Turok Evolution

Posted in gcn by kgagne on Sep 16th, 2002
Title  : Turok Evolution
Platforms  : Nintendo GameCube, Microsoft Xbox, Sony PlayStation 2, Windows
Publisher  : Acclaim
ESRB Rating  : Mature
Game Rating  : 8.1
Review by  : Ken Gagne

Evolution: a gradual process in which something changes into a different form. 

Thus Turok Evolution, a game published by Acclaim for all current systems, is not necessarily better than its predecessors — just different. [GameCube version reviewed here] 

Turok is a first-person shooter set in the land time forgot. Our hero, Tal'Set, is a 19th-century Native American who has been pulled into a world teeming with dinosaurs and warring clans. Players guide the unwilling hero to master an assortment of armaments and defeat the merciless monsters. 

Turok's once-natural foes have grown into a more intelligent threat. The dinosaurs and denizens of other Turok games are now accompanied by bipedal lizards equipped with lethal weaponry. This evolution from biological to technological has detracted somewhat from the natural charm of the Turok series: our hero is now less a dinosaur hunter and more a guerrilla. 

The aggressors usually demonstrate some thought in their activity. Individual foes won't attack if they don't have a clear shot, and pairs of soldiers can coordinate their strafing runs. Turok progresses clearly from one level to the next, without any returning to past levels to search for more items. Getting past the enemies in even the first level will be a surprising challenge to Turok veterans. However, the enemies' use of tracer bullets clearly marks their locations, making it easy to snipe them and placing more emphasis on missile attacks than on melee. 

Take missiles in the literal sense, as you'll be firing plenty of them from the back of your airborne pteranodon. As with Star Fox 64, these flying levels are both on rails (directed movement in one direction) and free-range. If not for the on-screen targeting scope, neither the presence of an enemy nor its destruction would likely be noticed. These prehistoric planes have little of the control of their more modern counterparts, and though these levels are an unexpected diversion, one is left to wonder what they're doing in a Turok game? 

Though the pternodons may not handle well, the ground controls are a more complex issue, as there are a limited number of configurations. The setup most similar to the Nintendo 64, on which previous Turok games were played, makes jumping an arduous activity, suggesting players should train themselves to a different layout. 

Almost all the local flora reacts to Tal'Set's movements, with waving fronds and trees that can be chopped down. The environment becomes pixelated and two-dimensional upon close scrutiny, though. He may be free to wander off the beaten path and into the brush, but a two-dimensional wall of vines will halt his progress as sure as any grenade. 

As with all first-person games, Evolution is laden with multiplayer modes. The unlikely rules can include "Capture the Fire", holding a monkey for as long as possible, or aerial dogfights. Most scenarios are intended for teams or large groups, and without the option for computer-controlled opponents, a mere pair of gamers will quickly grow bored. 

Also boring are load times surprisingly interminable for so small a disc; moving between levels or even menus creates a wait of a second or several. 

Between load times, I hoped for this game to eventually evolve into the fantastic experience I was expecting, but was ultimately underwhelmed. Turok is a beautiful and challenging game that doesn't have enough unique qualities to make it stand out. Deathmatches were done better in Perfect Dark, and in some ways, even the first Turok better captured the sense of the Lost Land. Alas, those times are ancient history. 


 Related reviews: 
This article is copyright (c) 2002, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 16-Sep-02

Turok Evolution

Posted in pc by kgagne on Sep 16th, 2002
Title  : Turok Evolution
Platforms  : Nintendo GameCube, Microsoft Xbox, Sony PlayStation 2, Windows
Publisher  : Acclaim
ESRB Rating  : Mature
Game Rating  : 8.1
Review by  : Ken Gagne

Evolution: a gradual process in which something changes into a different form. 

Thus Turok Evolution, a game published by Acclaim for all current systems, is not necessarily better than its predecessors — just different. [GameCube version reviewed here] 

Turok is a first-person shooter set in the land time forgot. Our hero, Tal'Set, is a 19th-century Native American who has been pulled into a world teeming with dinosaurs and warring clans. Players guide the unwilling hero to master an assortment of armaments and defeat the merciless monsters. 

Turok's once-natural foes have grown into a more intelligent threat. The dinosaurs and denizens of other Turok games are now accompanied by bipedal lizards equipped with lethal weaponry. This evolution from biological to technological has detracted somewhat from the natural charm of the Turok series: our hero is now less a dinosaur hunter and more a guerrilla. 

