In memoriam, Donald Sutherland

Turok: Dinosaur Hunter

aka: Jikū Senshi Turok, Turok: Cazador de Dinosaurios, Turok: Łowca Dinozaurów
Moby ID: 2203

[ All ] [ Nintendo 64 ] [ Windows ]

Critic Reviews add missing review

Average score: 83% (based on 52 ratings)

Player Reviews

Average score: 3.7 out of 5 (based on 87 ratings with 7 reviews)

No first-person shooters featured dinosaurs ... until now

The Good
When I was a kid, I remember reading these comics titled Turok: Son of Stone which my father had around for years. He was a fan of the adventures of Turok and his sidekick Andar. Over the years (post-Dell), the rights to the comic book were handled by Golden Key Comics, then Western Publishing, then Valiant, then Acclaim Comics. In 1997, in conjunction with the rebooted comics, Acclaim released a series of video games. The first one, titled Turok: Dinosaur Hunter, was a commercial success.

The game featured Tal'Set (Turok), a Native American tasked with protecting the barrier between Earth and the Lost Land. Someone calling himself the Campaigner is seeking an ancient artifact called a Chronoscepter. To prevent it from falling into the wrong hands, the Chronoscepter was broken up into eight pieces and scattered throughout the land. Realizing how very powerful it is, the Campaigner plans to use a focusing array to magnify the Chronoscepter's power, destroying the barriers that separate the ages of time and rule the universe. Tal'Set plans to find the Chronoscepter pieces and put an end to the Campaign's schemes.

Right at the start of the game, you are instructed to search for the central hub and use keys to open portals. Usually, you find these keys on a pedestal which is scattered throughout the levels, and quite a bit of exploration is required to find them. You also have to find one of the Chronoscepter's piece, cleverly hidden from view, and use it to defeat the Campaigner in the end. You can still defeat him without it, but it's going to take a long time.

Stopping you from completing your task will be a variety of enemies as well as dinosaurs that attack you for just being there. Soon not long after the game starts, you encounter poachers dressed in Tomb Raider outfits; then two levels later, you see warriors who make use of their peashooters; then eventually, you come face to face with robots that really don't belong in this game. Their death animations are nice, especially when they start by grabbing their ear. Their gurgling noise sounds excellent.

When it comes to weaponry, you start with a knife and some Tek Arrows, but as you proceed through the levels, you will be able to pick up shotguns, chainguns, and some alien weaponry. The more advanced ones, such as the Fusion Cannon, are capable of disposing enemies in one shot and turning enemies into statues. For this reason, I prefer the advanced weapons over the normal ones, since they can also interact with the environment, bringing down palm trees and such. Not that it helps you.

There are multiple routes you can take in each level, and that's a good thing since this is not something that was uncommon in other first-person shooters before the game's release. It also calls for more exploration. You can discover areas you have not visited before, collect more ammo and health. There are blue warp portals that have the habit of appearing right in front of you, and entering these portals is ideal if you are about to run out of health or ammo.

The graphics make full use of the N64's graphic capabilities and they are heaps better than the PC version. The HUD looks better, and basically everything looks superb. Most of the levels take place outside, and there are at least two levels that are inside as well, and you have to go through some caves to reach a certain point. Because of the way the levels are laid out, it is easy to get lost if you don't use the map.

Before the start of the game, there is a beautiful animation of the Iguana logo that deserves to be watched more than once. When you walk off the edge of a platform, seeing Turok fall to his death is a nice touch. It's a shame that other developers haven't thought of this.

Most reviews I read have criticized the use of fog on every level of the game. Although you can't see what lies ahead of you in the distance, it adds to the atmosphere of the outside levels. However, I don't agree that this fog should be indoors as well.

There are bosses you need to fight in the game, usually to get the last key in a level, but you won't get to fight them at the end of each level . My favorite one has to be the second boss, the mantis. I believe it is the only boss that proves quite a challenge, as it spits acid right near you and it is capable of jumping over you if it sustains enough damage.

