
ON A GOOD DAY, ONLY 2.5 MILLION PEOPLE WILL DIE. As vast alien mining cities suck the power and minerals from every major metropolis on Earth simultaneously, time is of the essence as millions of civilians are expiring by the second.
Modeled estimate, not a reported figure. How we estimate →
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The United States storefront in every case, so this compares stores and not countries.
About
ON A GOOD DAY, ONLY 2.5 MILLION PEOPLE WILL DIE.
As vast alien mining cities suck the power and minerals from every major metropolis on Earth simultaneously, time is of the essence as millions of civilians are expiring by the second.
Using your stealth parachute and the now infamous 'Zooming' head-mounted sniper-weapon, your task is to slip in undetected from the sky, seek out and remove the alien leader by any means.
MDK gives you awesome super smooth 3D gameplay.
Plus, with the most advanced weapons ever created in a video game, you can 'take' out an alien's eye from five miles away or just neatly carve your name in his forehead!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Italian, Polish, Spanish - Spain
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 341reviews | 78% | — | $179.9K |
| $19.99 | 2Kratings | 88% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 118 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
8/10 - I played it on the Playstation 1 back then and I still really like it. It's a shame that the series never got so much attention and only got one sequel. The controls are a bit odd today, but you quickly get used to it. You can remap all the buttons in the game - modern WASD controls were no problem. You should definitely download and [b]install the patch first[/b]. It will restore the video at the end of the game: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=159519491][/url] Unfortunately, I only realized after playing the game that [b]you can also change the resolution[/b]. Simply start nglide_config.exe in the game folder and select the Glide version when starting the game. Here is a short guide: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3233365116][/url]
[b]PROS:[/b] + retro arcade style + cool suit & story + great soundtrack + fun gameplay [b]CONS:[/b] - compatibility issues - input problems - quite a high price - short game time [b]Comment:[/b] While the sequel is more famous, and has more gameplay variety, this is a legendary game as well. An oldschool shooter with a fantastic sci-fi spin, comedy and one of the most unique armor/weapon in games! It looks awesome and has all the gadgets you would need to save the world! Story and atmosphere are great - a mix of comedy and bullet hell terror underlined by a fantastic soundtrack. Tackling the alien invasion has never been cooler nor funnier. You are given quite a lot of mini-games in between the straight forward shooting and each level is capped off with a boss fight. Checkpoint based system that lets you choose to save only at certain parts. Would have been a great arcade game to suck out coins from the pockets of fans. Here it just adds game time in case you die. Understandable due to the short game time and the time when the game came out. Well, some people cannot even get it to run. It is possible, but with a lot of fuss around it, mainly thanks to the guide section. The compatibility patch in 2021 helped some people, but for me it worked good before and this patch added some sort of weird rubber-banding. For the enthusiasts - there is a [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3519619596]guide[/url] to make it work on Steam Deck too. In the end, my reviews are whether I recommend someone to buy a game or not. And this is a tentative 'no'. Simply because the lengths to which you have to tweak the game, and then wrestle with the controls, are too big for such a relatively short and expensive game. If it ever gets a GOOD remaster (shame on you MDK 2 HD!) it will be worth the time. ------------------------------------------------------------------ [b]If you liked this review you can find more on the [/b][url=http://store.steampowered.com/curator/28638055-Subjective-Reviews-Corner/][u]Curator page[/u][/url][b] or in my [/b][url=http://steamcommunity.com/groups/srcorner][u]Review Corner[/u][/url][b].[/b]
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Hours played at review time, across 118 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Underrated gem. AMAZING 10/10
MDK [h1]Um jogo que joguei quando era criança no meu PS1![/h1] Eu particularmente não tenho muito que comentar sobre, não sei nem por onde começar a elaborar, então vou apenas recomenda-lo para que mais pessoas conheçam e joguem essa pérola, esse jogo, mesmo para época, era algo excepcional por assim dizer, visualmente diferente e até empactante pelo seu estilo artístico, lembro que eu ficava impressionado com algumas partes do jogo, talvez fosse alguma pira da minha cabeça, mas eu achava ele absurdo, e continuo achando até hoje, foi um jogo que fez parte da minha infância, e eu realmente gosto dele. Obrigado a todos da [url=https://en.wikipedia.org/wiki/Shiny_Entertainment]Shiny Entertainmen[/url], por criarem MDK, valeu mesmo! Click aí: [url=https://steamcommunity.com/id/DanielMottask8/screenshots/?appid=38450&sort=newestfirst&browsefilter=myfiles&view=imagewall]Screenshots[/url]
This is the first PC game I ever purchased way back in 1997 - and still my fave PC game.
my dad told me about this game and truly does it slap! these mechanics are unheard of in modern games
Leave Cruelty Squad to zoomers and liminal space gooners. This is THE Ratatouille-tier savant studio that specializes in delivering crazy experiences, and MDK is no exception. Rough around the edges and needs couple dozens of rain dances with a discarded AGP GPU tambourine to get it to work (ran ok on my W10 Intel/GTX machine with "fullscreen optimizations" disabled and on the 3DFX/Glide option) Play this, then play Armed & Dangerous - those are the two ambassadors of quirky third person shooters with "le toxic" nerdy humor and charm only the 90s-early 2000s could deliver.
