Turok 2: Seeds of Evil
What's this...no fog? That's right. Fog is now used mainly for effect and not much else.
Now that we've actually played Turok 2, it's easy to see the team at Iguana is using the technology of the N64 to its fullest to produce something truly spectacular. Virtually gone is the pea soup fog of the original--we are now faced with an advanced geometry engine that draws five times as much detail as has been seen before. So the fog ends up being used to spice up the environmental and atmospheric effects instead of being used as a technological cover-up. The environments we drooled over at Acclaim's booth were very rich, featuring incredible graphical effects. The level had a certain Duke Nukem quality to it, mainly due to the scripted events which go on around you. Wars rage, buildings explode, and people scream in pain as you run around trying to get the better of the new advanced Al-driven bad guys.
Another incredible feature is the number of weapons. You have a huge variety of weapons to blow the beasts apart with. There are 23 weapons total, including a minelayer, a flamethrower and a load of others. You have to see the weapons to really appreciate their awesome effects. Also look for improved enemy Al and neat-o death sequences.
The biggest and most-welcome addition to Turok are the four-player split-screen Multiplayer Modes. You'll be able to pick from an array of characters like Golden Eye and duke it out in Turok environments in team and every-man-for-himself modes.
Three issues ago, Quartermann got the exclusive scoop on Acclaim's next game in the mega-popular Turok franchise, Turok: Rage Wars (formerly Turok: Bloodlust). Here are the first screens of it in action.
As Qmann previously reported, Rage Wars (due out this November) will concentrate on the multiplayer side of things. The game will have 17 playable characters, 36 deathmatch maps and loads of new items and weapons. Some of the things you'll find include magnets (which are used to change the trajectory of gunfire) and war hammers with grenades on the ends of them (which explode on contact...almost as deadly as attack dogs that shoot bees out of their mouths when they bark).
The game will also have a bunch of modes including Capture the Flag, te
- MANUFACTURER - Acclaim Studios
- THEME - ACTION
- NUMBER OF PLAYERS - 1-4
Download Turok 2: Seeds of Evil
There's an old saying, "Size is everything." There's another, diametrically opposed, old saying, "It's not size, it's what you do with it." Obviously they can't both be true. Which is correct? And why is tliis usually tackle-related question Jangling from the front of a game review? You'll see.
After all the waiting, and all the hype, and all the delays, the finished version of Turok 2: Seeds Of Evil is finally here. It's got hi-res graphics (if you've got an Expansion Pak plugged in). It's got a multiplayer game (which other 'reviews' strangely failed to discuss in any detail).
It's gotr'more blood, gore and giblets than the Smithfield Market's annual screening of Cannibal Holocaust. But has it got what it takes?
64 Magazine was pretty much the lone voice of dissent when it came to the original Turok - while it certainly looked good for its time, we thought that... amount of platform jumping and repetitive action made it frustrating and ultimately boring. Although it might have had polygon enemies instead of flat sprites, it wasn't really any better than Doom. If anything, Doom had the edge in terms of level design and action, already being one of the world's most popular and playable games. So what about Turok 2? Have the lessons been learned?
One of the ironic things about Turok 2 is that the first level, where players get their initial exposure to the game, looks rather dull even compared to older games like Goldeneye, and definitely up against its own later levels. Dropping into the Port of Adia for the first time, if you haven't been exposiMto shots of the later levels (and if you haven'Lwhy haven't you been reading the magazine recently?) you'd be left wondering about the bigness of the deal. Stone walls. Fog. Wow.
There are no such problems with the evil creatures that inhabit the game. Although it's a surprisingly long time before Turok actually runs into any bad guys, you won't be disappointed. The enemies are big, very detailed, brilliantly animated and die in the most gloriously gruesome ways imaginable. Obviously you can-do much with a mere bow dixi arrow or pokey little pistol, but once the bigger weapons fall into your hands the carnage doesn't stop until you run out of ammo Blam! Head blown clean off! Boom! Arm severed! Buh-koom! Entire upper torso blasted into chunky salsa! Vreee-skazzzzaaarurururr-whap! Brain matter forcefully extracted and splashed over the wall!
