Turok full pc game


















In addition to the bow, the protagonist has at his disposal a hefty cleaver, with which he easily cuts off heads and hacks through his own path, as well as 2 firearms, one of which is the main one, the other is secondary. Cannons can be changed over the course of the play. In addition, the Turok is able to shoot from two at the same time, and the barrels do not have to be the same, but must be with the option of holding in one hand. For example, you can take a shotgun in your right hand, and an assault rifle or a mini-grenade launcher in your left.

The basis of the gameplay in Turok is shooting and the so-called quick-time events. There is no need to look for first-aid kits, because health is replenished automatically, improvements are not provided in any variations, collectible items have not been delivered either.

The enemies-be they man or beast-have been rotoscoped with Acclaim's motion-capture technology to ensure high-quality, realistic movement. With these real enemies comes a need for some real weapons. Turok can deliver with no problem in this department. Like many Doom-type games, the dino-huntin' Indian starts with only his axe.

After enemies are killed, more weapons can be obtained. Turok's arsenal can be found in the weapons sidebar below-aptly named, eh? Early versions of Turok showed heavy fog effects to cover up some of the problems with the environments and loading of the texture maps.

We are glad to say that we saw no glaring use of fog in this updated version, even though there was fog used in the Jungle Level and probably in later levels at press time unseen. With more tweaking and optimization, the final Turok could very well be the most impressive first-person action game to date.

So far it seems like Turok sets out from the past like dinos and giant ferns and such eventually making his way to the future world where the alien-bionic dinos originate from. Each level has its own style like the Jungle Level shown. Unlike games such as Duke Nukem , Turok goes for a more gritty, realistic look.

The characters don't necessarily look like hand-drawn, modeled characters. Instead they look and move like real people and or animals. Now that we knows what Turok is all about, the idea of an Indian in a dino-laden world blowing them to pieces is okay. After all, who better to do the job than the adventurous hero, Turok-using his nuclear fusion cannon we like to call "Big Poppa. Turok's biggest problem and overriding failure is perfectly described by Jeff Goldblum's character in Jurassic Park.

But of course you won't discover this fact until you've played it from beginning to end using our in-depth solution on the following pages, but be prepared to be underwhelmed. The biggest thing you'll see up until the final level is a raptor - big deal!

Bypass protesters are more frightening But that's not to say that Turok, initially at least, is not an incredible interactive experience. Few games in recent memory have such a convincing and lifelike game environment, and many of the levels are well designed and challenging. Once past the obvious jungle-fied menu system, and comical, but ultimately bland rendered sequence, you're into a world of majestic splendour which is alive with sights and sounds.

Leaving the dying embers of your tamp fire you venture into the first canyon, gripping your trusty Bowie knife and gut-string bow. To your as the mist ahead clears, a monkey cocks its head in your direction and "coos;" sensing movement in its peripheral vision.

It then bolts for the nearest mile-high tree, before disappearing into the distance with shrieks of alarm. Something roars ahead, but is it miles away, or hiding in the dense foliage ahead? You switch to your bow and hold down the trigger to tense up an arrow in preparation. Creeping forward you make out a shape coming towards you. A man. Instinctively you let loose an arrow but it misses and still he comes, breaking into a run now and yelling with it. Fumbling with your weapon you whirl around and look for cover - that bush - you can make it.

Shots ring out and bullets whizz past your head. Dropping to the floor you spin and loose your next bolt which catches the native through the side of the neck. A look of surprise breaks across his hardened features as he realises that a three foot long spurt of his own blood is pumping out of the hole in his jugular. Fully motion captured, he slams both hands over the wound to stem the flow but it's too late, and after much convulsing he drops to the mossy floor and dies in a lake of blood - disappearing completely moments later.

This is just one of the life and death encounters you will face in the initial stages of Turok, and it's made all the more frantic by the fact that you have such primitive weapons. To survive the legions of tribesmen and more than a few blood-thirsty raptors, you quickly need bigger and bigger guns. Luckily Turok delivers, but thankfully your progression to the next weapon is carefully planned, with some not appearing until right at the end of the game, and this means you are always aware that you're mortal, and one stray bullet or rockfall could end your adventure.