MDK é lembrado como um título inovador, mesmo que não tenha alcançado o status de um grande Blockbuster. Esse jogo influenciou futuros jogos ao introduzir mecânicas e estilos de design únicos. Seu legado persiste como um exemplo de criatividade e ousadia na indústria dos jogos. Nostalgia 🥲
MDK stands as one of those rare games that immediately establishes its own identity and refuses to blend into the crowd. Released during an era when developers were still discovering what 3D gaming could become, it arrived with ideas that felt wildly imaginative and sometimes completely unconventional. Instead of following a predictable action formula, the game introduces players to a bizarre science-fiction world where massive alien mining cities descend onto Earth and consume everything in their path. Humanity faces extinction, and the responsibility of stopping the invasion falls upon Kurt Hectic, a janitor-turned-hero equipped with experimental technology and a suit that looks as strange as the adventure itself. The game's biggest strength is the way it embraces its own weirdness. Many action games attempt to create serious worlds filled with military realism or dark themes, but MDK chooses a different path entirely. Its world is filled with absurd ideas, unusual technology, and humor that constantly appears in unexpected places. Rather than becoming chaotic or confusing, this strange mixture gives the game personality. Kurt is not portrayed as a typical action hero, and that decision helps the experience feel memorable because it separates itself from countless other shooters that rely on familiar archetypes. One of the most interesting mechanics in the game revolves around Kurt's sniper system. Even by today's standards, it remains an enjoyable feature because it changes how players interact with the environment. Instead of simply charging into combat situations, players are encouraged to observe distant threats and eliminate them with precision. The zoom functionality was especially impressive during its time and allowed players to engage enemies across large spaces in ways that few games offered. It adds a tactical element that creates variety and prevents combat from becoming repetitive. Gameplay constantly introduces new ideas and rarely allows players to settle into a predictable routine. One moment may involve straightforward shooting encounters, while another suddenly asks players to navigate dangerous environments, solve small challenges, or use unusual equipment in creative ways. The game continually shifts its focus, which keeps the experience engaging. There is a sense that the developers never wanted players to become comfortable. Instead, they wanted every new section to feel like a surprise. The level design contributes heavily to that feeling of unpredictability. The alien worlds and enormous structures are more than simple backdrops for combat. They feel mysterious and sometimes almost dreamlike in their presentation. Levels often appear huge and intimidating, creating a sense that players are infiltrating places that were never meant for humans. The environments may not have the complexity expected from modern games, but they possess creativity that leaves a stronger impression than many larger and more technically advanced worlds. Visually, MDK naturally reflects the technological limitations of its generation, but it still carries a distinctive style. Character models and environments are built from simple polygons compared to modern standards, yet there is an artistic quality behind the presentation that keeps it appealing. Rather than feeling obsolete, it often feels like a snapshot of a fascinating period in gaming history where developers relied heavily on creativity to overcome hardware limitations. The animation and overall presentation still manage to communicate energy and personality. The sound design and music also help shape the atmosphere. The soundtrack shifts between energetic moments and more unusual tones that complement the game's strange universe. Audio effects reinforce the futuristic setting while helping action sequences feel more exciting. Together, the visuals and sound create an experience that feels unique rather than generic. Of course, the game is not entirely free of problems. Modern players may initially struggle with its controls and older design philosophy. Some mechanics can feel less responsive than what people have become accustomed to today, and certain gameplay sections may appear rough around the edges. The game also moves through its ideas relatively quickly, which means some concepts never receive the deeper development they might have deserved. Players expecting a long campaign filled with modern progression systems may find it somewhat limited. Despite these shortcomings, MDK succeeds because it understands how important originality can be. It does not rely on cinematic storytelling, endless content, or visual realism. Instead, it delivers something with personality and confidence. The game constantly feels like a product of developers experimenting with ideas simply because they sounded interesting, and that adventurous spirit remains one of its greatest strengths. Years after its release, MDK continues to be remembered because it offered something unusual. It may show its age in certain areas, but the creativity behind its design remains difficult to ignore. For players interested in experiencing a classic action title that values imagination over convention, MDK remains a surprisingly entertaining journey. Rating: 7/10
Mr. Bruty and the team at Shiny Entertainment brought MDK to the world in 1997, and it holds up all the well 23 years later. With a soundtrack backed up by Tommy Tallarico, and filled to the brim with action. A must own.
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