This is huge fun at first; clever use of 2-D sprites gives the spouting blood an unsettlingly realistic look, and hitting a toothy monstrosity with a sufficiently powerful weapon actually plasters their vital fluids over the wall behind them. After a bit, though, you realise that there are only a few basic animations -standard death, lose an arm, lose the head, blown in half, and so on. Once you realise that you're going to see the same thing every time, the appeal of the OTT gore soon wears off. Yes, it is possible to get bored of exploding heads. Hard to believe, but true.
Switch Me On
Puzzle-solving in Turok 2 hasn't realty moved on since the days of Doom. The process goes as follows; find switch, go through newly-opened door, kill all monsters, find switch, go through newly opened door... Although there are special items to uncover and mission objectives to complete on each level (rescue prisoners, destroy armouries, that kind of thing) the relatively linear level structure makes it pretty hard not to complete them.
You don't play Turok 2 for its mind-bending puzzles, though, do you? Killing bad guys is what it's all about.
The problem on some levels is that you still frequently have to backtrack through previously-explored sections to fulfil the mission objectives. The superb visuals don't compensate for the fact that you spend an awful lot of time wandering through identical corridors and tunnels, which very quickly becomes repetitive.
Goldeneye's levels were, on the whole, fairly small, but they were so well-designed that you didn't really notice. Every section had a purpose. In Turok 2, on the other hand, the levels are huge, but most of the space is just that - space. More often than not, opening up a new section doesn't reveal some interesting structure or complex arena, but just miles of corridors that lead to another switch (the last level, Primagen's ship, is a particularly bad offender). Along the way, monsters jump out, you kill them and move on. Not very inspiring. There certainly are clever and/or imaginative areas in Turok 2, like the triceratops ride, graveyard zombie attack, giant spider nest and Mantid egg chambers, but you have to slog to reach them.
One of the most heinous flaws of the first Turok is back - the need to make pixel-perfect jumps over huge gaps, which in a game where you can't see your own feet is always a tad difficult. The problem isn't nearly as bad here as in the original game, as there are only a few places where a bad jump sends
Turok plunging to his doom, but having to skip up a series of platforms only to skid off the top one and drop to the bottom again stops being fun before you even hit the ground.
After all the aforementioned waiting and hype, Turok 2: Seeds Of Evil has - as a one-player game - turned out to be good, but not the world-shaker everyone was expecting. While the hi-res visuals prove that the N64 still has a lot to offer if pushed hard enough, the gameplay underneath it is all is curiously shallow. Too much time is spent strolling through tunnels and corridors in order to reach the next gaggle of enemies, who are then despatched in a quick flurry of brainless shooting. There isn't much in the way of exploration, because Turok is all but shoved in the direction of the next teleport.
The real shame is the lack of imagination. All the creatures look great, but they don't really do anything surprising-they just see you and either start shooting or charge. The occasional sideways roll or dodge behind a boulder apart, there isn't the slightest hint of intelligence between the lot of them. Even the bosses, which are stunning to watch, just follow familiar old patterns. Find the first weak spot, pick it off, find the next " one and so on until it screams its last.
What saves Turok 2 is the multiplayer game, which is faster and smoother than Goldeneye, and has tighter levels that are better suited to pure insane gunplay. It's the nearest thing you'll get to Quake pfiti the N64 - well, at least until Quake 2 itself arrives.
With the smaller deathmatch levels, you are - especially with four players - never more than a corner away from running into somebody with a very large gun. This makes things a lot more frantic, and the emphasis on the vertical axis - several of the deathmatch arenas are multilevel extravaganzas, with plenty of platforms for sniping - means that you can be attacked from almost any angle. Some arenas even have underwater sections, where combat is wrought with harpoon guns and torpedoes, that really turn things on their head!
