September 03, 2002 - Over a half decade ago, a developer by the name of Iguana Entertainment broke onto the scene with Turok: Dinosaur Hunter for the Nintendo 64. It was an impressive first-person shooter for home consoles at the time, offering up a mix of gory visuals, exaggerated weaponry, and even platform elements. Thanks to some notable sales, it wasn't long before Acclaim had Iguana start on the sequel Turok 2: Seeds of Evil. It is largely regarded as the most ambitious Turok, because it brought unprecedented "high-rez" -- as Acclaim coined it -- 640x480 visuals, stunning animations, massive environments, and a multiplayer mode onto a sizable N64 cartridge. Only Turok 2's unbalanced game design held it back from complete greatness.
It managed to simultaneously surprise and disappointed fans of the franchise, which left them frothing at the mouth for a more perfected sequel. Of course, Acclaim was intent on delivering on that and did indeed release Turok 3: Shadow of Oblivion for the N64 in mid-2000. However, it was largely viewed as a step backward in the series, as it further strayed away from the Lost Lands roots and dinosaur themes that the franchise was popular for. This could be attributed to the fact that Iguana Entertainment had seen changes to the staff and company restructuring whilst it gathered under the new name Acclaim Austin.
This wasn't the end of Turok, though. Acclaim Austin wanted to bring the Dinosaur Hunter into the next-generation. After over two years of diligent work, the major installment in the series is complete. Called Turok: Evolution, it is a return to the lush, dino-infested jungles that fans grew attached to since the series' inception. Acclaim Austin once noted that it would be the best Turok yet, with more gore, better graphics, and new variations on gameplay such as flying. But, is it? Read on.
Features
+ Storyline follows the original conflict in the Lost Lands
+ Single-player mode takes players on a lengthy 15-chapter quest
+ Players can run, jump, climb, swim, or use stealth throughout the game
+ All-new flight sequences send gamers soaring in intense shooting missions
+ Squad-based AI creates diverse battle grounds
+ All-new weapons including Variable Payload Cruise Missiles, Gravity Disrupter Beams, and the Swarm Bore each with unique traits and damage
+ Weapons are upgraded for further functionality, a pistol becomes your sniper rifle
+ Scripted event sequences keep you on your toes
+ Dozens of different types of prehistoric and indigenous life
+ Destructible objects and environments: shoot down trees onto enemies and collapse massive rock spires onto dinosaur
+ Unique multiplayer mode developed by a dedicated team of designers, programmers and artists
+ Graphics engine offers up lush, living jungle environments and moody, dimly lit indoors
+ A superb range of sound effects, offered up in Dolby Pro Logic II
+ Epic sound score compliments the action wonderfully
Gameplay
Acclaim Austin knew that it had to bring that that old-school Turok feeling if it hoped to salvage the franchise name as respectable in the ever-competitive realm of first-person shooters. Having said that, Turok: Evolution is a story of origin, complete with everyone's favorite Turok, Tal'Set, who was lead in Dinosaur Hunter. In fact, this is a prequel that tells the story of how Tal'Set became the man he is, and the story opens with him fighting with his nemesis Captain Tobias Bruckner in 1886 Texas. In their tussle, the two fall into a rift between their world and the Lost Lands, a mysterious place full of civil upheaval and much danger. Thus the adventure of Turok: Evolution begins as Tal'Set continues to seek revenge on the wicked Bruckner in the middle of the tumultuous world.
As Tal'Set, you begin with nothing but your heavy Warhammer and trusty bow in hand. The first world is a verdant jungle with but a few warriors lining its paths. It's basically a training level, but one that's very needed to adjust to the new controls and massive worlds. There is no objective initially laid out before you, but in classic Turok fashion you will likely receive a few shots to the body to thrust you angrily in the right direction. After killing the foe, you realize you'll need to collect the object that has appeared in his wake. Naturally, this sends you testing out your first-person platforming skills as you climb to the top of a small peak. There you will find a pistol and, of course, the mystery object. What's most interesting is that you are forced to jump out onto a tall pillar to collect the item and subsequently open a new path. The catch is that there's no pathway back down. You're just left standing high above the ground, and leaping down might cause your death. Looking around, you find a large body of water below. What's left to do but plunge in and press onward? Indeed, this clever mix of platforming and long-range first person shooting is something we remember fondly in the first Turoks, and it's executed quite well in Evolution.
