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." He later explained "Bioware is aiming to create the ultimate single-player experience with MDK2. We're carefully crafting a tight, but humorous, world inhabited by the most frightening and entertaining creatures yet seen in a 3D game." 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." He praised the original game, stating "There isn't much I would change about MDK. It could have been a little longer, it would have been well served by more character development and it really needed a method to tell the story of the game. We're directly addressing all of these areas in MDK2." Speaking of how much MDK2 was influenced by MDK, he explained "I can't even begin to explain the strength of the visual influence that the original MDK has over MDK2. I was very impressed when I first saw MDK and I'm even more impressed after having played it many times. In many ways, in MDK2 we're striving to reach the goal Shiny set with the original by using new and improved technology." Explaining why BioWare had elected to have three playable characters, he said, The introduction of two newly playable characters also removed the need for minigames, which were an important element of the original MDK; "Our initial opinion is the huge variety of gameplay styles generated by our focus on three characters should replace the need for sub-games. A key focus during our development of MDK2 was to get away from the sense of perpetual strafing and shooting - in addition to the character solution, we've added quite a few puzzles to the game." PC release In May 2000, after the release of the Dreamcast version but prior to the release of the PC version, BioWare announced two significant changes had been made to the game. The Dreamcast version had been criticized for being too difficult, and so for the PC