The only disappointing thing about Turok 2's deathmatch is the lack of options, which in Goldeneye allowed players to create the perfect custom killing zone. All Turok 2 offers is a weapons screen where the appearance or otherwise of particular bits of hardware can be set - fed up of being whacked in the back of the head by the Cerebral Bore? Switch it off! - and a fairly basic handicap setting. The equivalent of the Licence To Kill mode would have been fun, though to be fair this can be simulated if players concentrate on getting instantly-lethal head shots. The actual characters are nondescript as well - hunting some generic dinosaur bloke isn't nearly as engaging as chasing down Oddjob. Piffling little quibbles like these don't prevent Turok 2's deathmatch from being fantastic, and good enough reason to buy the game on its own. Is it better than Goldeneye'!
Arguments raged over this point for quite some time. Ultimately, it's probably as good - the characters don't have the instant recognition value of Goldeneye, but the speed and furious nature of combat compensate, and the sheer glorious sadism of Frag Tag is what videogames are all about!
So, going back to the question at the start of the review, what's the answer?
In the case of Turok 2, size definitely isn't everything. The sprawl of the levels makes getting around a long-winded business, and most of the time you know that the only thing at the end of it will be another switch or a teleport.
What's missing from Turok 2 is something that Goldeneye had by the bucketful - involvement. Rare's game had all kinds of different objectives, hidden secrets, little quirks and opportunities to try alternate ways to complete the missions. Turok 2? Kill enemies, find switches, reach teleport. It's Doom, basically - a glorious-looking update of Doom, but Doom nevertheless.
Fortunately, the deathmatch game compensates - if you can get three friends around they won't want to leave, and at the very least the one-player game offers stunning eye candy and a lot of challenge. Besides, at the price, you can't go wrong. It's just a shame that the fabulous advances in visuals and audio weren't accompanied by similar strides in gameplay.
For you Turok fans out there, get ready for the sequel due out sometime in August. Visually, we have nothing to work off of except a good number of conceptual sketches, renders and level designs. Expect a whole new cast of bad muthas to shoot holes through (we've seen no dinos so far), and plenty of interesting environments to explore. We'll keep you up to speed as we get more info on Turok 2.
Big, brash and very violent. But what I really like is that you can't just run around shooting everything in sight and expect to get away with it. Turok's just as much about stealth and strategy as it is spilling monsters' brains over the floor (although there's quite a bit of that, too).
Because it's the only game in the world where you can blow a hole the size of a football in a giant green monster's stomach, and slice teeny weeny dinosaurs into chipolatas with a razor-sharp claw. I'm still trying to find the cheat to make the kids killable though.
Pee-yoo, wooor! That's the Cerebral Bore, that is. A missile that gets fired from the barrel of a gun that's the size of a television. Bzzz! That's the sound it makes as it lodges into an enemy's head and starts burrowing into their brain. Boom! And that's when it explodes. Bloody. Beautiful.
There's just something very special about brain-draining enormous mutant monsters. Buckets of blood, bags of guns and kids who say "Thanks Turok" in chirpy Waltons-esque accents when you rescue them: superb!
Dino/alien blaster. GoldenEye and Turok beater.
Originally, you may recall, Turok 2 was pencilled in for late October, but problems optimising the code - and ensuring that the awesome multiplayer ran super-smoothly - meant the game unexpectedly slipped a month. Which, obviously, means our exclusive review of the game was a couple of months back now. But, because we haven't stopped playing it since (and, in the process, discovered tonnes of extras), we've decided to provide a refresher. Read on and find out why you just have to have this game on your Chrimbo list. Yes, yes...
Characters: Made up of: Turok, Adon, Tnceratops, Flesh Eater, Purr-Linn, Endtrail, Fireborn, Raptor, Primagen, T-Shirt Turok and Old Turok.
Basically, all characters can carry weapons except the Raptor whose arsenal o' death relies almost entirely on a natty pair of claws and speedy hind legs. The three versions of Turok, Adon and the Primagen seem to be fairly equally matched, while the Endtrail and Fireborn behave similarly, i.e. powerfully and at a middling pace The slow boys are made up of the walking Triceratops. Flesh Eater and monstrous Purr-linn. but their lack of pace is levelled out in the strength department.
Weapons: Made up of: Charge Dart Rifle, Firestorm Cannon, Assault Rifle, Plasma Rifle, Cerebral Bote, Grenade Launcher, Scorpion Launcher, Torpedo and the Harpoon Gun.
