MDK (series)

This article is about the video game series. For the 1997 video game, see MDK (video game). For other uses, see MDK.
MDK

European PC cover art for the first game
Genres Third-person shooter
Developers Shiny Entertainment (MDK)
BioWare (MDK2)
Publishers Interplay Entertainment
Creators Nick Bruty
Platforms Windows, Mac OS, PlayStation, Dreamcast, PlayStation 2, Wii
First release MDK
April 30, 1997
Latest release MDK2
March 31, 2000

MDK is a third-person shooter video game series in which the player must defend Earth from alien invaders. There are two games in the series; MDK, released in 1997, and MDK2, released in 2000. MDK was developed by Shiny Entertainment for Windows, and ported to Mac OS by Shokwave and to PlayStation by Neversoft. It was published on all systems by PIE in North America and by Interplay Entertainment in Europe. MDK2 was developed by BioWare for Dreamcast, Windows, PlayStation 2 and Wii. A HD re-mastered version, developed by Overhaul Games was released for Windows in 2011 as MDK2 HD. MDK2 was published on all systems by Interplay.

In both games, the objective is to save Earth from alien invaders known as "Streamriders." In the first game, the player controls Kurt Hectic, a janitor, who must infiltrate and destroy a series of gigantic strip mining city-size vehicles named "Minecrawlers," which are removing all of earth's natural resources. In the second game, the player can control three characters; Kurt, his employer Dr. Hawkins, and a genetically engineered robotic two-legged/four-armed dog named Max. In this game, a second wave of Streamriders attack Earth, and the player must battle them on the last remaining Minecrawler, Hawkins' in-orbit space station (the Jim Dandy), an alien attack ship, and, eventually, the alien home world itself.

Both games received generally positive reviews across all platforms. MDK was praised for its gameplay, level design, sardonic sense of humor, and technical accomplishments. The most oft repeated criticisms were that it was too short and the story was weak. MDK2 received praise for its graphics, gameplay styles, level design, boss fights, sense of humor, and fidelity to the original. The most commonly criticized aspects of the game were the difficulty level and the platforming sections. In 2007, Interplay announced plans for a third game, but it was never made.

Games

Gameplay

For the most part, the MDK games are run-and-gun third-person shooters. However, in addition, the original MDK features several minigames, whilst MDK2 features more platform and puzzle based elements. The main gameplay difference between the two games is that MDK features one player character, whereas MDK2 features three, each with their own unique set of abilities, skills, weaknesses, and style of gameplay. As such, the general game mechanics in MDK2 are more varied than in the first game.[17]

The basic design of both games involves distinct individual levels through which the player must progress before defeating a boss character. In the first game, each level sees Kurt Hectic infiltrate a different "Minecrawler", fight his way through an array of enemies, and reach the control centre, where he must then eliminate the pilot.[18] In the second game, levels are set in several different locations, including a Minecrawler, the Jim Dandy space station, an alien ship, and the alien home world. Except for the last level of the game, which can be played with any of the three playable characters, 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.[19]

Sniper mode in MDK. Bullet selection is on the left; health is indicated in the circle on the right. Above the health meter is the current zoom of the sniper weapon.

Kurt Hectic is the only playable character in the first game, and one of the three playable characters in the second, with his gameplay remaining relatively unchanged. 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 in use.[20][21] In both games, Kurt's main defense against his enemies is his "Coil Suit," a skin-tight armor made of a Kevlar-like material.[22] His main weapon is a chain gun, which is attached to his arm, and carries unlimited ammo.[23][24] His other major weapon is a sniper gun, which is created when he detaches his chain gun from his arm and mounts it onto his helmet.[25][24]

In addition to Kurt's standard gameplay, the first game features several additional gameplay modes. All levels start out with an "atmospheric entry" in which Kurt jumps from the Jim Dandy, which is in orbit around Earth, to the Minecrawler on the planet's surface.[26] As he descends, the Minecrawler activates its radar, which, if touched, triggers the launch of anti-air missiles, which must be dodged.[27] Some levels feature Kurt taking over an enemy bomber and performing bombing runs, some feature a glider which Kurt must ride to a specific location. One level features several snowboarding sequences, where Kurt must navigate obstacles while destroying enemies.[28] Once a level has been completed, the Minecrawler disintegrates, and is sucked back into the energy stream, taking Kurt with it. He then has a set period of time in the stream, during which he pursues a health power-up, which, if collected, grants 150% health for the start of the next level. If he touches the walls of the stream, he loses health and decelerates.[29]

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 and try to combine them.

