offers a whole lot of gameplay that youíd expect, along with a lot that you wouldnít. Itís really three separate games in one, although Max and Kurt play a whole lot more alike than the doctor does. Iíll cover each one in a little detail. The plot starts off immediately after the first game ends, and involves more alien shenanigans. Part of the fun of the game is watching all the silly things happen, though, so Iíll not burst your bubble. That is, other than to say that I never knew hearing an alien mutter ďWhoís your daddy? Why, yes, I amĒ could be so amusing.
Kurtís gameplay is a whole lot like the first game, which makes sense -- heís the main character from the first game. You will find yourself sniping, chain-gunning, and floating through various levels, utilizing the abilities of the Coil Suit to the max. The sniper rifle is a zillion times stronger than the chain-gun, and is the only way to open certain doors. The Coil Suit has a nifty parachute-like ability, letting you glide around and get to faraway platforms. And thatís something youíll be doing plenty of -- MDK2 has a lot of pain in the ass platforming, just like the first one did. Thankfully, you can save at any point, so get ready for lots of reloads. (And if you reload in the same level that youíre in, the transition is damn near instantaneous. Nice.)
Maxís levels are a whole lot more combat-oriented. He can hold up to four guns at once, and youíll find new guns scattered pretty much everywhere in his levels. He also gets a jetpack, which lets him fly up and over obstacles, although youíll find that the jetpack areas often tend to be more of a pain in the butt than anything else youíll do with Max. Thereís something wonderfully gratifying about blowing aliens away with four Uzis at the same time, though, so youíll hear no complaints from me in that department. And Max can blow away structures like walls, which is often necessary to progress in the game.
Dr. Hawkinsí levels are the most cerebral in the game, and as such, feel the most like a different title. The doctor has two inventories -- one for each hand. By selecting different items and combining them, you can make all sorts of nifty inventions. These inventions are necessary for beating the levels, as youíll find yourself having to build, say, a leaf blower to get rid of something. Most of the combinations are intuitive, but some of them are not quite so. As with most puzzles of this type, some people will go through it immediately seeing what needs to be done, whereas others will get stuck.
All three of the play modes are entertaining, and the game keeps mixing it up so you never get tired of one or the other. If thereís a problem with the game, itís that itís at times too hard -- stupid platforms! -- and it ends up being a little shorter than Iíd like. The levels are huge, yes, but thereís less than a dozen. Ah, well, you canít have it all, can you?