All fairly self-explanatory except, of course, the Assault Rifle which is quite similar to a rapid-fire PP7. The Torpedo and Harpoon Gun can only be used underwater. Our advice? Use the Cerebral Bore. As much as you can.
Play Modes: Made up of: Bloodlust, Frag Tag. Team Mode.
Bloodlust is an all-out fight to the death. Frag Tag sees one of you as a monkey - or, more obviously, 'it'. As 'it', you need to reach a central warp which then makes one of the other players 'it'. As 'it' you can't operate any weapons; your primary objective is to reach the warp. However, we did manage to stick an arrow through the eye of the monkey. Top fun!
Team Mode is two against two, or three against one. One team becomes blue and the other red. Your objective? To maim plentifully.
Arenas: Made up of: Experimentata, Moonlit Mayhem, Close Quartered, Vulcan's Forge, Teleportastic, Mirrorrim, Fish in a Barrel, H 2 Whoa!, Escheria, Mosh Crypt, Squares Cubed, Crazy Eight, Bullseye.
Don't expect real life locations like GoldenEye, Turok 2's arenas are very similar to Quake's: multi-levelled and scattered with lava pits and lifts. Mosh Crypt has the best layout - square, with platforms in each comer and linking corridors - but Crazy Eight is probably the best for four-player dog fights. The most interesting, though, is H 2 Whoa! which has shimmering vertical water 'walls' like the portal thing in Stargate.
Textures: Made up of: Castle, Steel Mill, Oak Fort, Catacombs, Jailhouse, Big City, Red Dragon, Paintball, Mr Happy.
Mr Happy makes the most obvious difference, giving every wall stackloads of colourfully curtained windows. However, Big City is great, bricking off every single surface, while Red Dragon tinges everything red and a bit alien. Oak Fort and Castle do a Ronseal-like job too, making everything wooden and stoned respectively. A top idea, this.
Riding The Triceratops
Right at the beginning of Slaughter by the River of Souls, there's a pen which, when you enter, presents you with the opportunity to ride a cannon-firing Triceratops. Just walk up to it and the game switches to a raised position on the back of the dino, Boom... boom...
Okay, so we promised you that we wouldn't spoil the surprise of the bosses for you but, having reached all but the last one - your nemesis, the Primagen - we can't help ourselves. Here's just a taste of what to expect, should you rise to the challenge of Turok 2. Roooar!
A breathtaking follow-up to a superb original, with an eye-melting hi-res mode. Alongside Zelda, an essential purchase this winter.
Easily one of the most visually impressive games on the N64 (especially with the 4MB Pak), Turok 2 is a significant improvement over the original. Obviously taking some cues from the likes of GoldenEye (especially for the multiplayer stuff, which is a good laugh--especially Frag Tag), it's certainly one of the most ambitious console games of this style. I don't want to spoil this and sound too negative, but there are some problems that detract from the fun of it all. As any honest girl will tell you, size really does matter--and T2 doesn't suffer in any way in that department. It's huge! But to keep with the analogy for a moment, it's not just about the size, it's what you do with it that's important--and in places T2 is downright clumsy. Mostly it's just too damn big, and it can be pretty unforgiving. I must say I object to the way some of the "adventure
Be prepared to leave your N64 on for days. There are also some frame-rate issues when there's a lot of action. Not usually that much of a problem, but when it drops too low it becomes impossible to aim your weapons. Also, in multiplayer mode, we saw the game crash twice...which we can't forgive. Despite the flaws though, it's a great game--just not as good as it could've been. Shame."
This may seem like an odd complaint, but I'm actually annoyed that Turok 2's levels are so damn big. If you could save anywhere, I'd be happy, but the limited amourt of save points coupled with the fact that it's really easy to get lost in the game's huge levels really irks me. Still, the game's atmosphere and graphics kick ass (despite some slowdown), and the four-player modes are fantastic. I'd buy it for the multiplayer stuff alone.
Despite all its little flaws--namely, choppy frame-rates, a few bugs, some tedious bits and a lack of save points--Turok 2 is still just the epic, spectacular-looking game N64 owners need to fill the void after Zelda. And as with GoldenEye, you'll be playing Turok's multiplayer modes a year from now (the insanely fun four-player Frag-Tag monkey Mode nearly made me miss deadline). Not quite as good as GoldenEye, but close.
