Immediately after the critical and commercial success of the original
MDK, publishers
Interplay wanted to begin work on a sequel. They approached
Nick Bruty, who had written and co-
designed the first game for
Shiny Entertainment. However, Bruty 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.
MDK2 was officially announced on October 18, 1998, when Interplay confirmed BioWare was developing the sequel for
Dreamcast and
Windows, using its own
game engine, the Omen Engine. 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 (having been founded in 1995), and had yet to release their breakout game, ''
Baldur's Gate, which was in the final stages of development. 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." , co-writer, co-
producer and co-
designer of
MDK2 In July 1999,
IGN interviewed Zeschuk. He emphasised the development team's relative inexperience with 3D
action games was not a handicap; Addressing the similarities between
MDK2 and the original game, he explained "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." Unlike most other PC games released at the time, the PC version of
MDK2 requires an
OpenGL-compliant
graphics accelerator to run. the PC version of
MDK2 also support for the
EAX Version 2.0
3D positional audio technology by
Creative Labs, as well as
Hardware T&L technology found in
GeForce 256/
GeForce 2 series and
Radeon R100 series out of the box. Faulkner and Randall explained the game was still utilizing the Omen Engine, with Faulkner saying of programming for the PlayStation 2 "The PS2 is certainly good at pushing
polys, no doubt about that. And the two
vector processors can handle the physics and geometry we have with room to spare. The trick is the
video memory, mainly. All of the cool visual features, like a high-res
framebuffer,
FSAA and high-res
textures all take a lot of video memory. It's a real juggling act trying to get it to do all that at once." Speaking of his earlier problems with video memory, Faulkner said "the video memory situation has improved dramatically since last time. The problem was that there was too little video memory to fit all our textures, and the machine can't use a texture unless it's specifically in video memory. What we've found since then is that the PS2 has enough
bus bandwidth to transfer each texture from
main memory to video memory as it's needed. That's on the order of hundreds of
MB per second. We hadn't anticipated that the PS2 had that kind of brute horsepower on its bus. We had to reorient our thinking after that. So now we have almost more texture memory than we know what to do with."
Wii port and MDK2 HD 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 remastered version for Windows through Beamdog. The Wii version features brighter
graphics, and the game has been optimised for control with the
Wii Remote and
Wii Nunchuk. Essentially a port of
MDK2: Armageddon, the game features no new content. Due to the limited space available for the title on WiiWare, the audio has been
compressed, and graphically,
shadows have been removed to maintain a constant framerate. The game was released on May 9, 2011. The HD version was developed by
Overhaul Games, although several of the original developers consulted on the project. 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."
MDK2 HD was originally released exclusively on Beamdog in October 2011, and was later released on
Steam in July 2012. == Reception ==