Turok is not only the developer's best game, but also one of the best examples of the shoot 'em up genre on any console. Turok developers include Iguana Entertainment and Acclaim Austin, respectively, Bit Managers, Propaganda Games and Night Dive Studios.
The chaos as a game
David Dienstbier, the inventor of Project Turok: Dinosaur Hunter and a video game fanatic, is an absolute perfectionist. In fact, he's even a bit crazy because he turned the clutter into one of the coolest games on the N64, Turok: Dinosaur Hunter. Turok stands on the shoulders of all previous Doom games, an example of Dienstbier and company's desire to take the best elements from their predecessors and make them better.
A character who can do everything
Almost everything about Turok is watertight. Gameplay, graphics, level design, enemies, weapons and effects are well done. The gameplay is based on the first-person perspective made famous by Id Software's Doom, but bringing the level of free 3D movements like jumping, swimming, climbing, crawling and running, coupled with a clever level design that uses the character's abilities Turok to places where Doom has never been.
swimming and diving
Turok differs from other Doom clones by blending standard run-and-shoot tactics with the genre's platforming style. His environment is generally an open jungle, freeing him from the constraints of narrow, dark corridors and dungeons. Turok moves smoothly, climbs realistically, and is capable of leaping great distances, especially once you've learned his clumsy slanting jump. And he swims great. The underwater motion physics are immersive and believable. The devs may have made a mistake in allowing Turok to hold his breath underwater for too long, but you'll benefit because this ability encourages exploration, and the subtle crevices Turok can swim into, or the depths, into that he can dive down are fantastic.
The control
For some, the analog configuration is a bit suspect. The joystick controls weapon movement on three axes, the four C buttons control player movement, the Z trigger fires, and the right shoulder button is for jumping. This can also be reconfigured for left-handed users. Many may not like this arrangement at first, but of course, like everything, it works once you get used to it. Actual movement is very precise and strafing is excellent, and even on tight mesas or narrow log trails it's generally easy to know where you stand, especially when you're looking down. However, the biggest complaint many players have is that Turok doesn't have feet, which is particularly annoying when jumping. However, this ability is trainable, and most players pick up the controls of Turok quickly.
level design
Puzzles and mazes are plentiful and intelligent, but never impossible. They're built into the game's design and follow an inherent logic, either built into the regular courses or mediated through water transport or floating blue portals. Many require use of the map, which is inspired by LucasArts' Dark Forces and pops up on-screen during gameplay and can be accessed by pressing the left shoulder button. The game has an elegant design. In level four, Turok must find a way out of a deep, multi-room cavern containing a piece of the Chronoscepter, and you'll find a free-standing column of water filled with ghost power-ups. With the help of the map you can jump out of the water onto a ledge that you couldn't see or reach before and that leads to the exit of the level. There are too many other examples of design ingenuity to list.
The graphic
The most refreshing thing about Turok is that while the gameplay is firmly based on Doom-like moves and games, the lush and tropical details of the jungle textures and the clean polygonal environments give a very different vibe and feel than any other first-person shooter . The transparency effects of many elements, especially water, are exquisite. Transparency is used to mask higher or lower sections of a level. Fog and darkness are used throughout to keep the polygons at a manageable level, and they're generally integrated into the design to a noticeable degree without being distracting. One exception, though, is if you need to look far and can't, you'll need to default to the map. The creatures and humanoid enemies move fluidly, each following a recognizable movement pattern, and are highly detailed, textured, polygonal creations. Everywhere you go there are details, seemingly random plants, trees, rivers, totem poles, ancient halls; it's these visual things that really immerse you in the Lost Land of Turok.
Extras
The game is full of little extras. In some areas, purlins break through stone walls not marked on the map to attack. Unmapped secret tunnels lead to weapon power-ups. Boulders randomly fall on cliff paths. Treetops occasionally contain power-ups. Caves, lakes and rivers are full of fish, leapers and secret passages. Well-placed antelope and boar, which are harmless to Turok, can be shot for extra health when he's in a tight spot, and as another nice touch, you can collect 100 mental points, which are different than life points, for an extra life receive.
The enemy
There are a lot of enemies in Turok. They range from poachers and gunslingers to tribal darts, tribal high priests, demons and more. Enemies that appear later in the game require larger or more specialized weapons and are much more interesting. The dinosaurs, like raptors, dimetrodons or triceratops on the enemies' backs, or the killer plants, subterraneans, or the giant robots are much more fun to watch and kill. Occasionally, when there are more than three Leapers in the room, or when you fire too many grenades, you'll experience a screen slowdown, but it's rare enough that it's a minor niggle.
The weapons
The weapons are simply outstanding. It's like you hired a military pro to design it and they came up with it. The Quad Rocket Launcher and Fusion Cannon are radical. The grenade launcher and alien infantry weapon are pure fun, and surprisingly, the tek arrows are deadly and effective. The chronoscepter is cool too.
Conclusion
Ultimately, Turok is a fully thought-out game that can compete with the best of the Doom genre on any platform. Surprising, challenging, and delighting, Turok offers deep, long-lasting gameplay. A multiplayer mode would have improved the game significantly, and at times the heavy fogging can be annoying, but overall it's a great first-person shooter.
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