One thing I have always wanted out of Wiiware and the
Virtual console is more games from the late 90s, the N64 era. Being a kid raised on the system, I’ve never
been bothered by their now-primitive technical capabilities, and having a game
in 3D allows for better immersion and emulation of modern day games. Unfortunately, most of the N64 games on the
virtual console I either already have or didn’t really interest me, so it was a
breath of fresh air to finally get the kind of game I was looking for with the
Wiiware release of the 1998 PC game MDK2, and while the game certainly shows
its age, it’s still a fairly enjoyable experience.
MDK2 (nobody knows for sure what the acronym stands for)
takes place mere moments after the first game, but knowledge of the first game
is entirely unneeded. MDK2 not only has
near nothing to do with the last game, but previous events are explained in the
prologue. In MDK2, a spaceship run by a
mad scientist, a humanoid dog, and a janitor with a powered suit, is taken over
by Protoss-looking alien Schwang Schwing, whose forces the trio must battle in
order to stop him from taking over the world.
From there, the story progresses with cutscenes at the beginning and end
of each level as well as before a boss fight.
Each of the cutscenes are more or less like a series of sketches. There’s little plot or character development,
and everyone in it is a goofball in their own way; the doctor is a mad
scientist who cares more about results than the process toward getting them (which
may explain his rather science-defying creations), the dog is a stereotypical
gun-wielding tough guy, and the main hero Kurt Hectic is a normal man who just
happens to have a super suit. It’s not a
great story, but it knows what it wants to be and frames the game well enough
whilst making me chuckle. I like it.
Gameplay is divided up into the 3 main characters, each of whom
has their own style of play. Kurt is
more about platforming, running, gunning, gliding, and sniping. The dog Max is similar, with levels consisting
mainly of running, lighter platforming, and shooting with his four arms, which
can each be equipped with a selected gun.
The doctor, on the other hand, is a different story, and
while his parts can be annoying at times, they can also be a nice change of
pace. The doctor has significantly
lighter action moments and is more about problem solving than anything
else. Like the point-and-click adventure
games of old, he can use items and combine them to solve problems, like using
duct tape to seal a hole and combining toaster and bread to make toast. It’s interesting at first, but as the game
goes on, the doctor’s missions gradually detract to normal action platforming
missions with a few puzzles thrown in as he goes from room to room like the
other two, killing enemies with his atomic toaster. I feel the doctor could have been implemented
better if he stuck with problem solving.
He can also mess around with some things. |
The slightly questionable control aspects are more forgiven
when distracted by the presentation, as the graphics are really quite good. This is undoubtedly the best-looking game on
the Wii shop channel. Textures are sharp
and detailed with nary a sight of pixelation or any kind of framerate drop, and
the visual aesthetics are right on the mark.
A lot of the large, open environments are beautiful to look at, and they
get even nicer as the game goes on. One
level toward the end is Schwang Schwing’s beautiful home planet, where little
aliens run around in hats and there are a bunch of neon signs on the empty
streets. It was a wide-open and pretty
place to look at as I stormed through the streets, gunning down robots. Character models are jagged and animations sometimes
make it look like the characters have Tourette’s syndrome in their limitations,
but I found it appealing in that delightful, nostalgic, N64 era kind of way and
the awkwardness of it somewhat supports the already goofy story. MDK2 is even able to utilize Metroid-style streaming
technology and reduce the number of loading screens by having the game load
while the player runs down hallways so that it doesn’t break the flow of the
game, which is very much appreciated.
I wish I could say equally positive things about the sound,
but the audio in this Wiiware port is just poor. The entire thing is muffled and sounds like
it’s coming out of the speakers of an aging radio. This causes some of the dialogue to become
difficult to understand without the subtitles and the sound effects to feel
less impactful than they already are.
All the weapons make the same repeating sound effect every time they’re
fired and lack any sort of satisfying impact; this is especially noticeable
with Kurt’s chain gun, which sounds more like somebody shaking a tambourine on
a loop. Some other sound effects help to
offset that, though. Looney Toons-esque
silly sound effects are thrown in for good measure and help set the mood, and
there are some more sound effects thrown in later in the game to mix things up. The music never impresses though. Even if the game sounded clear, the it isn’t anything to write home about. It’s
all generic, and although it never got on my nerves, it didn’t really leave any
kind of impact or atmosphere.
That leaves the level design, and unfortunately it’s not
that great either, as it primarily ranges from average to poor by today’s
standards. All the platforming and
shooting has been done better by many different games in this generation, and
while the puzzles and navigation can be pretty fun sometimes, it can be really
annoying at other times. There were way
too many points in which I had to fuddle around for 20 minutes before giving in
and going to youtube to watch someone’s walkthrough only to find that the
answer wasn’t well-designed or possible to figure out, but completely arbitrary
and impossible to figure out without the infuriating punishment of trial and
error. Other times it’s not the puzzles
that are the game-halting problem, but rather the layout of the level; fighting
endlessly respawning enemies for 10 minutes while trying to look for some
little grate that’s nearly impossible to see in the similarly-colored wall just
isn’t fun. And for some of the longer
levels I couldn’t shake the niggling feeling of repetition because of the lack
of enemy variety. It has a fair number
of genuinely good sections scattered about and the gameplay is consistently fun,
but the levels feel like padding between the real stars of the game, the
bosses.
The bosses in MDK2 are absolutely excellent; if I had only
one single reason to recommend this game, it would be for them alone. All of them are very diverse, creative, and
well-designed. Each one requires the
player to observe the bosses’ attack patterns, the objects in the boss stage,
and everything else around them in addition to using their raw skill to win,
and none of them are played the same way twice.
A great example early on is Max’s battle with a giant floating electric
ball. As Max pounds away at its
exterior, it shoots damaging light out of its open spaces, which Max needs to
weave around with his jetpack while continuing to fire away and kill the inside
of it. The game even seems to be aware
of how good its bosses are, as it shows them off on finely drawn comic book
covers that are displayed on the loading screens, as if it’s meant to be an
incentive to keep playing, which in that regard, it works. I kept playing the game just to see the
awesome boss I would face next, and they never disappointed me.
As a whole, MDK2 has certainly aged, but its bosses, humor,
and at least passable level designs and smooth run and gun gameplay still hold
up to this day to make a decent action game, and I highly commend Beamdog and
Interplay for making such an relatively intact port. I would very much like to see more games like
this, and there are other old games from the 90s that would go great on the
Wii’s download service. As for this one,
however, it’s good, but not great. I
give MDK2 a 7 out of 10.
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