In MDK2, the two other playable characters are Kurt's employer, the inventor/scientist Dr. Fluke Hawkins, and Max, a two-legged four-armed genetically engineered robotic dog. Max is the toughest of the three characters, with 200 health points.[30] 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.[31] 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.[30] Hawkins' levels focus on puzzle solving and platforming, with some elements of combat. He is the weakest of the characters, with 60 health points.[32] 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.[33] Items from one inventory can be combined with items from the other, but items within the same inventory cannot be combined.[32] His main weapon is an atomic toaster, which shoots radioactive toast.[34]

Plot

The story of MDK begins in 1996 when inventor/scientist Dr. Fluke Hawkins believes he has made a revolutionary discovery; an outer space phenomenon he calls "Flange Orbits". However, when he approaches the scientific community with his discovery, he is ridiculed. Determined to prove his colleagues wrong, he builds a space station, the Jim Dandy, and bribes aboard his janitor, Kurt Hectic. He then launches the station into orbit. However, after a week, Hawkins realizes Flange Orbits do not actually exist, but rather than return to Earth in shame, he decides to remain on the Dandy to try to discover "something." A year later, having made no discoveries, he begins work building a genetically engineered robotic dog. Another year passes, and the dog is fully operational. Hawkins calls him Bones, although both Bones and Kurt prefer the name Max.

Yet another year passes without Hawkins making a breakthrough until he notices streams of energy moving through the Solar System towards Earth. Upon reaching the planet, the streams disgorge gigantic "Minecrawlers", city-sized vehicles designed to strip mine the natural resources from a planet. The aliens, known as "Streamriders", and under the command of Gunter Gluth, demolish Earth's military forces, and so Hawkins decides to take action. He reasons the only way to fight the aliens is with his newly invented "Coil Suit", but due to his advancing years and Max's extra pair of legs, Kurt is the only one who can wear it, and thus becomes the very reluctant hero. As such, he is dispatched on "Mission: Deliver Kindness", entering the Minecrawlers from above, and destroying them from the inside-out, shooting his way through to the pilot, whom he then kills, before being extracted back to the Dandy. Kurt fights his way through a number of Minecrawlers, until he reaches the Crawler piloted by Gunter Glut himself. Kurt destroys it, but Glut captures Max, and escapes into an energy stream leading to his base ship. Kurt gives chase and frees Max, who tricks Glut into eating him. Max then kills Glut by exploding him from within. The two then escape and destroy Glut's ship.

MDK2 begins moments later. Kurt, Max, and Hawkins are celebrating their victory when they discover a single remaining Minecrawler. Kurt destroys it, but is taken prisoner by a massive alien. Meanwhile, on board the Dandy, Hawkins discovers communications with Kurt are being jammed by a nearby alien ship. Max heads to the ship to free up the communications. However, upon doing so, he too is taken prisoner by the same alien. The alien then contacts Hawkins, telling him his name is Shwang Shwing, and the invasion of Earth is not over. Hawkins is able to teleport Kurt back to the Dandy, and sends him to the alien ship to save Max. Kurt does so, but they learn Hawkins has been taken prisoner on the Dandy. Shwing initiates the auto destruct sequence on the alien ship, and jumps into an energy stream, followed by Kurt, whilst Max heads back to the Dandy. Upon destroying a robotic dog constructed by the aliens, Max frees Hawkins, and uses a device to open a portal into which he heads, whilst Hawkins finds the co-ordinates of the alien 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 Shwing tells him the attacks on Earth were ordered by Emperor Zizzy Ballooba. Max then emerges from the portal on Swizzle Firma, learning Ballooba plans to launch a doomsday device at Earth which will obliterate the entire planet. Max kills Shwing, destroys the device, and then meets up with Kurt and heads to Ballooba's palace. At the same time, Hawkins pilots the Dandy to Swizzle Firma and aims the station's guns at the palace. He attempts to teleport Kurt and Max back to the station, but accidentally teleports himself to the planet. The three storm Ballooba's palace, who admits he's only trying to destroy Earth because, since he mastered space and time, he has become bored. The trio defeat him, with the closing sequence depending on which character the player used for the final battle. Kurt resumes his duties as a janitor, shunning the life of a celebrity. Max becomes the emperor of Swizzle Firma, forming an interplanetary alliance with Earth. Hawkins is welcomed back to Earth, now celebrated by his peers, and gets to work on his lifelong ambition - creating an atomic robot zombie army.

