version, Bioware were adding four difficulty settings ("Easy", "Medium", "Hard" and "Jinkies"), as well as the ability to manually save anywhere (although the autosave checkpoints from the Dreamcast versions would remain in place). 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. MDK2: Armageddon In September 2000, after the game had been released for Dreamcast and PC, but prior to its PlayStation 2 release, IGN held an online discussion with Greg Zeschuk, line producer Derek French, lead programmer David Faulkner, and programmer Charles Randall. Zeschuk said the PlayStation 2 version, titled MDK2: Armageddon would feature the same difficulty tweaks as found in the PC version (adjustable difficulty levels and the ability to save anywhere), as well as slight redesign within most of the levels and some gameplay tweaks. Zeschuk stated "MDK2: Armageddon is an improved version of MDK2, with specific features for the PS2. It's not a completely new game. But it is an improved, customized game." 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." Faulkner explained "the PS2 math capabilities are like Intel's SSE, but on steroids. The math processors can be used to optimize any kind of math operations, which, in a 3D game, means a lot. So they will basically be used to speed up a lot of the 3D transformations and lighting." In November, IGN held a second online chat with Zeschuk, Falkner, programmer Marc Audy, lead tester Karl Schreiner, and tester Derrick Collins. Zeschuk stated Sony had recently looked at the game and been very impressed; "They felt the gameplay improvements we've made (overall better balancing and reworking parts