12.2 hours played
Written 11 days ago
Man, I don't get why this game is considered a classic. Maybe because it was a launch title on N64 and people just didn't have any good shooters back then on consoles. And, if we are talking about consoles, this is probably one of the games why the PC master race looked upon console shooters like they were lepers for a very long time. Yes, I know Turok was also released on PC, but it didn't get much praise there.
The problem with Turok actually stems not from being a console shooter but from some really bad game design decisions that botched a perfectly fun game. The team was inexperienced in FPS, and they made a lot of mistakes.
So the things I hate about Turok:
1) Enemy respawn. This is the cardinal sin of this game, which fucks up pretty much everything good Turok has to offer. It totally destroys exploration (because no one wants to explore a world where killed enemies are respawned 2 minutes after their death). The respawn is done in a very idiotic way: some of the killed enemies just resurrect, while others do not, and it really doesn't make any sense. What's even worse is that ammo is scarce and NOT respawning; hence, if you are too invested in explorations or just playing at your own pace, you will be left with hordes of enemies and a knife to fight them. A lot of times you will just say "fuck it" and run past enemies and exploration to end this circus and see another level. This is not a game for methodical gamers, that's for sure.
2) Saves are done only on very rare save points, but there are also checkpoints where you can resurrect after death. It would've been OK and even fun, but resurrecting on checkpoints to see enemies respawned and your ammo dwindling is really irritating. Oh, and the amount of lives to respawn is limited (but it was never a problem for me).
3) Once again it's a random mishmash of enemies and scenery without any coherent story or explanation.
4) Some enemies are just stupid hitscan guaranteed hits, while others are twitching and shooting your ass before you can even react.
5) Platforming. I must admit, the controls for platforming are impeccable, and I was never raging because I fell due to bad movement. But platforming itself in this game is really boring and just drags on and on. And if you manage to fall, you'll have to start anew the whole platforming section. This is what happens when the team that did console 2D platformers their whole career makes an FPS for the first time.
6) The last level is just atrocious. It feels like the team just gave up and made monotonous corridors with the same texture and copy-pasted it into infinity. Very bad level, one of the worst I've seen in my 30 years of gaming. I just lost my temper and ran past everyone and everything for the last 5 minutes of this map to finally see the boss.
Turok is obviously a game that suffers a lot from an experienced dev team doing stuff they've never done before. A lot of console 2D-platformer sensibilities are pushed into this FPS, and those things don't work in this kind of game at all. Even more, those things destroy what's good about Turok (level design, gunplay, exploration). And it was 1997: there were too many great shooters on the market already, and Turok didn't feel that good when compared to them. I consider the success of this game in those times to have been mostly based on three points: there were almost no good FPS on consoles; Acclaim promoted and advertised it everywhere non-stop; and the tech side of Turok was pretty impressive for 1997.
But these days I can honestly condemn Turok as one of the most irritating, imbalanced, and badly designed FPS I've ever played.
PS. Nightdive did a good remaster, and there are no complaints about their work. The problem is that they just remastered a bad game.