After your initial two you quickly find a pistol nice recoil, but Arnie wouldn't be seen dead with it , and then the more impressive super shotgun, which has a rotating cartridge chamber for rapid fire. Curiously though you find this before the normal shotgun, which kind of makes it redundant. Other choice 'finds' include the brutal chain gun, which unlike the effort in Doom , actually has a rotating barrel which slowly loses momentum after firing and boasts a great 'ziiing' sound effect. Think of that tobacco chewing guy in the film, Predator, and you'll know exactly what to expect.

The rail gun from Eraser is also a brutal armament, along with the grenade launcher, nuclear hand weapon, laser gun and of course the Chronosepter, which can only be used once you have found all its pieces scattered through Turok's eight levels. This is a clever sub-plot, and also a satisfying one, because letting loose with the Chronosepter is like watching the end of the world!

Generally all the weapons in this game are conversation pieces in themselves, and put those in all other 3-D shoot-'em-ups to shame. Pyrotechnic delights await those with itchy trigger fingers and the Nintendo is stretched to its limits in creating showers of colour and ear-splitting explosions.

Yes you will be amazed. Ammunition, or rather the lack of it, is a key factor in Turok and one that adds much of the tension.

As in Doom, Quake 64 and Duke Nukem 3-D shoot-'em-ups thrive on recreating the feeling of you being low on ammo but still caught between a piece of granite and a hard place.

Alternatively you can spend your time sneaking around using only silent weapons, but this inevitably leads to some trouser-filling moments in dark tunnels and is recommended for people with iron bowels or large dry-cleaning budgets. The control system is unique to Turok, but there's no doubt that it will be copiously copied. This means you can be running forward, but shooting to the side, and you can use it look for hidden ledges and objects in all directions.

A similar system is used in Mario 64 when you are in the closest zoom mode. It takes a bit of getting used to, but it totally revolutionises this style of game in the same way that the mouse is the best way to play Quake on the PC. Once again this control method proves that the Nintendo 64 control pad is the cleverest invention Nintendo has ever created. So much so that Sony has copied it with their double analogue pad. Graphically, Turok is fabulous, and you'd be hard pressed to find anything that doesn't gob-smack your average PlayStation or Saturn owner.

But if it didn't then I'd be worried - this is a bit console after all, and so you've got to expect that it will look, sound and perform better than anything else. The thousands of colours on-screen at once help to make this the best looking N64 game yet.

A subtle masterpiece compared to the brash primary colours of Mario and Wave Race. Even Shadows of the Empire looks dull after Turok. There are also plenty of clever touches which distinguish the game as the most accomplished Doom variant yet.

Look up and the sun causes you to squint and produce lens flare. Waterfalls plunge to the plateau floor and produce vast clouds of water vapour. Gaze into a water pool and you can actually see water bubbles rising to the surface. Stuff like this has never been seen before and it is instantly captivating.

Over eight levels though, the originality starts to wane. The lack of real dinosaurs is definitely a problem because once you're used to coming up against raptors and men, there really isn't anything left.

On many an occasion, the sound effects will lead you to believe that something truly huge is waiting in the antechamber ahead, but then you'll find it empty, or even worse, full of those annoying little beetle things. Turok desperately needed to have more moments like the one in Tomb Raider , where you suddenly come across a huge T-Rex which thunders across the plain to eat you.

Surely you should be hiding from such brutes, with the artificial intelligence high enough so that the hunter becomes the hunted! Imagine it - legging it up through caves to avoid a T-Rex, and then having it staring in at you while you are trapped.

Such imagination is lacking in Turok and it's a real shame because the hardware is no longer an excuse. You also only ever come up against a maximum of three or four enemies. What's the point of having weaponry that could slay a continent in one blast, if you could kill them all with something as lowly as a bow and arrow?