Development

MDK

MDK's writer, co-designer and co-artist Nick Bruty said the initial impetus for the game was his desire to move away from family-friendly games such Aladdin (1993), The Jungle Book (1993), Earthworm Jim (1994) and Earthworm Jim 2 (1995);

MDK was a reaction, or outburst, from having worked back-to-back on cartoon games such as Aladdin, Jungle Book and Earthworm Jim. Don't get me wrong, I loved working on those games and learning new styles; but my heart is in fantasy and science fiction. I knew straight away that this was what I wanted to do next."[1]

Bruty's first image was a doodle of an armor suit with a self-contained machine gun, and a helmet that could be used as a sniper rifle. Once he had this concept in place, he wrote a rough draft of the story, and brought together a small team.[1] One of the first decisions they made was not to develop the game for the system with which they had the most experience, the Sega Genesis, but instead to develop it for the PC, making it Shiny's first PC game.[35]

Developing for the PC brought a number of advantages, not the least of which was it allowed the team to make the game using 3D graphics. As Bruty explains, "I wanted to work on PC because the game was 3D, which wasn't an option on consoles at that point."[1] Once the decision was made to develop for the PC, the team quickly decided they wanted to make a game that would push the boundaries of PC gaming beyond anything yet seen.[36] At the time, the shooter game market was dominated by first-person shooters, most of which worked off the template set by Doom and Quake. However, the developers were not interested in making a first-person shooter.[36] Co-designer Tim Williams explains; "We wanted the player to see all the cool actions the main character would be performing, so third-person was the natural choice and challenge we went for."[1]

To ensure Kurt and the enemies moved as realistically as possible, their movements were created using motion capture, a relatively new technology in video game development at the time.[37] In terms of designing the character of Kurt, the most important aspect was ensuring a smooth transition from the third-person mode to the sniper mode. This was when the developers decided to make Kurt's sniper rifle the same gun as his machine gun; rather than having to stop and extract a new weapon when switching modes, Kurt simply attaches the gun to his helmet. This also made sense within the milieu of the game as it made Kurt's Coil Suit a completely self-contained one-gun offensive/defensive ensemble.[38]

As the game was attempting things never before seen in a PC game, the team decided to write their own programming language. However, rather than simply having the programmers write the language, the designers and artists also worked on it, allowing a more collaboratively creative atmosphere than is usual, and facilitating the language to work specifically to accommodate the elements of the game which the designers and artists wished to achieve.[39] Despite sniper mode being a major part of the game, with the ability to zoom up to 100x, the team decided not to employ any of the usual techniques to limit pop-up, such as clipping or fogging.[40]

A major technical issue was that of frame rate. Shiny set a target of maintaining a constant frame rate of at least 30fps at all times on all machines, and so they simply play-tested the game multiple times. Any moment when the frame rate dropped below 30, they either removed something from that particular part of the game, rewrote the graphics code, or altered the artwork until they could get the frame rate up to where they wanted without having to reduce the resolution or increase the pixel size.[41] According to Bruty, "We had no idea how fast we could get the engine when we started. The game would run too slow if we textured everything, so some parts were just flat-shaded for speed. We did our best to make that look like a design choice, or shadows, but it was a tricky balance."[1]

MDK was designed at a time when 3D gaming was becoming popular, but GPUs hadn't had much of an impact on game development, and as such, "graphics would be designed to operate in software."[1] Ultimately, the initial release of the game relied wholly on software rendering, without any additional GPU requirements. The game's original system requirements were a 60MHz Pentium (although 90MHz was recommended), 16MB of RAM, 17MB of hard drive storage for basic installation (37MB for full installation), an SVGA compatible video card, and a Sound Blaster or equivalent sound card; very basic specs even for the time.[42] However, patches were later released that added support for then popular 3D APIs.[1]

MDK2

Immediately after the critical and commercial success of the original game, publishers Interplay wanted to begin work on a sequel. They approached Bruty, but he 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.[1]

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, and had yet to release their breakout game, Baldur's Gate.[43][44] 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."[43] He later explained "Bioware is aiming to create the ultimate single-player experience with MDK2."[45]

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

In July 1999, IGN interviewed Zeschuk, who addressed the similarities between MDK2 and MDK; "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."[7] 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."[7] 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."[7] Explaining how having three playable characters would affect the gameplay, he said, "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."[7]