The aggressors usually demonstrate some thought in their activity. Individual foes won't attack if they don't have a clear shot, and pairs of soldiers can coordinate their strafing runs. Turok progresses clearly from one level to the next, without any returning to past levels to search for more items. Getting past the enemies in even the first level will be a surprising challenge to Turok veterans. However, the enemies' use of tracer bullets clearly marks their locations, making it easy to snipe them and placing more emphasis on missile attacks than on melee. 

Take missiles in the literal sense, as you'll be firing plenty of them from the back of your airborne pteranodon. As with Star Fox 64, these flying levels are both on rails (directed movement in one direction) and free-range. If not for the on-screen targeting scope, neither the presence of an enemy nor its destruction would likely be noticed. These prehistoric planes have little of the control of their more modern counterparts, and though these levels are an unexpected diversion, one is left to wonder what they're doing in a Turok game? 

Though the pternodons may not handle well, the ground controls are a more complex issue, as there are a limited number of configurations. The setup most similar to the Nintendo 64, on which previous Turok games were played, makes jumping an arduous activity, suggesting players should train themselves to a different layout. 

Almost all the local flora reacts to Tal'Set's movements, with waving fronds and trees that can be chopped down. The environment becomes pixelated and two-dimensional upon close scrutiny, though. He may be free to wander off the beaten path and into the brush, but a two-dimensional wall of vines will halt his progress as sure as any grenade. 

As with all first-person games, Evolution is laden with multiplayer modes. The unlikely rules can include "Capture the Fire", holding a monkey for as long as possible, or aerial dogfights. Most scenarios are intended for teams or large groups, and without the option for computer-controlled opponents, a mere pair of gamers will quickly grow bored. 

Also boring are load times surprisingly interminable for so small a disc; moving between levels or even menus creates a wait of a second or several. 

Between load times, I hoped for this game to eventually evolve into the fantastic experience I was expecting, but was ultimately underwhelmed. Turok is a beautiful and challenging game that doesn't have enough unique qualities to make it stand out. Deathmatches were done better in Perfect Dark, and in some ways, even the first Turok better captured the sense of the Lost Land. Alas, those times are ancient history. 


 Related reviews: 
This article is copyright (c) 2002, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 16-Sep-02

Turok Evolution

Posted in ps2 by kgagne on Sep 16th, 2002
Title  : Turok Evolution
Platforms  : Nintendo GameCube, Microsoft Xbox, Sony PlayStation 2, Windows
Publisher  : Acclaim
ESRB Rating  : Mature
Game Rating  : 8.1
Review by  : Ken Gagne

Evolution: a gradual process in which something changes into a different form. 

Thus Turok Evolution, a game published by Acclaim for all current systems, is not necessarily better than its predecessors — just different. [GameCube version reviewed here] 

Turok is a first-person shooter set in the land time forgot. Our hero, Tal'Set, is a 19th-century Native American who has been pulled into a world teeming with dinosaurs and warring clans. Players guide the unwilling hero to master an assortment of armaments and defeat the merciless monsters. 

Turok's once-natural foes have grown into a more intelligent threat. The dinosaurs and denizens of other Turok games are now accompanied by bipedal lizards equipped with lethal weaponry. This evolution from biological to technological has detracted somewhat from the natural charm of the Turok series: our hero is now less a dinosaur hunter and more a guerrilla. 

The aggressors usually demonstrate some thought in their activity. Individual foes won't attack if they don't have a clear shot, and pairs of soldiers can coordinate their strafing runs. Turok progresses clearly from one level to the next, without any returning to past levels to search for more items. Getting past the enemies in even the first level will be a surprising challenge to Turok veterans. However, the enemies' use of tracer bullets clearly marks their locations, making it easy to snipe them and placing more emphasis on missile attacks than on melee. 

Take missiles in the literal sense, as you'll be firing plenty of them from the back of your airborne pteranodon. As with Star Fox 64, these flying levels are both on rails (directed movement in one direction) and free-range. If not for the on-screen targeting scope, neither the presence of an enemy nor its destruction would likely be noticed. These prehistoric planes have little of the control of their more modern counterparts, and though these levels are an unexpected diversion, one is left to wonder what they're doing in a Turok game? 

Though the pternodons may not handle well, the ground controls are a more complex issue, as there are a limited number of configurations. The setup most similar to the Nintendo 64, on which previous Turok games were played, makes jumping an arduous activity, suggesting players should train themselves to a different layout. 

