Mdk (pc digital download)






















The sled will eventually bash through the far wall of the arena, taking you on to This is tricky. Munch the turkey power-up hidden on the right-hand side of the room, then stand in front of the big metal wheel. A wave of violent alien dogs will appear from beneath the wheel, which will spin as the end-of-level boss appears. Chain-gun the dogs, then wait for the wheel to come to rest.

When it does, quickly enter sniper mode and pick off one of the four red domes on the wheel's rim. The remaining domes will shoot at you, then disappear as the wheel starts to spin again. Repeat this process until all the domes have been destroyed, at which point the boss will fall out of his room and die like the undeserving bastard he is.

I spit at him! May he writhe in agony in godless oblivion ever more. The story behind MDK revolves tightly around streams of energy. These are electrical discharge paths, spanning the universe like an intergalactic freeway.

These ballistic freeways allow evil beings known as "Stream Riders" to travel anywhere they please at near infinite speeds. After these beings wreak havoc on Earth, three loyal compadres band together to see what they can do to help humanity. Their names are:. Max, Dr. Considering Shiny's reputation for quality products, it already has something many others are lacking. It's no wonder it has grabbed players' attention as much as it did before it even hit the market. This high-tech third-person, 3-D shooter boasts many innovations in design and artificial intelligence.

Ever since Shiny first showed the game earlier this year at E3, we wondered if MDK would make it over to the gaming consoles. Wonder no more. The MDK universe takes place on Earth and partially in outer space in the year Fluke Hawkins and his protege, Kurt Hectic, have rocketed from Earth on a five-day mission into space to study the source of some flange orbits.

While in space, alien beings known as Stream Riders invade Earth and force the entire human race into slavery. The Stream Riders are now busy creating massive mobile mining cities that strip-mine the surface of the planet by the ton, destroying any sign of civilization in its path.

It is Kurt's mission the player , to return to Earth and destroy the leader or driver of these mobile mining cities and prevent them from wreaking further mayhem on our beloved planet.

MDK has 60 levels spread out over six different mobile mining cities. Kurt's weapons consist of 1 a form-fitting suit of blast-proof material that allows the player to take a hit but not indefinitely and not without power-ups ; 2 a high-tech composite reusable parachute that allows players to float during escapes and attacks and 3 a helmet-mounted sniper rifle and vision goggles that train on an enemy up to two miles away.

This allows players to zoom in and pick off enemies from long distances. One of the features that makes MDK so unique is that the game has a completely reactive environment. Each enemy has its own distinctive personality and artificial intelligence. Some may react to the player's actions aggressively, while others might be more passive.

What's even more unique is the fact that the environment will react to the player's level of activity and respond accordingly. A Dirty Harry technique will draw a lot of heat, while a stealthier approach won't alert security forces and might permit a player through an area without firing a shot.

At this point, the two games look almost identical. Overall, the graphics in MDK have a dark and evil sci-fi feel, and although the game is still very early, what we saw looked impressive.

The ability to zoom in from a mile away within the Sniper Mode is remarkable. All the enemies and the environment are completely polygonal. As you may or may not already know. Due out in May, MDK. The game will include all the weapons, power-ups, enemies, gameplay and levels of the PC game. MDK is nearly identical to the PC original. Although the PlayStation version is only about 60 percent complete. MDK already runs fairly smooth, features good-looking texture maps and not much polygon pop-up was evident The developers at Neversoft insist MDK will be nearly indistinguishable from its PC brethren and judging from what we saw.

Acclaimed video game musician Tommy Tallarico is producing the musical score for the PlayStation version of MDK, so great things are expected from this game in the sound department. Look for more coverage on this hot title in a future issue of EGM. What's ironic is that the game's ultrafrenetic pace is what sets you up for a disappointing finale.

Every level forces you to hustle or be vaporized by an army of some of the goofiest-looking goons ever assembled out of polygons. You're kept moving throughout the entire game, whether you're on foot or launching napalm death from a bomber or darting down a gully on a snowboard game-play variety is one of MDK's strengths.

Then, just as things are getting interesting, you beat the final Boss and that's it. Despite the addition of a few warp areas not found in the PC version, you can easily whip through this sucker in a weekend--especially since MDK's not particularly difficult. As long as you keep moving and shooting, you'll do fine. The game's a blast while it lasts, though. Neversoft has packed this port with all the style and humor of Dave Perry's PC original.

You get all the wacky weapons including your inflatable-doll decoy and an explosive simply called "The World's Most Interesting Bomb".