Turok 2 is an excellent example of how to make a proper sequel. Everything about the game is bigger--MUCH bigger. Bigger graphics (thanks to the RAM Pak), bigger levels (that'll really piss you off, quite frankly) and bigger enemies both in size and intelligence. My main two gripes are the distance between save points and the somewhat touchy analog control when moving and aiming. Still, it's a VERY impressive title.
As anticipated as Zelda,as controversial as Thrill Kill, and as epic as Tomb Raider III, this Turok sequel has a lot of expectations to live up to. It does the job and, even at its worst, is one of the best games for the N64.
The sequels story line aims for the same lofty heights as the Turok comic books, involving time travel, the Prima-gen. and new aliens known as Dinoroids (half dinosaur. half...roid, we guess). These enemies come in all shapes and sizes: plasma-ray shooters, machine gun-toting troublemakers, and grenade-tossing warriors. They're formidable and attack with a much more aggressive. than the original games limp-wristed enemies did. To spice up the game and to appeal to the demented archaeologist in all of us, raptors and compys populate the levels, too.
Now that you have a slew of dinos and enemies, it's time to slaughter them! Turok 2 introduces some new weapons and matching gore effects that will turn a few heads, such as the Cerebral Bore, which targets an enemy's brain and digs in deep to get it This is complemented by a flying razor-blade disc, an electrifying stunner, and a spectacular flamethrower. Of course.Turok 2 wouldn't be complete without a handheld nuclear weapon.
The new arsenal inflicts some pretty nasty damage, too. The Cerebral Bore creates a bloody spewing mess, the grenade launcher leaves a hole in the middle of the victim's chest--complete with protruding rib bones--and the explosive shotgun rounds tear off half a head. Add an explosive arrow with a sniper sight that enables you to shoot grenade-tipped arrows directly into an enemy's mouth and you're talking serious head salsa on the screen. Not for the faint-hearted.
A Hassle with the Fossils
So who is Turok 2 for Fans of first-person shooters will love the game--although they probably won't see anything truly remarkable or brand-spanking new. Deathmatch freaks who like to hunt and destroy their prey will also love the multiplayer games, and action fans in general will dig Turok s huge levels and mission-based agenda.
But this game isn't for everyone. Gun-weary fans may want something more intricate thanTurok 2's switch-heavy gameplay (you must find and activate switches that open doors in the level). And if you don't like corridor shooters to begin with, you'll hateTurok 1 But who doesn't like if to smear the insides of a gnarly-looking Dinoroid against a wall?
Sowing the Seeds of Euil
There are also a few other bells and whisdes in this version, including save points that reload your health and ammo, Capture the Flag four-player games, and the i much-touted hi-res mode, which requires the 4-meg jumper pak--essentially, a high-end graphically superior mode (that you have to play in a letterbox) that looks pretty, but doesn't change the gameplay. Turok 2 looks fine in regular mode.
You Rock, Turok
Don't pass upTurok 2: Seeds of Evil if you haven't played the first one--it's a fun and exciting game that new N64 system owners will enjoy. If you played the first one or if you crave action, you'll also loveTurok 2. It's the best bloody shooting fun on the N64 this season.
- When defending the totem (which you have to do at least once per level), jump down and attack enemies as they gather round the totem. Don't use distance weapons like the. Bow because you'll lose precious time.
- Remember this golden rule when using the Bore: Your enemy must have a recognizable brain to be targeted and must be substantially slow. In other words, raptors are harder to target than Dinoroids.
- Some objects, like this power cell, seem perilously out of reach, but continue to run and jump at them. A lot of leeway is given to Turok for objects high in the air.
- Every barrel you see is an opening to a hidden object or area. Use the pistol to detonate them.
Turok 2s hi-res mode is nice eye-candy, but the slick low-res is good enough to satisfy the majority of gamers. Although the blood got redder and the kills got gorier in this version, there's still lots of fog.