The music is excellent, and the soundtrack to each level changes depending on which location you are wandering through. The outdoor levels have a soundtrack composed mainly with drums. The music gets more intense when you are fighting bosses. When you swim underwater, the music has that relaxing feel to it. As for the sound effects, the best ones come from Turok himself.

The Bad
Near the end of the game, you have to venture through this fortress and kill androids and other enemies along the way. This fortress doesn't fit in with the overall theme of the game, and just walking through it, along with going up lifts to access different floors, is a waste of time.

There are checkpoints and save platforms in the game, a concept I still haven't got used to. If there is some difficult task, such as jumping between pillars that are too far apart, the checkpoints are miles away meaning that you have to travel quite a long distance to get to that difficult spot.

The Bottom Line
I enjoyed Turok and wouldn't mind playing it again in the near future. The game includes some nice cheat code, some of them are quite amusing. I entered a few codes and got to replay some levels I enjoyed, but with the weapons you can't get until later in the game. I had a go at the PC version and the graphics are inferior in my opinion. For fans of the comic books will enjoy this game. If you haven't read the comics but still like the idea of venturing through a world inhabited by dinosaurs, then you will enjoy this game even more.

Nintendo 64 · by Katakis | カタキス (43087) · 2012

This game is a lot of fun!

The Good
Lots of weapons, 6 huge worlds, and the funny sound guys make when you blow them up! This game has little to do about "Dinosaur Hunting" and has more to do with slaughtering various dinos and tribals.

The Bad
WAYYYYY too much fog. Is the engine really that bad that they need this much fog to make it perform???

The Bottom Line
A classic- this one came out around launch of the N64. If you're scraping the bottom of the barrel for N64 action games you'll probably find this. Nothing really amazing, but not all that bad either!

Nintendo 64 · by Ben Fahy (92) · 2001

A console fps that rocks?? Yep. And it's made by Acclaim too!!

The Good
Turok is a living oddity, a good console fps? A good console fps by Acclaim?? Has the world gone mad? Have I smoked too much of that wacky tobacky? Nope, brace yourself man, because believe it or not, for as dreadful as it may sound... Turok is a blast!

Based on the now dead Acclaim comic of the same name Turok: Dinosaur Hunter casts you as Joshua, the latest in the line of "Turoks", ancient native-american guardians of the balance between our earth dimension and a wacky Lost World-like dimension where dinosaurs roam the earth and a wide variety of hostile humanoid creatures reside.

As usual some bad ass mofo nicknamed "The Campaigner" has decided it's time for earth to go boom by using a Chronoscepter thingie to rip the universes apart, so it's up to you to traverse the dino-world collecting the keys that will unlock the portal to the Campaigner's citadel and kick his ass for good.

Got that? Complex I know, but serviceable enough. The game progresses as a standard hub-based fps where you start from this portal node that takes you to different locations in the game world thanks to Turoks plane-shifting powers. This structure helps mask to a degree the linearity of what's basically a traditional shooter, and gives you the opportunity to re-visit each level in case you missed a health boost power-up or a key weapon.

The levels themselves are very impressive in their architecture, sure most consist simply of open areas, but even the simplest level in the game is filled with winding hills, strange structures, twisty underwater caves and all other sorts of imaginative landmarks. Believe it or not, it makes exploring the game a truly unique experience, as you explore every nook and cranny in search for a new weapon, or whatever may be in store for you with a true sense of interest and not just to see what the hell lies ahead or what monster awaits for you in that strange temple-like structure. Turok's world is one of the most visually interesting places ever conceived for a traditional fps and makes each location a gameplay bonanza of epic proportions as you dart through jungles and cliffs, or strike dark temples and imposing bunkers.