And then there's the Sniper Mode. Used mainly for taking out Bosses and solving puzzles, this mode is useless 80 percent of the time, but it looks great and is fun to use. MDK has all the right.

It's just too short, too easy. Yeah, the Sniper Mode is cool It can be summed up like this: MDK could've been great. It's a very unique action game with very original ideas.

In fact, I kept wanting to go on to see what the next stage had to offer. I can't help but think, however, that MDK was rushed. The poor control, polygon break-ups and some awkward level designs take away from what should've been a great game. Visually MDK's graphics show an impressive array of transparency, reflection and all-around polygons.

Accompanying these techniques are equally innovative and action-packed game-play. This PC port has retained everything and even added the warp rooms per each level. With all these attributes, this was heading for a top spot on my list until it was over so quickly. The rooms are rather linear and the whole experience is over way too soon. Whenever a game comes along that breaks the mold or at least cracks it a bit , I stop to take a look. MDK is one of those games. Even with its uniqueness, it still retains its fun factor.

The main thing that I didn't like about the game is the graphics. I found them to be dirty-looking and crude. The whole idea behind the game is pretty damn weird, but I liked it. MDK may not be as original as Abe's Oddysee, but it can stand its own ground. Unlike many highly publicized games before it, MDK easily lives up to all its rampant hype, delivering one of the year's most creative, engrossing, and just plain fun games.

Replete with a humorous flair, eye-popping graphics, and intense, varied action, MDK's a blockbuster that every PC gamer should play. Once again, aliens are ravaging Earth--this time they're traipsing across the continents in six mammoth mobile cities called Minecrawlers.

It's none too original as far as stories go, but more importantly, the tale creates a rock-solid backdrop for MDK's gripping gameplay. Each Mine-crawler makes up one of the game's vast levels, and at the start of each, Kurt parachutes into the Minecrawlerto shut it down. Once he lands, he must penetrate and destroy the Mine-crawler's nerve center, playing mostly from a highly effective floating third-person view. Kurt's equipped with somev seriously smokin' armaments. His sleek suit sports a sniper helmet and a reusable parachute that enables him to glide.

The awesome sniper helmet adds a whole new dimension to the action, enabling Kurt to zoom across large distances and plunk a round directly through an enemy's eye from a first-person perspective. Power-ups augmerit the helmet with fierce firepower like mortars, sniper grenades, homing bullets, and more. Kurt also packs a less accurate but potent gun in the third-person view, and he can collect cool extras like grenades and dummy decoys.

Shiny Entertainment MDK's developer and the creator of the classic Earthworm Jim took advantage of this open-ended setting with impressive creativity, fashioning enormous levels with widely diverse looks and equally diverse styles of gameplay. You tackle everything from gunning through hordes of aliens to crawling inside an enemy droid to sneak past your foes. Some levels even pose challenges like going on bombing runs or snowboarding across a Minecrawler while blazing away at aliens. A few areas focus too much on the stuff of standard platform adventuring long series of unnecessarily tricky jumps and the like , but on the balance, MDK keeps the surprises and the fun coming at an unrelenting pace.

The sniper helmet adds another layer of intensity and depth because in many situations, it's smarter to hide in the shadows and snipe away until you're no longer outnumbered. Never fear, though--MDK serves up enough tension-ridden combat to quell any action junkie's battle frenzy. Throughout it all, the controls handle with intuitive ease. Kurt moves and shoots smoothly, and the sniper helmet's not only easy to use but it's a blast, too.

Flying with the parachute is so fun that you'll probably spend a few hours just gliding around. Visually, MDK's flat-out breathtaking. Designed with a lithe, futuristic look, Kurt moves through the levels with liquid grace. Gorgeous backgrounds really make the game fascinating to explore--one area even dazzles the eyes with mirrored terrain that reflects all the action. The comical enemies moon and taunt you when you miss but erupt with gore when you connect.

On the sound side, the enemies keep up the taunts by jeering and hooting, while superior weapons sounds make your speakers rattle. Nicely themed music paces the action. MDK's one of those landmark games that instantly ensnares you--there are fresh, innovative surprises around every corner, and playing through them is always a blast. Snap it up the moment it hits store shelves.

You'll be parked in front of your PC for weeks! As MDK opens, aliens are using six gigantic mobile cities to strip-mine the Earth. You play as humanity's only hope of shutting them down: Kurt Hectic, a super soldier decked out with some of the coolest weapons ever. Kurt's sniper helmet enables you to zoom across incredible distances to spy or to unleash shots precise enough to sever an enemy's arm or send a round through their eye.

