It's hard not to be enamored with the Earthworm Jim universe. The previous two installments aren't perfect, but they existed in a totally unique world with just the right balance of cleverness, atmosphere, and oddball humor. However, those two games are in 2D; Jim's transition to a new dimension didn't come out so well. This game is your basic half-baked 3D platformer with EWJ characters and setups. The technical aspects of the game --even taking its age into account-- are inexcusable. Collision is rough, combat is clunky, quests and levels are repetitive, the platforming segments are choppy and unforgiving, and the graphics are just 'meh'. The camera system is lackadaisical and schizophrenic, and boss battles are oftentimes frustrating and bland. What did this game get right? The IP. If this were just any other game, and it might as well be, this probably wouldn't even be up for download. This game's pedigree grants the quirky moments some resonance, and they don't seem too out-of-place here. However, this game feels like it's trying too hard and doesn't quite make it. It's extraordinarily rough around the edges. Even back when it was released, it wasn't up to snuff. Now, it's painfully so. Casual fans should stay away; this game is only meant for hardcore EWJ fans or those with strong wills to put up with inadequate programming and design.
This sequel does what every sequel is supposed to do: raise the stakes and give more to do. This time around, the players are given three different characters with three different play styles to mess around with. I found the most pleasure playing with Max, the multi-limbed dog, as his sections were full of explosions and lots of mayhem. Kurt's sections were much like the first game's -- a little sniping, a little parachuting, and we're good. Dr. Hawkins has the most interesting, if least-developed part of the game. His item-combining missions are mostly obnoxious fetch-quest and backtrack-heavy. On top of that, his missions are also heavy on combat, and he's not the most adept at handling the attacking critters. Come on...a radioactive projectile-spitting toaster? In any case, the game is well-balanced and often very fun. The graphics look pretty crisp and nice over eight years later. The story and feel of the game is also expanded upon; it's much more absurd and has even more personality thanks to the technology at the time. There are some very intense platforming segments for all characters, though. Therefore, someone with an unbelievably precise hand - or a really nice gaming controller - will be able to successfully make his or her way though the latter parts of this game. Get to Max's jetpack levels to see what I mean. This game is pretty intense and offers a lengthy play experience. It holds up today rather well, and has real ingenuity and personality behind it. Be warned again: game is hard and requires a steady hand and mind. It is also, however, fun, and keeps the spirit of the slightly superior, more consistent original. A solid sequel for fans of the genre and the original alike, but not for everyone.
Besides the offbeat humor and the entertaining variety of the gameplay, MDK has one major thing going for it: presentation. This decade-old game holds up rather well thanks to some inspired level design and art direction. The colors really pop out; the game is dark, but isn't afraid to throw in vivid reds and oranges amidst the browns, blacks and grays. The dated graphics inadvertently give an otherworldly quality to the world's architecture. It's true that the assets are blocky, yet manage to be discernible and even look futuristic somehow. There are some seriously awesome textures here that are meant to disorient the player and try to turn genre conventions upside-down. The game is a joy to look at, listen to, and play -- despite an old-fashioned control scheme layout. WASD-inclined players will end up making some sense out of the archaic controls after some time-consuming fiddling before the game starts. Surprisingly, the sniper interface is still stunning, and is a real testament to the care this game was given. There are three sub-screens that help you see where your bullets are going. You can even look at all three at once. Levels typically take 10-15 minutes to complete, but offer few - if any - checkpoints. It's kind of a pain to have to restart from the beginning. However, the aforementioned variety in gameplay and excellent pacing among the different action and platforming setpieces helps alleviate this. When your play session is over, you'll likely feel gratified and wanting to keep playing; MDK is a very original piece of work. It is a very worthwhile, steadfast example of the action/platform genre that everyone should check out.