As long as the developers didn't add anything extensive to the control set, it would be hal'd to screw up die controls for Turok 2--and they didn't It's basic and it works, aldiough those damn shortsighted jumps that plagued the original are still there.
The development team behind Turok 2 did an excellent job of creating tension and mood with the music and sound effects. Some of the best explosions will rock your speakers, while bass-filled growls will alert you to danger.
Turok 2 has an extensive layout, lots of flashy weapons, and some solid--if not diumb-numbing--action, including great four-player deathmatches. But it lacks pizzazz and will quickly become wearisome to shooting fens. Still, first-timers and action addicts won't want to miss out on its tight combat and horrific fun.
"More" is the word with Turok 2--more weapons, more environments, more bosses, and just more fun! Turok 2 seems headed for the same kind of sizzling success as its predecessor.
From conception to an artist's rendering to final implementation, the enemies look like trouble in Turok 2! Everyone's favorite dinosaur-stomping, gut-gashing anti-hero is back for another romp in Turok 2. This version will feature more than the original game in terms of environment (new stages, and many not set in the jungle), backgrounds (burning buildings, smoldering rubble, and blood streaks on the walls), and effects (the fog will be pushed back in the distance four to five times farther).
The Plot Thickens
Turok 2's story will apparently pick up where the first game left off: After Turok fell through the Chronoscepter and into the volcano, a whole new plot went into motion. Now he'll have to travel through eight dark, aggressive, mission-based levels. Turok will also pack some new weapons, but Acclaim wouldn't part with any details beyond revealing that the armaments will produce some sick, gruesome effects.
Lean,Mean Killing Machine
Turok 2's darker, more ominous look will also mean more enemy interaction. Acclaim has promised that Turok 2's quicker, smarter dinosaurs will swarm the player more often and will travel in larger packs. This is sure to translate into some dangerously fast dino destruction, so get your trigger finger in shape!
A Walk on The Wild Side
Level designs seem to indicate that the game will be larger and more intricate.
Turok 2 was definitely not a disappointment at the show--Acclaim went all-out with its sequel to last year's killer corridor shooter. More enemies (but fewer dinosaurs, because you now battle mutant human/dino hybrids called Dinosoids); bigger environments; faster, deadlier gameplay; and flashier weapons are guaranteed to thrill N64 players eager to rock with the dino killer again. Even in its early stage, the game moved smoothly and looked awesome. Better yet, Acclaim still has plenty of time to work on it. Turok 2 could turn out to be one of the greatest corridor shooters ever.
The honest-selling corridor shooter for the Nintendo 64 is gening a facelift in the sequel. Get ready for some more prehistoric puluerizing in what could he the coolest action game of the year for K64 owners.
You'll hear more about Turok 2 in an upcoming issue of GamePro, and it's definitely going to be a star for Acclaim at the show. With a larger playing area, more aggressive packs of roaming dinosaurs, and some early but impressive graphics, Turok 2 will be the corridor killer to beat.
Fossil Pussycat, Kill, Kill
Although the first Turok definitely gave you jungle fever, Iguana (Turok's developers) is going with a more diverse set of environments for T2. Moorish buildings, run-down factories, and ancient ruins destroyed by the ravages of war are some of the elements used in the new level designs. Iguana's programmers have also taken to heart criticism about Turok's fog effect, claiming to have pushed it farther into the background this time (about 400 feet in game terms). Turok 2 also looks to have more cleverly designed levels: keeping with N64 classics like Mario 64, you won't be able to access different parts of a level until you've unlocked them via a mission-based objective.
If you already own the original Turok, here's what you have to look forward to in the sequel: more dinosaurs, smarter dinosaurs, deadlier dinosaurs...you get the picture. Giant lizards will still rule the game, but Iguana has also made a commitment to smaller details, as in the environments, which promise to be darker, more gruesome (with more blood splattering and ground streaking), and certainly more complex. Background nuances like exploding walls and collapsing buildings will make you jump outta your chair!
After his success over the Campaigner in the original Turok: Dinosaur Hunter, Turok tries to destroy the Chronoceptor by throwing it into a volcano and accidently awakens the Primagen -- an even deadlier enemy who has been imprisoned in a long-buried spacecraft. Turok 2 features six levels, soft skin technology, and over twenty weapons.