And speaking of monsters, Turok was one of the earlier fps games that included really amazingly animated beasts, featuring motion-captured moves on every humanoid creature that makes them run, attack and die in very realistic ways (watch what happens when you shoot someone in the neck!), and a collection of very imaginative enemies that can pose some serious challenges (the missile-launching triceratops that squashes it's rider when it dies and the T-Rex boss near the endgame take all the awards alone). And all rendered with a smooth, fully polygonal engine that sports such flashy effects as camera tilting, image distortion and particle effects, and even a pre-Max Payne bullet-time wanna-be effect which is caused by a power-up that makes you hyper fast and puts the whole world in slow mo!

Of course, no fps would be complete with a hefty dose of action, and Turok delivers by truckloads. You'll face hundreds of varied enemies in a wide variety of settings, and contend with challenging jumping puzzles as well as truly challenging boss fights (once again the T-Rex takes the award). And just how do you take care of those wackos? Rough language? Hell no, guns baby!! 14 of them to be exact!!! Turok was the first game that I could remember that had a truly massive arsenal, everything from an explosive bow (take that Rambo!) to a chaingun is here, complete with bitching sound and visual effects and some cool death animations and damage effects. Oh, and as demanded by international fps laws, you also have the requisite "ultimate weapon" that puts all other toys to shame... and what a weapon it is!! The Chronoscepter has to be assembled by collecting all eight of it's pieces around the game world and has only 3 shots, but once you fire it up you see why the baby kept you waiting! Launching all sorts of particle and lightning effects, the Chronoscepter causes shockwaves to ripple all over the screen as pillars of light emerge from the target area, the whole level shakes and comes alive with lightning bolts and everything that was even remotely in it's firing direction just dies, in a word? Kickass!!!

The Bad
The worst flaws in Turok come courtesy of it's console roots. First of all, as a way of maximizing the small save game space of the N64, the save game keeps track of your stats, items and unlocked areas, and allows you to save only in the hub area. So in essence we have 3D Megaman, as every baddie just comes back from the dead in the exact same spot as the game respawns every area over and over again. The game uses a live-based system that allows you to continue a level from one of their various checkpoints if you die somehow, but if you lose all your lives you have to start from the beggining and redo the whole thing until you get it right and save your progress...I don't know about you, but with counted exceptions I hate these sort of cheap-o systems, more reminiscent of an 8-bit famicom game than of a next-generation 3D game...

Then there are the jumping puzzles, they are quite a bunch, and they can pose some serious challenges, and they may rub you the wrong way if you don't get used to them early on. After all I don't need to point out the difficulties these puzzles pose when viewed from a first-person perspective.

And last but not least.... the fog....

THE FOG!!!

Let's see, you have an underpowered 64-bit console only good for Mario games and a game with lots of open areas, so what do you do??? You extend the draw distance about 12 feet from you and just obscure the rest of the world with a fogging effect... greeeeeeeaat.... And nevermind the fact that this is a conversion based on a much more powerful platform that can be upgraded, so why would they bother to rework their engine so that you could control the draw distance instead of hardwiring it to the lackluster N64 specs if it's much easier to just carbon copy the damn thing as it is?... bastards....

Oh yeah, there's also the fact that the game doesn't exploit the Turok character much. In the comics he's a witty Spider-Man like renegade hero that would rather weasel his way out of any responsability than be a superhero. In the game he's just a generic asskicker out to save the world... Oh well...

The Bottom Line
As you can see the game really shocked me when I got my hands on it a while after it hitted the PC platform. If there's anything I expected from a first generation N64 fps game believe me that it wasn't for it to be fun, challenging and imaginative. Sure, it also comes with plenty of console-related problems, but one can clearly see after giving it a go why Acclaim is still churning out sequels to this fantastic shooter. A definitive blast for action fans.