And what have these things done to you anyway? The name "Dinosaur Hunter" is misleading because you're not hunting dinosaurs at all, they just get in the way. It would have been a far better game if humans played a very small part in it, let alone the cyborgs that appear at the end.

Hands up who's tired of shooting at robots? The game should have been a sort of Jurassic Park meets the White Buffalo, with you sworn to vanquish a huge Tyrannosaur who had slain your family.

That way you could spend the game tracking down the mamma T-Rex until the last level where you'd corner it. Honestly, where is the imagination these days? Another major flaw in Iguana's game is the repetitive nature of the levels themselves. Oh sure you are in awe of it all for the first couple, but then you realise that to increase the challenge and the time it takes to complete them, the developers have thrown in far too many instances where you have to jump across many raised platforms.

For Mario this is fine, but a first person perspective game such as Turok is not designed for such precise antics and so it quickly because incredible annoying as you plunge to your death for the hundredth time.

In real life you can see your feet and arms and this sort of thing is not a problem, but imagine doing it with no arms and then see how many acrobatics you attempt. As if it wasn't difficult enough! Although Turok is visually impressive and certainly a good argument to put to your better half for buying an N64, the gameplay soon because repetitive and any clever ideas brought on in the early stages make way for mindless shooting and maze exploration near the end.

The last level is utterly boring when it should have been the most thrilling of all. This stinks of a lack of imagination and a desire to get the game finished on time. A decent game, but one that misses the target too often.

A Brief Warning To Any Software developers who might harbour a pathological aversion to 3D accelerator cards: your days are numbered. One look at Acclaim's Turok - Dinosaur Hunter should be enough to persuade even the most hardened cynic that this is the way forward and that from here on in, there's no going back.

Games players: if you haven't bought an accelerator card by Christmas, you're either skint, mad or sick of games. Because the accelerator card-only PC version of Turok looks better than the Nintendo 64 original. Hardware retailers who fancy doubling the sales of their 3Dfx stock would be well advised to stick a copy on display as soon as possible.

Running at an x resolution, in bit colour and at 60 frames per second, this is pure spectacle. The player takes control of Turok, the eponymous 'dinosaur hunter', leading him through a series of sprawling levels populated with all manner of disagreeable human marauders and cybernetically-enhanced dino-bastards.

Essentially, it's Doom all over again - but this is Doom set out in the open air and shot in Super-Stupefaction-o-Vision. By a hallucinating cameraman. In heaven. You get the picture. Aside from knowing a thing or two about 3D animation, the game designers at Iguana clearly have a 'thing' about guns. Most first-person blasters feature one truly incredible megaweapon, a kind of antagonist's Holy Grail, which becomes available periodically during the later stages of the game; the the finest example would be Doom's BFG.

Turok, on the other hand, contains about five such 'ultimate weapons', as dazzling as they are deadly - each exploiting the accelerator card's capacity for producing 'Ooh! Wowl' lighting effects to the full. It's like some kind of mobile fireworks display. Seldom has merciless killing looked so darned pretty onscreen. Alongside the usual collection of knives, pistols and sub-machine guns, there's a gun that fires radiant pulses of electric-blue energy into the enemy's face, another that unleashes a salvo of five heat-seeking missiles each time the trigger is pulled, an enchanting 'rail gun' lifted wholesale from Arnie's Eraser which leaves an attractive trail of smoke rings in its wake, and a frankly terrifying piece of kit that actually fires nuclear warheads at the trembling foe.

Yes, nuclear warheads. Well, okay, so they're not called nuclear warheads, but they may as well be. You've never seen anything like it: the ground rumbles and shakes, the screen fills with light, immense shockwaves radiate from the point of impact, and most important of all, everybody dies. You wouldn't want to set it off by accident in a crowded lift.

It's by far the most ostentatious weapon yet feature in a computer game, and short of producing a tremendous gun that fires planets into supernovas, it's hard to see how it could possibly be bettered for sheer spectacle. So, your eyeballs will want to kiss Turok all over, again and again. So, there's an even better-looking version of a notoriously awesome Nintendo 64 game on the way to the PC - hooray!