Three additional cameras trail behind your shots, providing further spying opportunities. A potent handgun and a solid array of cool power-ups round out your firepower, while a reusable parachute enables you to glide through the levels. Spectacular graphics heighten the effect with a captivating, sleekly futuristic style. MDK separates itself from the Doom of the world by layering an intriguing strategic element into the shooting.

Sure, there are plenty of enemies to mow down, and buckets of gore splash across the screen when you do. MDK balances that by implementing the need for stealth: If you storm through the front door, guns blazing, you'll get wasted in a heartbeat.

But if you stick to the shadows, move silently, and use the sniper helmet wisely, you'll survive. Such deep gameplay will surely send hordes of gamers in MDK's direction--this scorching-hot prospect is worth waiting for.

It seems like ages since I first heard about MDK. I have been anxiously awaiting its arrival on the Playstation for months. Strangely enough, the game hit the PC scene 3 or 4 months earlier and due to GameFabrique's stellar review from the PC side of the house, my impatience only grew.

Was it worth the wait? Hard to say. The story of MDK is quite involved and detailed so I will summarize. You play as Kurt, the assistant of Dr. You and the doctor have been in outer space looking for something or another when you notice that there are several "streams" shooting from space to the earth.

You come to find out that these streams are from an alien race called the "Streamriders" who use these streams to attack worlds and deplete them of mineral and metal deposits. It is up to you, as Kurt, to save the earth. The only thing you have going for you is a special suit and a few weapons designed by the doctor, and as usual, the world is resting on your shoulders.

MDK is one of the more unique games I have played. The strange thing about it is that everything has a very familiar feeling even though the combined parts of MDK are unique.

This game is a cross between a third-person shooter, first-person shooter, and an action adventure game. All of these genres fit together nicely, but the levels did drag out a bit. The Sniper Mode is what makes this game resemble a first person shooter.

The idea of the Sniper Mode is that you can attach your chain gun to your faceplate and it turns into a long range weapon. This gun gives you the ability to zoom in on enemies that are far in the distance. All you have to do is zoom in close, aim the gun and watch the enemy drop. I have never seen anything like this before in a game, and it adds tremendously to the action.

Of course the Sniper Mode does have its problems. Since your are zoomed in on such a specific area or target, you can't see anything else that is going on around you.

It always seemed like when I went to the Sniper Mode, a bunch of new enemies would appear nearby and pummel me while I was trying to shoot the one bad guy in the distance. I guess this was good because it kept you from sitting back and picking off enemies in the distance without really much effort.

The normal view in MDK is the typical 3rd person perspective. You will use this view to navigate your way around the worlds and shoot close range enemies. There is plenty of territory to explore and many items you must find in order to progress through the levels. For example, you must find the world smallest nuclear weapon to blast open an otherwise unmovable door.

Now let's talk about weapons for a minute. You already know that you have your Sniper gun and the worlds smallest nuclear weapon, but what else do you get to wreak havoc with? You have your standard Chain Gun which fires off round after round of bullets, and you'll find many different types of pick-ups along the way, including bombs, an earthquake-causing hammer, and even a decoy of yourself. These are just a few of the basic items you will use, and believe me, there are plenty more to be found.

The main thing that I did not like about the game was that the levels just got a bit boring after playing for awhile. I would have liked to see the levels a bit shorter because they were designed well but just started to drag. I will say the training screens that appeared during the gameplay were quite helpful, but it still did not help the drag. This is the other area of MDK that disappointed me some. The overall tone of the graphics was dark. It was not dark in a mood-setting way either—they were just dark.

There were times where I could not tell for sure what object were or where I needed to go. When you zoomed up close to an enemy in the Sniper Mode, the graphics were decent-looking and it was cool to see the bad guys up so close. Overall, I wish the graphics were a bit lighter and more polished around the edges. MDK is a pretty good game that has definitely come up with some new and inventive game ideas.

The Sniper Mode is one of the coolest things I have seen in a game in a long time. I think this game gets caught in the longer-is-better type of thinking.

But this is not always the case. If the missions were a bit shorter, and the graphics a little sharper, this would be a great game. As it stands, it is a good game that shooter fans will enjoy.

