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Turok 2: of Evil

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Product ID: 1721371
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acclaim
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Product description ------------------- includes game, original box, and instruction manual. Box is in good shape with typical wear on edges and corners. cartridge has residue in creases but label is in good shape. All games are tested before being placed into our inventory! .com ---- 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 P.when('A').execute(function(A) { A.on('a:expander:toggle_description:toggle:collapse', function(data) { window.scroll(0, data.expander.$expander[0].offsetTop-100); }); }); Review ------ 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 --Copyright ©1999 GameSpot Inc. All rights reserved. Reproduction in whole or in part in any form or medium without express written permission of GameSpot is prohibited. GameSpot and the GameSpot logo are trademarks of GameSpot Inc. -- GameSpot Review See more ( javascript:void(0) )
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