Almost all the local flora reacts to Tal'Set's movements, with waving fronds and trees that can be chopped down. The environment becomes pixelated and two-dimensional upon close scrutiny, though. He may be free to wander off the beaten path and into the brush, but a two-dimensional wall of vines will halt his progress as sure as any grenade. 

As with all first-person games, Evolution is laden with multiplayer modes. The unlikely rules can include "Capture the Fire", holding a monkey for as long as possible, or aerial dogfights. Most scenarios are intended for teams or large groups, and without the option for computer-controlled opponents, a mere pair of gamers will quickly grow bored. 

Also boring are load times surprisingly interminable for so small a disc; moving between levels or even menus creates a wait of a second or several. 

Between load times, I hoped for this game to eventually evolve into the fantastic experience I was expecting, but was ultimately underwhelmed. Turok is a beautiful and challenging game that doesn't have enough unique qualities to make it stand out. Deathmatches were done better in Perfect Dark, and in some ways, even the first Turok better captured the sense of the Lost Land. Alas, those times are ancient history. 


 Related reviews: 
This article is copyright (c) 2002, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 16-Sep-02

Turok Evolution

Posted in xbox by kgagne on Sep 16th, 2002
Title  : Turok Evolution
Platforms  : Nintendo GameCube, Microsoft Xbox, Sony PlayStation 2, Windows
Publisher  : Acclaim
ESRB Rating  : Mature
Game Rating  : 8.1
Review by  : Ken Gagne

Evolution: a gradual process in which something changes into a different form. 

Thus Turok Evolution, a game published by Acclaim for all current systems, is not necessarily better than its predecessors — just different. [GameCube version reviewed here] 

Turok is a first-person shooter set in the land time forgot. Our hero, Tal'Set, is a 19th-century Native American who has been pulled into a world teeming with dinosaurs and warring clans. Players guide the unwilling hero to master an assortment of armaments and defeat the merciless monsters. 

Turok's once-natural foes have grown into a more intelligent threat. The dinosaurs and denizens of other Turok games are now accompanied by bipedal lizards equipped with lethal weaponry. This evolution from biological to technological has detracted somewhat from the natural charm of the Turok series: our hero is now less a dinosaur hunter and more a guerrilla. 

The aggressors usually demonstrate some thought in their activity. Individual foes won't attack if they don't have a clear shot, and pairs of soldiers can coordinate their strafing runs. Turok progresses clearly from one level to the next, without any returning to past levels to search for more items. Getting past the enemies in even the first level will be a surprising challenge to Turok veterans. However, the enemies' use of tracer bullets clearly marks their locations, making it easy to snipe them and placing more emphasis on missile attacks than on melee. 

Take missiles in the literal sense, as you'll be firing plenty of them from the back of your airborne pteranodon. As with Star Fox 64, these flying levels are both on rails (directed movement in one direction) and free-range. If not for the on-screen targeting scope, neither the presence of an enemy nor its destruction would likely be noticed. These prehistoric planes have little of the control of their more modern counterparts, and though these levels are an unexpected diversion, one is left to wonder what they're doing in a Turok game? 

Though the pternodons may not handle well, the ground controls are a more complex issue, as there are a limited number of configurations. The setup most similar to the Nintendo 64, on which previous Turok games were played, makes jumping an arduous activity, suggesting players should train themselves to a different layout. 

Almost all the local flora reacts to Tal'Set's movements, with waving fronds and trees that can be chopped down. The environment becomes pixelated and two-dimensional upon close scrutiny, though. He may be free to wander off the beaten path and into the brush, but a two-dimensional wall of vines will halt his progress as sure as any grenade. 

As with all first-person games, Evolution is laden with multiplayer modes. The unlikely rules can include "Capture the Fire", holding a monkey for as long as possible, or aerial dogfights. Most scenarios are intended for teams or large groups, and without the option for computer-controlled opponents, a mere pair of gamers will quickly grow bored. 

Also boring are load times surprisingly interminable for so small a disc; moving between levels or even menus creates a wait of a second or several. 

Between load times, I hoped for this game to eventually evolve into the fantastic experience I was expecting, but was ultimately underwhelmed. Turok is a beautiful and challenging game that doesn't have enough unique qualities to make it stand out. Deathmatches were done better in Perfect Dark, and in some ways, even the first Turok better captured the sense of the Lost Land. Alas, those times are ancient history. 