Aliens invaded the earth, but fortunately for the rest of humanity you happened to be on an extended "holiday," floating through space with your eccentric inventor father and a six armed, bio-engineered, super-intelligent dog. You personally had been bored and in need of some excitement, having been along on this sabbatical not entirely of your own free will as kids often are , so it would seem a perfect opportunity for the earth to be saved.

The aliens ride across the surface of the planet, pillaging Earth's natural resources and destroying populations in their gigantic, city-sized mining machines. Of course, as is usually the case when the earth is invaded, you are our only hope against this terrible thing.

Dad is inventing some weapons and building you a keen black suit of space armor, which he's sorta sure should protect you as you dive through space and into the mine-crawler to destroy the invaders. There's a firearm and in this case that's a literal term built into the suit which is mostly adequate, but you'll need more. He'll parachute supplies down to you as soon as he can invent and build them. Given that MDK is, basically, a 3D shoot-'em-up like Tomb Raider , it starts with something of a surprise -- instead of being in a room, a field, or a flat surface of any kind, you're hurtling towards the earth, free falling in the direction of the mine-crawler.

You have to avoid the radar or else you'll get zapped. The game has a few more moments like this -- if you lose your footing while walking down an air shaft, for instance, you'll start to slide out of control and have to maneuver the length of the shaft while on your back. Or you might find yourself on a makeshift surfboard, shooting it out at high speeds, anti-gravity style.

There might be, generally speaking, a bit of a learning curve when it comes to the controls. While it isn't the first game with a sniper option although I haven't seen one this cool before , the capacity to jump, or a parachute, you do have to do these things pretty often in MDK , while in most other games they're "special" and not required with regularity or in such rapid succession. Once you have the hang of it, though, it's a blast. You can use the sniper mode to take out the big cannon at the back of the room, then leap through the air and parachute to the ground -- raining death on all the aliens below.

Unfortunately, the game occasionally falls into the same trap so many of its kind have in the past: Where's the damn door?!?! Everybody's dead but me, and I'd like to leave now, pleeeaazzeee! This is rare, though, and as far as I'm concerned, a disagreeable side affect of 3D shoot-'em-ups to which I am resigned.

The evildoers and bad guys all have nice, fluid movement, and zooming in on them in sniper mode is especially impressive and fun. While the usual blockiness of 3D games is present, it seems less noticeable here than in many other recent games, and the overall impression of the environments certainly isn't one of an alien ship constructed of gloomy Legos.

In fact speaking of gloomy , the game uses a wide variety of colors and concepts to design its spaces. Ranging from harsh to zany to downright creepy, the use of color in MDK is a welcome relief after so many games that seem afraid to go beyond one or two color schemes because they might compromise the game's "personality.

Both the music and the effects are, in a word, fantastic. I can't think of a game in which the musical accompaniment seemed so notably well-designed -- at turns adventurous, suspenseful or fantastical, and perfectly appropriate to the setting.

Also, when you enter a new room or more impressively open a saved game, the first thing you hear is the ambience of the room -- machines rumbling in the distance, wind from a tunnel, and so on. Then, at the first peak of suspense or mayhem, the music fades in -- a rhythmic pulse with a simple gliding melody or a one-two-three punch of synthesized horns.

All in all, the music compliments the action in an extraordinarily rare fashion, and it's a tremendous treat. As if that weren't enough, the sound effect design, complete with a nearly subliminal "dog and cat" motif, is great, too.

The assortment of alien noises is interesting and, unlike some other games, manages not to become irritating after having been heard over a thousand times. There are some thirty pages of back story included, and more than enough instruction on how to move, shoot, and so on including a "quick start" guide on the back of the disk packaging , but details concerning the weaponry and aliens are intentionally sparse.

This is by design, of course, and doesn't hinder gameplay at all. Remember -- your equipment is being conceived and constructed on the fly, and the bad guys and evildoers you're trying to destroy are new to this planet.

What's more, you're alone in your efforts, so there's no network of scientists or military to supply you with information. As far as I'm concerned, advances in technology -- including game engines, graphics and stuff like that -- are a given, and don't really impress me. The folks at Shiny could probably have made a fair amount of money on this title while taking longer lunches, scrimping on design and contracting second-rate music, but they didn't.

They worked for a living, and it shows. Umber up that bigger finger--oh, and don't forget your thinking oap! MDK also challenges the player with a strong puzzle element. Not exactly Myst -like enigmas or complex brain-benders, but things like figuring out how to get past a seemingly impenetrable wall, or how to grab a grenade power-up floating high above.