Every time I see a Nintendo 64 game running, I'm impressed by its use of colors and design. It doesn't make me want to run out and get a system, but it does recall to my mind the simple days of console gaming. One look at Turok 2 and you'll see why, for both good reasons and bad, it belongs on the N64. Is it worth the purchase price, for those of us without a console system? It depends on how much you truly miss those old games.
Gameplay, Controls, Interface
Maybe it's the limited size of the N64 cartridges from whence it came, or the expectations of a console crowd, but Turok 2's gameplay was incredibly annoying to me. Trying to straddle the line between shooter, adventure, and puzzle game, Turok 2 merely confuses. While at first I enjoyed exploring new areas and eliminating the occasional dinosaur, I soon realized that I missed little "nooks and crannies" that contain required items. Where in other games these areas would be merely secret bonuses, these same incredibly hard-to-find places are necessary to complete the game. Thus hours (and I do mean hours) will be spent backtracking, searching, scouring, and randomly exploring areas, looking for that last key you missed. If that isn't bad enough, once you beat the level, most levels require you to return again to find a special key that can only be accessed by a new power you've gained on the next level. Despite all the work that went into this game, on looking back all I can remember is the time I spent remapping old areas, looking for anything I might have missed. How irritating.
I wasn't able to try out the multiplayer feature of Turok 2, and since the lack of one in the first Turok caused a lot of disappointment, I apologize. Because of this, I added two points to the overall score, given that this feature has to make it at least a little better. The manual shows that you have nine characters to choose from, including a raptor. Each has its own strengths and weaknesses. I can't picture this feature taking over the Quake 2, Half-Life, or Unreal multiplayer crowd, but it does add some replay value.
The first Turok blew me away with its 3D accelerated graphics, gorgeous use of colors, and intricately designed levels. Unfortunately, the creators used so much fog to limit the distance you could see (and thus speed-up the game), that even the outside areas looked confining. Turok 2 continues the graphic-rich tradition of the first, but increases the distance of the fog by several times. Now you have big areas to gasp and swoon over, as well as those tiny tunnels we've begun to expect from 3D gaming.
I think the beauty of the graphics is very close to Unreal, with detailed textures, rolling skies, believable animation, and startling effects. Unfortunately, the fog effect is still too limiting to allow the sense of wonder that Unreal elicits, but just the fact that they've come so close, on a console port, is amazing. Even the cinema scenes, using simply the in-game engine, are stunning.
Overall, the 3D engine itself is very solid, with nary a glitch. The only thing that seems amiss is the way that the map has to redraw the places you've been when you come back to an area, and some really confusing areas (where a map would come in handy) are completely left out. This contributes even more to the problems of gameplay.
The soundtrack is decent, with the standard industrial/electronica stuff. The sound effects accomplish their task, alerting you to the direction of a bad guy or a common area to return to, like a waterfall. Special note must be made of the environmental effects, like battle cries echoing just outside the area you are exploring. These seemed to immerse me in the game more than any other aspect.
Required: P200 CPU, with Voodoo or equivalent performance 3D accelerator video card (or P166 with Voodoo 2 or equivalent), 32 MB RAM, 200 MB hard disk space, 4X or better CD-ROM drive, Windows 95/98, 3D accelerator video card (3Dfx Voodoo equivalent or better), sound card
Reviewed on: P233 CPU, 32 MB RAM, 200 MB hard disk space, 16X CD-ROM drive, Windows 95, 3Dfx Voodoo card
The manual that comes with the game is sufficient to describe the controls, enemies, and multiplayer features of the game. It does cause a little confusion when it comes to explaining how the keys, powers, feathers, and portals work, but after a little experimenting you'll figure it out soon enough.
If you've missed the exquisitely detailed graphics of the N64, or long to explore every inch of a 3D map, Turok 2 could be a good buy for you. Just remember that unless you have incredible patience, you WILL get frustrated, disoriented, and confused. Of course if worse comes to worst, there's always multiplayer mode, which can't possibly merit more than an overall rating of 82.