 Related reviews: 
This article is copyright (c) 2002, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 16-Sep-02

Headhunter

Posted in ps2 by kgagne on Jun 10th, 2002
Title  : Headhunter
Platforms  : Sony PlayStation 2
Publisher  : Acclaim
ESRB Rating  : Mature
Game Rating  : 7.8
Review by  : Ken Gagne

Jack Wade, a confident if scruffy hunk of meat with partial amnesia, is a Headhunter: an elite bounty hunter in a futuristic world of privatized law enforcement. Recovering from whatever placed him in a coma, Jack must reclaim his Headhunter title and his own memories while fending off threats from his unknown past. 

Headhunter, a PlayStation 2 game developed by Sega and published by Acclaim, is said to be similar to Metal Gear Solid, but is more akin to WinBack (which is itself similar to MGS) and Resident Evil. This amalgam contains elements both satisfying and not, resulting in a game only slightly above average. 

Players control Jack as he progresses through the Headhunter ladder and storyline. Each bounty he captures brings him not only closer to the crime syndicate boss, but also more information about Jack's past. 

Before proving himself in the field, Jack must earn Headhunter licenses. The right to take these tests is earned by accruing skill points, which happens simply by driving Jack's motorcycle at high speeds without collisions. Apparently, Headhunter considers finding an empty stretch of road and roaring up and down it a few times a definition of "skill". Recovering from a collision without first coming to a complete halt is an exercise in futility, as Wade's controls become so whacked that attempting to peel out will result in further collisions and loss of skill points. 

Things get better when Jack isn't zipping between locales, as his non-motorcycle controls don't suffer from many headaches. Jack runs at a decent clip, unless he's holding a gun. He can switch weapons, crouch, and roll with ease. The sneaky maneuver of standing against a wall and swinging around a corner to surprise a goon doesn't work so well in this game, though — due in part to the total lack of camera control. As Jack maneuvers through the tight corridors of sleazy warehouses and abandoned gas stations, the camera doesn't maintain a lock on his back, making it difficult to look over his shoulder at the thugs he faces. 

If the camera doesn't kill him, the bosses surely will in a series of tough but fair encounters. In this sense, Headhunter is indeed like Metal Gear Solid. Jack's bounties pack impressive firepower — a refreshing contrast to the pushovers they keep for bodyguards — but follow attack patterns that can be cracked, with practice and patience. 

The levels are laden with puzzles to solve, which involve pushing crates, repairing wires, collecting keys, and the like. The progression from one item to the next in order to open the final door resembles Resident Evil. The necessary items and doors can often blend in with the environment, leaving players to wander around until they stumble upon something necessary. 

Between levels, players are treated to a mock news broadcast, providing not only a laugh but better insight into Jack's world as well. These live-action sequences complement the fine voice acting that's part of the in-game cinematics. 

Headhunter possesses a skewed sense of humor, but also skewed gameplay mechanics and challenge. It's best not to think of Headhunter as a Metal Gear contender, but as an offbeat and violent adventure as society's lackey who discovers his duty to overthrow Big Brother.


This article is copyright (c) 2002, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 10-Jun-02

Vanishing Point

Posted in dc by kgagne on Jan 22nd, 2001
Title  : Vanishing Point
Platforms  : Sega Dreamcast, Sony PlayStation
Publisher  : Acclaim
ESRB Rating  : Everyone
Game Rating  : 8.8
Review by  : Ken Gagne

Vanishing Point from Acclaim has nothing to do with the 1971 movie of the same name, except for being one of the best racers of its kind. This racing game graces the Sega Dreamcast and Sony PlayStation (DC version reviewed here). 

This isn't grand prix, rally, or kart racing. Vanishing Point puts real cars on real country roads. There are other cars on the road, both mundane, civilian traffic, and more aggressive, professional drivers. Despite their presence, they are not the ultimate enemy; the goal in every race is to beat a given time limit. The longer you take beyond that, the worse your overall ranking. Although some luck of the draw is involved in how you interact with the other drivers, ultimately, you are competing only with yourself. The challenge to improve yourself is one of Vanishing Point's powerful draws — that, and the vast options and rewards the game offers. 