Windows · by Zovni (10504) · 2003

Turok is full of silly spectacles

The Good

  • Ridiculous in the best way possible
  • Fluid animation and terrific graphics for the time
  • Good sound and ambiance
  • Various novelties keep the game from getting dull
  • A plethora of weapons to play with
  • A lengthy campaign and good boss fights


The Bad

  • Cumbersome controls
  • Tedious and confusing level design
  • Distance fog is annoying
  • Platforming sections can be a pain


The Bottom Line
Apparently, Turok is based on a vintage comic book series called "Turok: Son of Stone." I found a few of those on my parents bookshelf as a kid, and they were relatively tame and fun stories about the titular Turok and his friend Andar going into a land full of dinosaurs they dubbed "Honkers." Unless there's a different Turok comic that I don't know about, it's clear that the developers of the game didn't pay much mind to the source material in making this the only similarity being that Turok is native American and that there are Dinosaurs in the game. The comics lacked the extreme violence and gore, let alone all the weird science that permeates this games universe.

Turok was actually a pretty big deal when it came out, the first person shooter genre was falling out of flavour around 1997 and the fact that Turok managed to stand out of the crowd was a shocker to most, especially considering the primary platform for the genre was PC and the fact that consoles simply couldn't power most shooters due to their graphic intensive content which required far sturdier hardware. Turok managed to garner attention by taking some fresh spins on the genre, without straying too far. The industry sadly ignored shooters that tried to be different at the time, with classics such as System Shock being buried and lost in time until much later on.

The premise and universe of Turok is absolutely ridiculous but that's a massive part of the games appeal. You play as a time traveling red Indian (Who proclaims "I AM TUROK" and seeing as the game is called Turok, I would assume is named Turok but hardcore fans of the series keep saying his name is actually Tal'set) who must stop some evil something or other named The Campaigner from dominating the universe by going into the past and breeding a race of Cybernetic Dinosaurs and using his advanced technology to arm said Cybernetic Dinosaurs, mutants, and regular humans with devastating weapons of mass destruction.

I'm not joking. It's juvenile and it definitely reeks of the 1990s, but who cares? I don't. The game wouldn't nearly be as fun without the insane background and events, because the game has numerous flaws and one of the largest ones can make the game incredibly tedious and dull: The level design. The levels are confusing, disjointed, and annoying. It doesn't help that there are numerous random encounters that lead to ethereal platforming sections or labyrinthine caves and sometimes you will accidentally step into one of these random events or you will be forced to go in simply because you need the ammo and health that lies within them.

In each level you must collect a series of keys to unlock the next section of the game, and you will have to run all around flipping switches and exploring every nook and cranny. It pads the game out and it can get extremely boring, especially when you kill most of the enemies and are only treated with more baddies to fight when the game decides to randomly spawn some in. This isn't helped by an awful distance fog. Apparently Turok has a severe case of near sightedness because you can only see about 3 feet in front of you at the most.

Despite the distance fog, the graphics are actually very good for the year it came out, let alone the platform. While not on par with Quake II the graphics are on par if not better than most PC FPS games released that year. The jungle is well detailed and you'll see wildlife such as deer, monkeys, and the like interacting with the environment realistically. The animations are extremely fluid and thanks to the animation, death scenes are a cathartic joy to watch and are actually still fairly impressive in a strange way even today.

The AI is surprisingly good as well, the enemies have a surprising range of behaviour and there is a great variety in them. Raptors are speedy and viscous, and if there are multiple raptors in the area they will rendezvous with each other before attacking you. Later on in the game, trained dinosaurs will work together with their human counterpart and their behaviour will change based on the status of one or the other. They all put up a good fight and challenge.

While the challenge is often fine, I will take issue with two elements of challenge that are quite annoying: Control and platforming. Your first instinct is to use the analog stick, right? Wrong. So how do you move Turok? The D-Pad? Nope. To move you have to use the camera buttons, and even then you need the stick to aim and the D-Pad to strafe. At least the A button jumps and Z button shoots. This is probably why Goldeneye didn't let you aim in real time, because controlling a shooter like this with that set up and that evil N64 controller is a pain in the ass.