That said, the design definitely pays tribute to the original. This has its benefits for nostalgia, but also its drawbacks when being compared to modern first-person shooters. The design of Evolution calls for the usual elements: kill all enemies to open a door, pull the available switches, etc. There's a whole crop of highly regarded first-person shooters that have set new standards in the modern day. For the home console, Halo is easily the most highly held, and Turok has to attempt to live up to that. To try to push the envelope forward, Acclaim Austin has implemented a few key elements in hopes to improve the gameplay experience.
The most mentionable is the all-new airborne shooting element, which Acclaim has wanted to include flying missions since it came up with the idea for Turok. Taking to the air on the back of an ancient bird is now a major part of the gameplay, and breaks up the ground-based, first-person shooting action every several chapters. The controls are fairly intuitive and the action reminiscent of titles like Star Fox, but in the end it's just a distraction from the main line of gameplay. In concept, it's designed to serve as a refreshing break from the ground-based gameplay. In execution, however, it can become quite tedious. Turok: Evolution's engine is designed for running along the ground at slow speeds, not flying over them quickly, and it shows. The game frequently stops in the middle of your flying missions to save and load the next area. It's pretty disorienting, and, if you're not careful, you're likely to even lose your bearings enough to crash your bird. Considering this much, we were pleased to see Acclaim Austin's attempt to inject a fresh gameplay concept into Turok's new adventure, but it could have been better executed.
Getting back to the FPS element, Acclaim Austin has made it possible to use world objects against your foes. In the jungle areas you can knock over towering trees onto opponents with a well placed shot. It's not necessary, but it can save on ammo and health. This function shows up somewhat randomly throughout the whole game. You'll find pillars to topple onto opponents in addition to those that will shatter into pieces, leaving less objects for the enemies to hide behind. Once again, though, it's a cool concept that could have been more refined.
Really, the main quest is very linear and unsurprising. It has its moments, but the draw to push forward is largely due to the want to do battle with the dinosoids. Two major components that form this experience are enemy intelligence and decked out weaponry. The latter is one of the series' longtime trademarks. Turok is always equipped with some of the most incredible weapons, and his latest arsenal is no exception. You can snipe enemies from great distances with your Tek Bow or embellished pistol, blow the masses to pieces with multiple rockets, or set anything ablaze with your flamethrower. These are "normal" by comparison to some of the more obscure weapons you earn later in the game. The Gravity Disruptor is a favorite of ours, where you can charge up a seismic blast to send enemies flying outward around you. Or, with its upgraded secondary function, you can use it as a tractor beam of sorts to pick up enemies and bludgeon them up against walls until they come to pieces. The "bore" has returned, as well. This time, titled the "Swarm Bore," it fires multiple projectiles that enter an enemy's body to dismember it slowly, limb by limb. This part of Turok's perceivable world has remained intact. The weapons are very cool.
Finally, we should mention what is one of the most important aspects of any first-person shooter: the artificial intelligence. Acclaim Austin has been toiling away on what it calls Squad Dynamics System (S.D.S). It revolves around the idea that you are not just fighting a group of mindless fools. Some of them are thickheaded and others are tactical leaders. So, as Tal'Set, you have to make decisions whether you want to storm into an area and use powerful weapons, or if you want to try to approach things more slowly, picking off the more powerful foes first. We experienced quite a few instances where a weakling troop dropped his gun when injured badly and to go alarm more units to seek us out. If taken out in time, this situation would have been averted. Even more impressive is that the enemies were very good at dodging your shots and ducking for cover. It's quite common to see them run away from you to crouch behind a tree or large object, whereupon they will take care to peek out and fire off shots. Occasionally, it even serves as a distraction from enemies that will flank behind you. It's all pretty stellar most of the time, but you can't make it through a level without encountering some buggy AI. You can shoot down an enemy right in the sight of another and he seeks no cover. On an even more extreme level, we've even managed to sling arrows into enemies from a great distance and see no reaction at all.
This seems to be a pattern with Turok: Evolution; with the good, comes the bad. On a very general level the four edition to the series is actually a solid first-person shooter, but it seems to be caught in the past and even unfinished in some regards. There's a very odd glitch in the game where you must destroy enemies spawning in a room to open a set of doors to move forward. After you destroy all the enemies, the doors swing open, and there's an invisible wall blocking your progress -- you can shoot through it, even toss grenades through it, but Turok cannot pass. The reason why is that the doors were apparently not supposed to swing open until you physically destroyed the spawning mechanisms in the room. It sounds like a "puzzle," but invisible walls have no context in the situation.
