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includes game, original box, and instruction manual. Box is in
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Who said sequels are never as good as the original? Accl's
Turok 2: of Evil blows that theory right out of the water.
In this first-person shooter you will find yourself taking at
a formidable army of dinosaurs while saving children, freeing
prisoners, blowing up enemy ammo dumps, and more. Expect to
devote a significant chunk of time to this title: the estimated
completion time for this game is 45 hours, which rivals The
Legend of Zelda: Ocarina of Time in game size. If you tire of a
frustrating puzzle in the single-player mode, turn to your
buddies to liven things up: Turok 2 offers three different game
modes for multiplayer mayhem. --Hugh Arnold
Pros:
* Fantastic graphics
* Long play time, good replay value
* Enormous worlds to explore
* Never boring--plenty of challenging enemies and varied missions
Cons: * Graphic violence may be too intense for kids
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Review
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Turok. The name that turned Accl's failing fortunes around
with one broad sweep of its mighty arsenal. Upon its release,
Turok faced little in the way of competition in the first-person
shooter category. Shoddy ports of Hexen and Duke Nukem 3D did
little to stifle the success of Accl's newest franchise. Not
only did Turok: The Dinosaur Hunter pounce on the barren N64
landscape like a bat out of hell, it established development
studio Iguana as a force to be reckoned with. However, as other
developers got up to speed with the N64 development kits, the
competition slowly but surely trickled in, most notably a humble
little concoction by Nintendo favorite Rare. That game was
GoldenEye. Incredibly fun and brilliantly designed, GoldenEye
was, and still is, one of the N64's best titles. It had been
acknowledged by many as the best first-person shooter on a home
console to date. Knowing it had its work cut out for it, Iguana
nevertheless decided to start from the ground up and fashion what
would become its finest work to date: Turok 2: of Evil.
Nestled within the confines of its 32-meg cartridge (the largest
N64 cart ever, along with Zelda) is one of the hugest games
you'll ever have the pleasure of playing. Spread out over five
virtual miles of gaming real estate, each of Turok 2's levels is
absolutely gargantuan. Within each level are a certain number of
areas that are accessed through warp portals scattered around the
environments. The first level, for example, consists of nine
areas, each larger than some entire levels in Banjo-Kazooie. The
game is so large in fact, it's been stated to take approximately
45 hours to complete if you know where you're going. Not bad for
a shooter.
So what do you get for all 32 megs? The first thing you'll notice
right off the bat is the graphics. Along with the newest Zelda,
Turok 2 possesses the finest graphics yet seen on a home console.
Gone are the numbingly repetitious texture patterns found in the
first game that resulted in those incredibly monotonous
environments. Each of the six levels in Turok 2 contains its own
exclusive texture data, meaning that no two levels will look
alike. On top of that, the attention to detail in each level is
so astounding, you'll have a hard time believing you're playing
on an N64. Gorgeous lighting effects abound, along with other
visual tricks and eye candy. Once you're done gawking at the
environments, you'll soon take notice of the creature models.
Although humanoid, there are no human enemies in the game.
Instead, you have a large portfolio of reptilian monstrosities to
share your ammo with. Each of these monsters is rendered so
realistically (if any of this can be called "realistic") you'll
probably catch yourself getting beaten while you watch these
"beauties" in motion. Of extreme significance is Turok 2's
compatibility with Nintendo's 4-Meg RAM Pak. If you manage to
obtain one of these little wonders, stick it in where the N64's
Jumper Pak lies and watch the game lap to the next visual level.
If you thought Turok 2 was good looking, wait until you see it
running in high resolution. Simply amazing. You also have the
option of sw to a hi-res letter-boxed mode if you prefer.
Either way, you'll swear you were running this game on a high-end
Pentium PC with a Voodoo2 board. The only downside is some
slowdown when numerous explosions are going on at once.
Control is largely the same as the first game, although there is
a GoldenEye-style setting (called "Arcade") for those who prefer
it. Changes that have improved Turok 2 for the better are
numerous, starting with jumping. Wisely deciding to minimize the
gratuitous platforming elements, Iguana has essentially fixed
what was one of the most severe downfalls of the original game.
In Turok 2, most jumping is done for practical purposes and is
much more forgiving this time around. Anytime where jumping is
required, it's responsive and simple to perform. Any untimely
deaths from here on out will be the gamer's fault, not the
game's. Level design is also greatly improved. Multisectioned and
multitiered, the level design in Turok 2 is nothing short of
inspiring. Unlike the claustrophobic hallways of GoldenEye, Turok
2 is made up of wide-open spaces and cleverly constructed alien
habitats. With the increased texture detail and brand-new
graphics engine, which allows you to see four times as far as in
the first game, you'll soon find yourself immersed in Turok's
incredibly authentic environs.
Throughout the game you'll be required to complete a number of
objectives in each level, ranging from rescuing children, to
freeing prisoners, to detonating explosive satchels in enemy ammo
dumps. At the start of each level you'll be briefed on your
objectives by your guiding spirit, Adon. This lady will also save
your game for you, as well as refill your and ammo once
during each level. While attempting to complete your objectives,
there will of course be numerous baddies who will try to impede
your progress. The remarkable thing about these nasties is the
complexity of their AI. Enemies like the Endtrails will use
stationary objects for cover from your fire, all the while
lobbing grenades at you with reasonable accuracy, making it
extremely difficult to draw a bead on them. Additionally, when
you're using a particularly lethal weapon, even before you fire
one , they'll recognize its power and start running the other
way. For enemies who aren't nearly as chicken-hearted, like the
Sentinels, it's unnerving the speed at which they'll attack you.
No shooting gallery of slow-moving sprites in this game; instead,
you'll watch as half your ammo decorates the landscape as your
enemies bob and weave their way around you. Needless to say, the
further you advance in the game the more difficult these enemies
become. --James Mielke
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in whole or in part in any form or medium without express written
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