The game starts with a bare minimum of playable options, including only two cars. There's a certain amount of dedication involved in unlocking the game's best secrets. For example, the first extra vehicle you earn is the Ford Ranger. Uhm… yay? There are 16 vehicles, from the Shelby Cobra to the Audi TT to the Mercury Sable Wagon, and an equal number of hidden cars. Each of the 16 autos has its own set of three unique tournaments, with each victory unlocking a new car, course, tune-up option, gameplay mode, or more. 

This incentive method is strangely addictive. You don't ever need to race the same car on the same course. There's no money in this game, and no upgrades to purchase. Just racing. Do well, get a new toy. You just can't stop playing this game. 

The physics engine is more realistic than other games, and takes getting used to. It's almost too easy for a new player to oversteer. Getting a handle on these luscious vehicles is half the challenge and the fun. 

What about presentation? Audibly, Vanishing Point races to the beat of a different engine. Gran Turismo and Crazy Taxi had rocking tunes by some leading bands. Vanishing Point's soundtrack can't compete on the same level, as kind of music just wouldn't work here. VP tends to the more classical, voiceless driving tunes, with quirky and varied instrumentation. It may not leap out at you, but it's there, and it's good. 

The visuals are similarly subtle, yet polished. The country roads are decorated with bridges, waterfalls, trains, and canyons — a welcome and beautiful change from the usual race setting. But don't take your eyes off the smoothly-scrolling roads to sightsee, or your finely-modeled Audi might flip. 

VP has a few different modes of play. Tournament, Single Race, and Time Trial are all basic one-player modes. The Stunt mode requires players to earn a 90% or better in a variety of several incredible challenges that send cars spinning, flying, and twisting through obstacle courses. 

There are three two-player modes and several elimination-type styles for more than two people, but no simultaneous play for three or four players, or two-player vs. computer. Sadly, Vanishing Point does not support online, head-to-head play, either. But it does utilize the Dreamcast modem to download challenges in which players can compete for a chance to be in the national rankings. 

Vanishing Point does an undefinable something just right. If you could take one of the classic racing titles like Rad Racer or Out Run, and give it a 128-bit update — that's how Vanishing Point feels. This game is truly more than the sum of its parts. Its sheer elegance, almost complete lack of flaws of any degree, and classic gameplay make this game a definite sleeper hit. 


This article is copyright (c) 2001, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 22-Jan-01

Vanishing Point

Posted in psx by kgagne on Jan 22nd, 2001
Title  : Vanishing Point
Platforms  : Sega Dreamcast, Sony PlayStation
Publisher  : Acclaim
ESRB Rating  : Everyone
Game Rating  : 8.8
Review by  : Ken Gagne

Vanishing Point from Acclaim has nothing to do with the 1971 movie of the same name, except for being one of the best racers of its kind. This racing game graces the Sega Dreamcast and Sony PlayStation (DC version reviewed here). 

This isn't grand prix, rally, or kart racing. Vanishing Point puts real cars on real country roads. There are other cars on the road, both mundane, civilian traffic, and more aggressive, professional drivers. Despite their presence, they are not the ultimate enemy; the goal in every race is to beat a given time limit. The longer you take beyond that, the worse your overall ranking. Although some luck of the draw is involved in how you interact with the other drivers, ultimately, you are competing only with yourself. The challenge to improve yourself is one of Vanishing Point's powerful draws — that, and the vast options and rewards the game offers. 

The game starts with a bare minimum of playable options, including only two cars. There's a certain amount of dedication involved in unlocking the game's best secrets. For example, the first extra vehicle you earn is the Ford Ranger. Uhm… yay? There are 16 vehicles, from the Shelby Cobra to the Audi TT to the Mercury Sable Wagon, and an equal number of hidden cars. Each of the 16 autos has its own set of three unique tournaments, with each victory unlocking a new car, course, tune-up option, gameplay mode, or more. 

This incentive method is strangely addictive. You don't ever need to race the same car on the same course. There's no money in this game, and no upgrades to purchase. Just racing. Do well, get a new toy. You just can't stop playing this game. 

The physics engine is more realistic than other games, and takes getting used to. It's almost too easy for a new player to oversteer. Getting a handle on these luscious vehicles is half the challenge and the fun. 

What about presentation? Audibly, Vanishing Point races to the beat of a different engine. Gran Turismo and Crazy Taxi had rocking tunes by some leading bands. Vanishing Point's soundtrack can't compete on the same level, as kind of music just wouldn't work here. VP tends to the more classical, voiceless driving tunes, with quirky and varied instrumentation. It may not leap out at you, but it's there, and it's good. 