The platforming sections are frustrating in part of the controls and in part to the distance fog. If a platform is more than 6 feet in front of you, you will have to squint just to recognize its faint outline if you can even make that out. Thankfully there is no falling damage (Though there are bottomless death pits), but it is still a pain to fall down a 50 foot drop, walk around until you find the climbable wall, and restart all over again.

On the whole, Turok is a mixed bag. It's certainly not as fun as it was in 1997, but for 1997 it was a very good game and its still fun to play for its violent and silly novelties. Cybernetic dinosaurs and weapons that put the BFG 9000 to shame keep the gameplay interesting, and if you have a thirst for blood the game has plenty of giblets and horrific death sequences. It should come as no shock that this game was controversial and even I was a little shocked back in 1997 to see such a fluid animation of a man grasping his neck as blood squirted out of an artery and dripped down his body. It's juvenile, silly fun, but time has not aged well regarding the controls, platforming, or overtly complex and confusing design.

Nintendo 64 · by Kaddy B. (777) · 2010

At least a few hours of fun

The Good
I first played this game around the same time it was released as one of the first FPS titles for N64, and it was wild.

There is a fine selection of weapons, and for most weapons, there's a second, better weapon which uses the same ammo but in greater quantity (pistol and assault rifle, shotgun and auto shotgun, pulse rifle and the very thoughtfully named 'alien weapon'), so you don't need to needlessly stockpile your pistol ammo all game - it remains useful even in the last few maps.

The gore was probably the most infamous aspect of this game. I was about nine or ten when I first started playing it, and I swear, every time I'd get the animation of the man grabbing at his jugular, spraying blood all over the clean 90 degree angled walls, I'd look over my shoulder to make sure Mom wasn't around. It was that brutal. GoldenEye had a little blood - mostly just the 'stain' which appears on the body after it's been shot - but there definitely weren't any gore fountains.

I'd have to say that the first four 'Maps' of the game are the most fun. I say this because you're still collecting the first nine or ten weapons, which are the only ones that really matter (for reasons I'll cover later), and so it feels like it's worth exploring every inch of the maps, if just to get the Minigun.

The Bad
I'll do this part backwards: First, the maps are horrible. From the get-go, you will find forks everywhere. Some maps begin with a fork (one path being behind the portal you started from). As a result, you start getting into this 'I'm in a maze' mentality where, no matter what, you work your way right-to-left. And as a result, you usually end up finishing a map without having collected all of the keys needed to access the next map, which means you have to do the map all over again, albeit without most of the enemies or power-ups, which essentially turns the game into a dull exploration platformer. Good luck remembering which path(s) you took the first time around!

Which reminds me: Platforming sucks. This game killed platforming for me. I don't remember how frustrating it was on the N64, but I recently replayed it on PC and the jumping is awful. One of the reasons for this is the fact that the game designers took advantage of what could only be described as a control flaw: Turok can strafe and move forward at the same time for a combined velocity. So if I'm replaying a map, I'm doing so running like a dork at a 45 degree angle to the direction I'm facing. It's completely unnecessary; why not just make running faster?

For some reason the game designers clearly noticed this and increased the distance between some of the jumps such that you HAVE to exploit it to make the distance. I suppose it IS more challenging than simply running to the edge of a cliff and leaping right before you get to the edge, but arbitrarily so - it just means that I can't look where I leap (because I'm looking away at a 45 degree angle like a dork). This made sense to somebody at Acclaim, which is hard to believe, and yet it does explain why they failed to do anything of consequence after Turok 2.

Like I said before, the first four maps are fun because you have an incentive to explore: Find the weapons. The first eight weapons or so are definitely worth using, even though you'll find yourself primarily using the first five or six throughout the game and only using the 'big guns' for bosses or when you get kicked into panic-mode. But the real 'big guns' - these being the Nuke, the Particle Accelerator, and the Chronocepter - are simply impractical for anything BUT a boss. And by the time you can possibly reach them, you come to the realization that you haven't even been using the last three weapons you spent a half hour trying to find - why add another to the list?

