Developed by: Bioware
Published by: Interplay
MDK2 Official Page: http://www.interplay.com/mdk2/
Estimated Release: Early 2000
Momma Delivers Kandy
Well, earlier this month, I got to go over to BioWare (invited this time -
that's a first) and along with the boys from
I was given a hands on
preview of MDK2. Greg, the producer, gave us a quick tour then we got
down to action right after he stole the latest build from a tester.
Taking us into their Soul Calibur room (formerly used for
conferences), we sat down at the Dreamcast there and he showed us the
game, focusing on highlights and levels that we wouldn't have time to get
to otherwise (there were people waiting to play Soul Calibur, you know).
Kurt's ribbon chute
One of the most impressive effects that I had a hard time placing
at first was the shadows. I knew that somehow MDK2 felt
considerably more real than other games I've played and for about the
first 3 minutes I was trying to figure out what, then it hit me as Greg
demoed the Doctor and went by the fireplace and I saw the shadow leap onto
the couch! Wow! Shadows elongated, got larger when placed on far walls,
etc. They moved proportionately faster, etc. I've seen shadows (even
very well implemented ones) before, but not to this degree.
Bright Lights, Big City
The other extremely impressive thing that Greg showed was the
alien city. It's HUGE. I mean absolutely massive. The buildings rise
way out of sight, and even though there is fog, it doesn't obscure things
completely (it's more to add atmosphere than to make up for hardware
drawbacks.) I can't wait to play the final version of this level.
You go through the city trying to get to the top - it's just an
amazing sight as you keep thinking "almost there... almost there" before
the scale of this megalopolis hits you and you realize that you're in this
for the long haul.