ambiguously clever but also partially stupid. And of course the bosses. Those are also mostly defeated by puzzles or environment.
Since Dr. Hawkins is not young either, he's the weakest of all and has the lowest health. He cannot even jump very high or far and cannot hang by his hands. That's why he always uses a telescopic ladder. The problem is you first need to craft it. And now we got to the root of most doctor's puzzles. They're about combining items.
If MDK 2 was an adventure this would mean hell. But here it's done differently since Dr. has 2 inventories - one for each hand. You equip the stuff in your hands by assigned keys and then combine them by pressing fire button. It doesn't make much sense, I know. And every thing you pick up goes only into its specified inventory. This pretty much simplifies figuring out what goes together with what.
Using a single item on your surroundings require "equipping the already equpped item again". Another contribution to the game's weirdness.
To empty your hands you just equip an empty hand that is in your inventory. Simple huh?
Don't forget to mention doctor's weapon which is an atomic toaster that fires various baked goods. This is why the combine item is the fire button. You equip the toaster in one hand, a loaf of bread in the other, then click and voila! There goes an atomic toast plummeting towards that alien scum. Or a homing baguette or ballistic pumpernickel. This game seriously tries to live up to its prequel's weirdness.
There is also one more weapon that's
nasty as the doctor remarks when you craft it. I won't spoil it to you but if you really want a hint it's about fire.
Other kind of puzzles Dr. Hawkins needs to solve consist of several step buttons which requires being pressed in the correct order. If you screw up doctor is rewarded by an electric shock and you need to reset the puzzle. This would be actually fine if you had some hint which button to step on next. Mostly it's just trial and error gameplay that is severely high on save-scumming. Luckily unlike the prequel you can save the game at any moment.
There are also a parts when you can or rather require to ingest friggin' plutonium to temporarily morph Dr. Hawkins into hulking brute with 260 HP who is strong enough to jump and climb like the other characters and also can give any enemy up close a painful rearrangement of their anatomy. You can have a guess what work of fiction inspired it.
...
Cycling these three gameplay slyles is quite enough to make the game funny. But wait, there's more.
I almost forgot about the interplays. They also differ with each character and there's few of them. For Kurt it's the already known orbital drop onto the minecrawler while Max and Doctor get to pilot some spaceships and evade asteroids.
Your enemies design is as bizarre as it is various. Besides the already mentioned Poopsies and Bifs there are crocodile-ish Bottrocks which are most common, hovering glass robotic orbs, cowardly farting Coneheads (who also come in civilian variety) and small suicidal explosive frogs which also come in flaming kind. The first boss also looks a bit like a frog. I wonder whether Bioware designers have thing for frogs.
It's also worth mentioning that almost all enemies have a strange habit of pausing for a moment before engaging you. AI in here isn't too sharp. Which is probably for the better.
MDK 2 also tries some wacky humor, mostly in the cutscenes but also during gameplay. The most well known is probably that notorious argument between doctor Hawkins and his spaceship's mainframe if he refuses to wash his hands after using a lavatory.
There are also countless ways to hilariously screw up and get a non-standard game over. Just try lighting a lighter close to a fuse of one of the rockets lying around Dr. Hawkins ship.
This game also features catchy and variable soundtrack. Not only it differs with each character but also with each level segment. Kurt's style is a dramatic mix of orchestral music and hard beats. Perfect for doing air acrobatics and stealth sniping.
Max's style is hard rock and techno, appropriate for the guns-blazing setup of his levels. Sometimes the techno softens for when he's doing platforming segments instead. Like
here or
here.
Dr. Hawkins' style is orchestral, and heavy on the brass and woodwinds. Sounds like kind of pensive and mysterious with occassional "sentimental sighs" like
this one.
And let's not forget the ominious boss theme tune. Also plays during Kurt's orbital drop onto the minecrawler just to let you know how puny he is compared to that ludicrous rolling monstrosity. Not that its size saves it from being destroyed...
Warning spolers ahead!! Skip next 3 paragraphs if you care.
As you probably already figured out from what I wrote up to now, in terms of story MDK 2 doesn't follow its prequel's footsteps. After dealing with the single minecrawler the game takes you to space and then onto the Streamrider homeworld.
Throughout the entire game you'll be dealing with antics of huge purple alien commander Schwang who is actually perhaps the coolest character in the game. He sure loves his hammy smartass attitude and spews excellent quotes. You have to beat him several times and by the latest levels you can even see he's really tired of constantly having to put up with you because he's under orders of his eccentric emperor Zizzy...
...who attacked Earth for his own amusement just to toy with the main characters. That's more than enough motivation for you to beat him into a bloody pulp. Also he's a giant levitating cartoonish frog without hind legs. Bioware likes frogs a
tadpole too much
Ok that was a lame pun
Also end of spoilers.
It's not like MDK 2 is excellent game but it has loads of interesting features as you can see. Especially the quadruple gun akimbo is interesting but it still needs some work because its management is tricky. On the other hand I admit it is incredibly difficult to properly manage 4 independent guns. And don't even imagine if they actually had an alt-fire or required reloading magazines.
Maybe if there was some master-slave system. You'd always select one gun as master and would be able to manage and reload it. Other guns would be slaves and just "followed" the master gun i.e. fired along with it until they run out of ammo in magazines. This might actually work. Still it would be a pain to manage them.
Holy cow, I can't believe I ranted so much about such silly game but this actually proves it's worth it. Whether you like sniping, wreaking havoc using 4 gattling akimbo while listening to a catchy upbeat soundtrack or getting electrocuted for stepping on the wrong button while firing radioactive toasts at alien scum accompanied by puzzling/sentimental tunes or just laughing at a bizarre silly jokes MDK 2 has it all.
Go for it if you're into this kind of stuff.
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