Indeed. The Nuke carries two rounds max and does pretty much what it promises, hitting everything (including yourself) in a very wide radius. The Particle Accelerator is sort of a red herring in this game, since it actually 'freezes' the enemy before they explode in a big plasma gorefest. The Pulse Rifle or the Alien Weapon could use the same quantity of ammo to kill several enemies, albeit without the cool kill animation. The Chronocepter has to be collected in multiple pieces, so you can't actually use it until the final boss, assuming you've actually found the previous pieces, and it only carries three shots. Given, it's worth finding, since those three shots alone can drive down the Campaigner to half-strength, but...

...by then you'll be sick of this game.

Once you lose the incentive to find the cool guns, once you get sick of peering off the edge of every cliff to make sure there's no secret platform down below which (you hope) leads to one of the keys you need to get to the next level, once you've played through a level three times and not yet found the Level 8 key, once you just want it to be over with so you can get on with the rest of your life, you won't even care that the Chronocepter makes a big flashy boom.

Did I mention the fog? Well, modern games have done away with this technique because modern platforms/PCs can afford the RAM with which to draw the entire visible range of a map. Turok couldn't. The fog obscures the fact that, just beyond our visible range, the map is merely a series of vectors and event points. The biggest problem with this is that the AI can sometimes see and shoot at you before you can do either to them. There's one particularly frustrating platforming section in which you're on a pillar of rock whose top surface is about the size of my desk chair, and you're being fired upon by enemies beyond the fog. Fortunately, you can shoot them, though you have no way of seeing them, so you more or less have to guess where they're shooting from.

The Bottom Line
A lot of people will disrespect this game in fair comparison to GoldenEye, which was, for the most part, a superior FPS released simultaneously with Turok. And in a lot of ways, it was better; no fog, no pointlessly endless exploration, no looking for secrets everywhere, no impractically large weapons, and yet more weapons. But ironically, Turok was better in a lot of aesthetic ways. Despite its graphical deficiency with the fog, the graphics it could display were superior; gore and fluid effects were almost nonexistent in GoldenEye (no swimming, for example, which is a fairly crucial skill in Turok, and minimal gore); explosions were also far more varied in color, size, and texture, whereas GoldenEye only had two or three 'sizes' of the same generic explosion.

But what Turok lacks in comparison to its more popular FPS peer is functionality. You don't need to swim or jump in GoldenEye because you'll be too busy doing the S part of FPS (which is not Swimming). All of the stunts which Turok pulled to sell well were brilliant at the time, and in hindsight feel boring. But, then again, Turok was a first-generation title for the N64, and that's what such game designers have to do in order to ensure the console's success. I remember the shock and awe I felt playing Halo on the Xbox for the first time, and now it feels somewhat mediocre.

So take it with a grain of salt and think about 1997. Go ahead and compare it to every FPS available at the time (that wasn't GoldenEye). At the time, it was a very ambitious, albeit confused title, which couldn't seem to decide if it was a platformer or a first-person shooter. But if you judged it by the standards which all first-generation titles of new gaming platforms are subject to - the five-minute gameplay demo - you'd find it exhilarating too. And so the best thing I can say about this game is that it did, and frankly, still does its job well. Does it compare to FPS titles available today? No. Does it feel like a chore by the end? Yes. But if you've got twenty minutes, give this game a shot.

Windows · by Jackson Schwipp (18) · 2010

A Basic N64 Action Game

The Good
This game was one of the first action games to come out on N64. It was pretty basic none the less. Set in a different world, you are Turok who must defeat the bad guy at the end, with the minions trying to stop you. Set in a jungle setting, stages usually depict either some part of a jungle or a temple. Thrown into the seen are some modern aspects, such as present day weapons (and a hummer boss), as well as futuristic weapons like things they make you explode! This gives us the hint that Turok does not take place in our own world..

One thing to say for sure in this game: There were plenty of weapons. I mean dozens. Anything ranging from a pistol to a huge plasma cannon. It was pretty cool just watching the guys explode all over the place.