Then we have the control scheme. This has improved greatly, and now draws on the dual analog system that most console shooters draw upon. Curiously, though, there's a total lack of options outside of the standard move/strafe for the left stick and look/turn for the right stick. The Xbox and PlayStation 2 versions have one alternate setting that gives players the option to use the four face buttons for the old-school Turok-style controls, but the GameCube's alternate just swaps the functions of the right and left stick, likely aimed at left-handed individuals. This can serve as a rather crippling blow to enjoying the game for those who cannot become accustomed to the regular setup.
Acclaim has simultaneously made a handheld version of Turok: Evolution available for the Game Boy Advance. Reminiscent of the 2D Contras, it offers up some serious side-scrolling action. Be sure to check out the review on our sister site IGNpocket.
Closing on our thoughts here, we think Turok can best be summed up a slightly above average first-person shooter that is home to a number of flaws. Hardcore Turok fans will no doubt find the experience nostalgic and enjoyable, but for many, Evolution will feel ho-hum and even tedious at points. We think that if Acclaim Austin had several more months to polish out the gameplay, it could have definitely been a must-play and even worthy purchase. However, as the final version released to the market stands, it just isn't cutting-edge or polished enough to be considered as such. That isn't to say that Evolution is a bad experience, though. It has its fill of thrilling moments and monster boss battles, but in the scope of things, that will not be enough to appease more demanding gamers.
Multiplayer
Let us also briefly note multiplayer. It's actually been designed as a separate component from the main game. Meaning, there are themes and level concepts inspired from the main game, but pretty much all of the levels are totally unique. It also has a host of power-ups such as jump boots and armor plates that change the pace of the matches. There's an Empathy Chest Plate, for instance, that, when worn, will protect you 50% damage while reflecting the other half back at your opponent. Little extras along with the wide-open environments and insane weaponry definitely make for a compelling multiplayer experience.
Graphics
Huge, fogless, verdant jungle environments and dimly lit, moody indoors are the focus on the graphics engine. The jungles are very lush, packed with thick grass, innumerable trees, and lot of indigenous life. You actually feel somewhat claustrophobic if you step into an area that shrouds you in foliage. You can even lose your sense of direction if you're not careful. So, the ground covering is effectively designed. Equally, the indoor environments are usually large labyrinths, moderately textured and complex with geometry. Overall, though, Turok: Evolution isn't exactly an eye-popping game, save for some of the work the team did on Xbox.
On GameCube, the texture work is decidedly blurry and often disappointing. There's a total lack of lighting and almost no attempt to utilize the hardware. The strongest point is that the GameCube version runs at 60 frames per second quite frequently. This offers up a very fluid first-person shooting environment. The drawback is that the mood is lost to washed out textures and blocky models. On the upside, the animation is mostly smooth and quite interesting at points. You are able to take off enemy's limbs, and depending on whether it's a leg, arm, or head you'll see a number of different animations that accurately reflect this.
Sound
Like the past Turoks, the sound design is easily the most impressive part of the game. The soundtrack is wildly varied and does a brilliant job setting the mood. The sounds of screeching horns and pounding drums will have your heart thumping. This is perfectly complimented by the sound effects, too. Again, Acclaim Austin did a splendid job of recording the sounds of wildlife in addition to all the sublte effects of bullts clanking on the floor and even the "squishy" footsteps of the shoeless reptilians that chase you around.
Surprisingly, the GameCube version supports Dolby Pro Logic II for the full surround sound experience. The separation is nicely done, but compression of the effects and sound is a drawback. There are also a few audio glitches we encountered, where a boss character might taunt you with the same sound sample several times in a row.
Presentation 7.0
Nostalgic Turok jungle themes mixed in with an advanced culture. Front-end and in-game load times are lengthy.
Graphics 7.0
Impressive lush environments, fluid animations, and fast framerate. Low-res textures and a lack of proper lighting make it look washed out, however.
Sound 8.0
Brilliant and varied in design, but compression takes its toll. Some balance issues are cause for muddiness.
Gameplay 7.0
A slightly above average FPS experience that can go haywire at times. Somewhat of a roller coaster ride of thrills and frustration.
Lasting Appeal 6.9
Lots of challenge here, 15 chapters, and lots of hours await. Few will want to play this twice. Unique multiplayer mode is a big plus. 7.0
OVERALL SCORE (not an average) 6.9