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, there were four difficulty settings ("Easy", "Medium", "Hard" and "Jinkies"), as well as the ability to manually save anywhere.[46]

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 the developers. Zeschuk said the PlayStation 2 version, titled MDK2: Armageddon would feature the same difficulty tweaks as found in the PC version, as well as slight redesigns within most of the levels, and some gameplay tweaks. He 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."[9] In November, IGN held a second online chat. Zeschuk stated Sony had recently looked at the game and been very impressed; "They felt the gameplay improvements we've made, combined with the difficulty levels and slick controls really make MDK2: Armageddon for PS2 the definitive version of the game."[47] 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.[48][49]

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 re-mastered version for Windows through Beamdog.[50] The Wii version features brighter graphics, and the game has been optimised for control with the Wii Remote and Wii Nunchuk.[51] Essentially a port of MDK2: Armageddon, the game features no new content.[52][53] The HD version was developed by Overhaul Games, although several of the original developers consulted on the project.[14] 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."[14] The game features high-definition 3D models, reworked textures, improved lighting, and remastered music tracks.[54][55]

MDK3

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.[56]

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."[57] 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."[58]

Meaning of "MDK"

While the precise meaning of the three-letter acronym is never revealed during either game, upon the release of the original MDK, the gaming press and fans adopted Murder, Death, Kill,[59] which was coined as a neologism in the 1993 film Demolition Man. Another possibility is documented in the game manual, where Kurt's mission is named "Mission: Deliver Kindness".[60] It could also stand for the first initials of game's characters; Max, Dr. Hawkins, and Kurt.[61] In the README for the PC version of the game, it is stated "It stands for whatever we say it stands for on any given day; i.e., today it stands for Mother's Day Kisses."[62] In the European PC release, the background images during installation present many possible meanings for the letters; one of which is "Murder, Death, Kill". In the Japanese release, on the back cover it says in bold yellow letters: "My Dear Knight". During the installation of MDK2, various meanings are shown, again including "Murder, Death, Kill". The original meaning of "MDK" from the company's initial promo video was in fact "Murder Death Kill".[63] In a 2009 interview with NowGamer, David Perry, producer of the original game, revealed that because the North American publisher PIE was supposed to make toys based on the game, they did not like the title, so the words were removed and simply replaced with "MDK".[64]

Reception

Aggregate review scores
As of February 18, 2016.
Game GameRankings Metacritic
MDK (PC) 89%[65]
MDK (PS) 76%[66]
MDK2 (Dreamcast) 88%[67]
MDK2 (PC) 86%[68] 83/100[69]
MDK2 (PS2) 81%[70] 80/100[71]
MDK2 (Wii) 80%[72]

Both MDK games received generally positive reviews across all systems.

Game Revolution's Johnny Lee wrote of the first game, "it combines sweet graphics and revolutionary gameplay and design concepts to put it in a class by itself."[61] GameSpot's Jeff Sengstack called it "frequently fun, sometimes frustrating, full of surprises, and visually stunning."[28] IGN's Jay Boor called the PlayStation version "one of the most impressive PC to PlayStation ports ever seen."[59] GameSpot's Josh Smith called the PlayStation version "something of a mixed bag. Amazing graphics style, but little graphical consistency. Awesome combat action, but little combat challenge. Great puzzles, but they're really pretty simple, and the whole game can be solved without using too many brain cells."[73]

IGN's Brandon Justice called the Dreamcast version of MDK2 "this generation's best example of a pure action shooter, and [...] one of the genre's most complete titles to date [...] Nearly every aspect of BioWare's sensational sequel shines in a way that sheds a painfully revealing light on their competitors' glaring inadequacies."[74] Game Revolution's Duke Ferris called it "simply tons of fun. The game is genuinely funny, has great voices and a terrific comic book flair."[75] GameSpot's Ben Stahl wrote "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."[76] Eurogamer's Tom Bramwell called the PC version "simply breathtaking."[77] IGN's Stephen Butts called it "one of the best console experiences on the PC in a while."[34] GameSpot's Erik Wolpaw wrote "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."[78]

IGN's Chris Carle called MDK2: Armageddon "a great action title that is certainly worth twenty hours of your time."[79] GameSpot's Ben Stahl wrote "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."[80] Nintendo World Report's Jared Rosenberg called the Wii version "a well-designed action platformer that will take quite a bit of time to get through. 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."[53] Nintendo Life's Jon Wahlgren called it "one of the strongest titles yet to hit WiiWare."[52]

References

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