The visuals are similarly subtle, yet polished. The country roads are decorated with bridges, waterfalls, trains, and canyons — a welcome and beautiful change from the usual race setting. But don't take your eyes off the smoothly-scrolling roads to sightsee, or your finely-modeled Audi might flip. 

VP has a few different modes of play. Tournament, Single Race, and Time Trial are all basic one-player modes. The Stunt mode requires players to earn a 90% or better in a variety of several incredible challenges that send cars spinning, flying, and twisting through obstacle courses. 

There are three two-player modes and several elimination-type styles for more than two people, but no simultaneous play for three or four players, or two-player vs. computer. Sadly, Vanishing Point does not support online, head-to-head play, either. But it does utilize the Dreamcast modem to download challenges in which players can compete for a chance to be in the national rankings. 

Vanishing Point does an undefinable something just right. If you could take one of the classic racing titles like Rad Racer or Out Run, and give it a 128-bit update — that's how Vanishing Point feels. This game is truly more than the sum of its parts. Its sheer elegance, almost complete lack of flaws of any degree, and classic gameplay make this game a definite sleeper hit. 


This article is copyright (c) 2001, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 22-Jan-01

Turok 3: Shadow of Oblivion

Posted in n64 by kgagne on Oct 2nd, 2000
Title  : Turok 3: Shadow of Oblivion
Platforms  : Nintendo 64
Publisher  : Acclaim
ESRB Rating  : Mature
Game Rating  : 6.7
Review by  : Ken Gagne

Turok was the first Nintendo 64 first-person shooter, and set the standard for the genre on that system. The sequel had fancier graphics, but some major game flaws that kept it from surpassing the original. 

Acclaim went back to the drawing board and corrected those errors for Turok 3: Shadow of Oblivion. But it's no longer its predecessor's success that Turok 3 must surpass. Nintendo's Perfect Dark set a new standard earlier this year that Turok 3, or any other game, would find almost impossible to match. 

In Turok 3, players explore a futuristic Earth and primal Lost Land as one of two characters, each with unique strengths and access to different areas. Unlike Perfect Dark's high-tech, goal-oriented gameplay, Turok takes a more direct, more violent approach. Using a mix of primitive and technological weaponry, players will kill soldiers, wraiths, dinosaurs, and mechanical monsters. There are no melodramatic deaths or green blood: enemies die in bloody explosions, with body parts missing. 

Gameplay is very straightforward. The game offers objectives which players would be pursuing anyway, such as moving from point A to B or defeating certain enemies. The lack of an automapping feature is compensated by the fairly direct level layouts. Most levels end with large bosses, which range from the difficult to the laughingly easy. 

Commonplace foot soldiers provide more frustrating encounters. Enemy AI needs work that it isn't going to get. Soldiers run in circles, charge Turok without drawing their weapons, or just stand there. They'll fall from amazing heights — and land on their feet — to launch unfair, unexpected attacks. They snipe from far-away cliffs or occasionally right through walls, making it possible for Turok to die having never seen the face of his assailant. Also, this game puts to rest the myth of "friendly fire" — all humans, including scientists and local police, have it out for Turok. 

The multiplayer mode is often more satisfying, but only in comparison with the solo missions. With more modes of play, more levels, and many more advanced options (you can adjust the gravity, among other things) than Perfect Dark, Turok 3 should be king of the hill — but it's not. With fewer weapons, more cramped quarters, and, again, dumber AI, multiplayer aficionados will give Turok 3 an A+ for effort, but return to Perfect Dark for their competitions. 

Graphically, Turok is best played with the RAM Expansion Pak and in letterbox format, which produces the crispest, smoothest graphics possible. The jungle atmosphere is created using beautiful waterfalls and dark caves. Washed-out graphics can make it hard to distinguish an enemy, but the targeting crosshair helps pick them out. When an enemy is shot, his stride is broken, tripping and falling into a bloody heap which is quickly carried off to heaven; no remaining corpses here, though Turok's weapons tend to get a bit messy. 

Turok 3 is a decent game. It takes the series' original concept and adds plenty of features and enhancements. Meanwhile, the rest of the market has been making its own advancements, and Turok 3 falls a bit behind. It's not just a matter of quantity of features, which Turok 3 has, but quality and finesse, which are in better supply in Perfect Dark. 


This article is copyright (c) 2000, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 02-Oct-00