The sound was done extremely well. Guys made extremely funny sounds when dying, the weapons sound real, you can hear yourself swimming underwater, and you can hear footsteps and breathing when you, or the enemy, is running. Better than most of the games in its day. The music is composed pretty well, too. Tranquil music underwater, fast paced in the jungle, and creepy when inside the catacombs. This added to the atmosphere of the game.

The graphics are done nicely, with little details such as pigs and monkeys to add detail. However the graphics are brought down terribly by fogging that you may hardly notice this.

The AI is nothing to brag about. Basic "if they see you, charge you with a spear or club, or shoot you from afar." Bosses are basically the same thing too.

The Bad
The most major issue in this game is the lack of varying gameplay from start to finish. The main concept is to get keys from the prior world to unlock the next world. Now, sometimes you could choose between worlds from a nexus, but inevitably you would have to collect them all. Each world pretty much consisted of killing hordes and hordes of seemingly endless bad guys to find three well-hidden keys in each level. And then after about an hour of searching your completely tired of the game. There's 8 worlds of this, too. Not much of a game. There's just one word to describe this game: Basic. Run, shoot, run, shoot. That's really all there is to it. There's not much in puzzles except figuring out where to go and the occasional jumping puzzle. There's bosses, but the AI just makes them tougher enemies.

The other big problem with this game is that the graphics are brought down so, so much by the FOGGING that comes with most FPS games from the N64. The machine didn't have much power back then, and so the fogging was needed to be put in to preserve frames. This is a shame, because truly, up close the graphics are astounding for their time. No fogging could have redeemed this game so much.

Another problem this game had was its camera angles. It was in First Person view, but it felt like the camera was two feet in front of your face! Every time (I mean every time) you had to jump from cliff to cliff it seemed like you could walk on air for two or three paces on thin air before you actually needed to jump. Also, the camera leaned left and right and seemed to skew a lot from the game.



The Bottom Line
A game with nice sound, music, and graphics brought down by fogging, lack of story, and mediocre gameplay. This is THE basic shooter for the N64 with lack of story and typical run, shoot, run, shoot concept. Unless your a game collector, or this was your childhood favorite, it is probably not worth it to buy. There are better N64 shooters out there such as Goldeneye which makes this game seem...well...basic.

Nintendo 64 · by Matt Neuteboom (976) · 2005

Turok: Dinosaur Hunter is just plain fun!

The Good
- Turok is filled with pure unadulterated, Doom-like fun. Shooting dinosaurs and bad guys is just a blast, and keeps you pumped up.

  • For 1997, the graphics in this game are excellent. At the time, most first-person shooters were Doom clones. There was Quake, but that was only on the PC when Turok was released.

  • The atmosphere in this game is excellent, and so is the music. You really do get the "jungle" feeling.

  • You are a magical Native American who yells "I AM TUROK!" Can we just appreciate that?

    The Bad
    - The platforming segments in this game are often tedious to play. This is because, in my opinion, controls for first-person shooters on the N64 are dated and a little difficult to work easily, and makes it hard to platform freely.

  • Fog effects everywhere!

  • Boss battles, or just battles against bigger enemies, are a little underwhelming.

  • Not a complaint from me, but the game is very repetitive. This is fine by me, and actually adds to the fun in my opinion, but I can definitely see why others would find this to be a problem.

    The Bottom Line
    Turok is just a fun game. It delivers fast action, and more importantly, dinosaurs. No, it's not perfect, but it's still a pretty enjoyable game.

Nintendo 64 · by Ian Dawson (7) · 2013

Contributors to this Entry

Critic reviews added by Patrick Bregger, Big John WV, Tim Janssen, WONDERなパン, Alsy, Scaryfun, coenak, Cube1701, Utritum, Skitchy, Jeanne, shphhd, Cantillon, Luis Silva, garkham, Wizo, ti00rki, firefang9212, Havoc Crow, Gianluca Santilio, Jo ST.