Almost right from the game's opening sequence, you'll find yourself stumped with frustrating--though rewarding--regularity. The original story was an unlikely affair involving alien invaders arriving on Earth, who then had to be repelled by the lead character Kurt, ably assisted - at least in theory - by trusty sidekicks Doctor Fluke Hawkins and Max, the six-legged robotic dog.

As in the original, Kurt is sent down from space to stop a mine-crawler from destroying Earth, and rapidly becomes embroiled in all manner of improbable situations. It soon becomes apparent that the direct intervention of both Max and the Doctor is required to stop the alien invasion, and herein lies the most significant advance from MDK, in that all three characters are player-controlled. However, there's no RPG-style nonsense involved, as the choice of character is simply dictated by the story and the predicament of the other characters.

For example, if one of them has been captured by the aliens, and another is stuck in a hyperspace bubble don't you just hate it when that happens? Based around something of a cliff-hanger structure, practically every level ends with one character being rescued while another gets captured. The game will boast three levels for each, as well as an end level in which the player does actually choose which character to use in finishing the game.

Each of the characters are fairly different, something that should go without saying considering that one is a man with an elongated helmet, one is a mad professor and the other is a six-legged robotic dog.

In addition to their disparate physical appearances, each has a different approach to the game. Kurt is old-skool MDK, a stealthy assassin who is most effective when sneaking around using his sniper scope, although he is still fairly handy with a chain gun. As in the original game, Kun retains the implausible ribbon parachute, enabling him to silently glide around like a great big ponce. Conversely, Max is the consummate action hero, capable of holding weapons in each of his four robot-dog arms.

And for extra manoeuvrability, he can strap a jet-pack to his canine back. Finally, Doctor Fluke Hawkins brings a puzzle element to the proceedings. Extremely weak when fighting enemies directly, he is best used to set traps, and often relies on trickery to defeat his foes.

Another factor that identified the original MDK was its obscure humour, which manifested itself in surreal details such as The World's Most Interesting Bomb. As seen in the Earthworm Jim games, the folk at Shiny are renowned for their surreal sense of humour, and it remains to be seen whether BioWare can pull it off to the same extent.

From what we've seen it appears to be going for a more zany approach, which some more bitter readers may find offensive. As for the game itself, we've had a bit of a dabble and it seems to be shaping up in a competent fashion, with BioWare's so-called Omen engine ably supplying the requisite effects. Unlike us, you haven't played the game, and will have to wait until the end of May to do so. What's the bet it comes out before Messiah?

MDK 2: sounds like the chemical formula for some illegal party drug that turns kids into wide-eyed loons. Or the name of a violently crap euro-beat pop act - the sort of group that releases those life-unaffirming 'Sex On the Beach'-stylee techno-disco anthems that sunburnt morons bump and grind to in the nightclubs of Laganas.

Or a new type of car. Or all three. It isn't any of the above, of course. That would be madness. Now, the original MDK we never did get to find out what it stood for was one of those love-it-or-hate-it games. Some people reacted as they might to, say, a mutant frogboy or a bearded lady passing them in the street - with bemusement and a faint tinge of discomfort. Others thought it was the best thing since sliced head.

The former outnumbered the latter and the game sold like, well, warmish cakes. MDK wasn't as big a hit as it was supposed to be, so it's perhaps surprising a sequel's coming out at all. Still, it won't be coded by Shiny. Bioware, the team behind sprawling RPG hit Baldur's Gate are doing the honours this time round, and they're obviously determined to forge a big fat hit.

So how are they going to do it? First of all, they're sticking to the unique visual style. This is a good thing. MDK 2, we are assured, will be a triumph of individualism.

God be praised. Let joy be unconfined. No, really. There are too many bland, production-line plod-a-thons cluttering the nation's shelves, so any game that dares to stick its neck out deserves to be kissed gently all over -or, at least, given the time of day.

It'll also be full of humour. Ah, yes. Games and humour have never really mixed well - gaming 'humour' usually refers to unremitting quirkiness instead. You know, people called 'Professor Teapot' and hilarious stuff like that. The funniest games have always been those in which the 'jokes' occur naturally as a result of the gameplay -you have to play a few hours of Carmageddon 2 or multiplayer Quake if you're after laugh-out-loud moments.

Still, MDK was packed full of'humour' to be fair, blowing the robots' heads off was funny , and MDK 2 promises more of the same. Date Range. To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar. Show graph. Brought to you by Steam Labs. Filter reviews by the user's playtime when the review was written:.

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