But wait. While it garnered plenty of good press on the strength of its looks, the N64 original was a bit of a Melinda Messenger at heart. It looked fantastic, but beneath the surface it wasn't actually very interesting. Higher resolution graphics aside, the PC version is more or less identical to its console precursor, so it stands to reason that it should inherit most of the original's weak points. For instance, just like the Nintendo version, the preview PC version we examined suffered from an absurdly short depth of field, resulting in objects and enemies that would only loom up out of the fog when you were practically on top of them.

There are further criticisms to be levelled at the original, the layout of the levels themselves being a case in point -the truncated perspective view renders spectacular architecture redundant, and the frequent bouts of platform-to-platform hop-around become irritating.

Despite beating them all in the visual splendour department, it isn't as much fun to play as Shadow Warrior, Quake or even Doom. In short: the gameplay doesn't match the graphics. Whether Acclaim intend to address these shortcomings for the final build of the PC version we can't say. We've got our fingers crossed, but the developers are hardly going to spend ages tweaking the PC version when they've obviously already got a monster hit on their hands.

Don't hold your breath for a multi-player option. A few things are already clear, however. For one, the game benefits enormously from the mouse control movement system familiar to Quake heads everywhere. The tri-pronged, poncey-pants Nintendo joypad is ideal for many purposes, but as a control system for a first-person 3D killfest it chews pole, big time.

The mouse is where it's at. Furthermore, Turok is the ideal weapon for the on-going pursuit of pissing off your console-owning friends. It makes PlayStation games in particular look unbearably blocky and muted, while Nintendo nymphos will turn a light shade of green when they realise their hallowed plastic dreambox has already been beaten at its own game mind you, there's little chance of Mario 64 turning up on the PC, so let's not jump the gun completely, eh?

Sega Saturn owners have probably shot themselves already anyway, so they don't count. Despite our concerns regarding the gameplay, Turok - Dinosaur Hunter looks certain to set high new standards for PC game visuals.

It could even be the long-awaited 'killer app' that really kick-starts the 3D card revolution. Tal'Set and River Village pilot Genn fly upon pterosaur-back to evict the Sleg from the jungle and destroy their airship. Tal'Set reaches Tarkeen's sanctum and is told he must accept the mantle of Turok and release Tarkeen from a curse. This enrages Tal'Set which prompts him to cut through the mountains to reach the Sleg base to free the villagers and Wise Father from captivity.

Tal'Set proceeds to liberate the prisoners and destroy the base. Here, he learns of the existence of a human general who had ordered the attack on the village.

It is also learned that the Sleg are planning to assault the human capitol, Galyana, but for their army to reach it, they must cross a giant chasm with only two known crossings. Tal'Set is sent through the thickly forested Shadowed Lands to destroy one of these crossings, an ancient bridge.

The bridge is destroyed with Tal'Set upon it, but he is saved from falling by his pterosaur. Tal'Set flies to the second crossing, the Suspended City, where his pterosaur is shot down. Tal'Set breaches the city and cleanses the street with his comrades, surviving the first wave of Sleg paratroopers entering the city.

He breaches the Senate and saves the Senators, who tell him that the only way to stop the Slegs from cutting through the city is to destroy it.

Tal'Set subsequently releases the tethers connecting the city to the Chasm walls. Tal'Set is given another pterosaur steed by the senators and escapes the falling city by flight. The city is successfully destroyed, but the Sleg leader, Lord Tyrannus, has one more tactic to try.

He unleashes the Juggernaut, an immense pair of cannons mounted upon a massivesauropod, with the aim to level Galyana. Turok is an impressive action and adventure game. The human enemies, under leadership of Kane, are main threat to player, although dinosaurs may often be.

This game was initially released on 30 th November, and Night Dive Studios has published this game. Turok actually introduced the gamers with different cunning enemies, puzzles, traps and different kinds of weapons. You can also download The Matrix Path of Neo.



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