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REVIEW TUROK |
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PUBLISHER
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DISNEY INTERACTIVE
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DEVELOPER
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PROPOGANDA GAMES
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GENRE
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FIRST-PERSON SHOOTER
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PLAYERS
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1-16
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PRICE
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£49.99
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RELEASE DATE
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OUT NOW
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Each of Turok’s handful of good ideas
is so badly executed that they might
as well not be there, which just leaves
its core – a hollow, morbidly generic,
barely functional game. If you like
dinosaurs, go to a museum.
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SCORE
04/FEB/08 |
46% |
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Cole, Logan, Slade, Reese, Kane,
Grimes and Cowboy. All of the
above have at least two things
in common: they’re all ultracorny,
clichéd action tough-guy names,
and they’re all the names of characters in
Turok. We’re guessing we probably met
characters called Black, Drake, Stone,
Hawk, Steele, Savage, King, Tex, Duke,
McBastard and He-Man as well, but
weren’t formally introduced. But anyway,
so what? What’s in a name?
Well, while Joseph Turok would still
be the same strong, silent, brooding,
mega-hard, dino-decking mo-fo if his
name was Cindy Honeydew or Celia
Meadows or something, the fact that
most of his supporting cast sport such
trite monikers ought to tell you something
about his latest game – it’s very generic.
It could have been called ‘Predator Gears
Of Starship Aliens War Troopers’ (with
dinosaurs), although we have to admit
Turok fits more neatly onto the box. But
again, so what? There’s no harm in a bit of
cheese? People like a bit of familiarity. Go
with what you know, and all that...
Yeah, true. And at first we were prepared
to cut it some slack, figuring that if you did
want to remain well within your comfort
zone and play an FPS exactly like every
other FPS you’ve ever played then you’d
quite enjoy Turok. But it wasn’t long before
it went from harmlessly generic to plain
old bad, resulting in the rapid dissolution of
our live-and-let-live mood.
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The sad truth is that it’s whenever Turok
attempts to break away from the norm,
even if only just a little bit, that it fluffs it
most badly. Take the dinosaurs for a start
– the closest thing Turok has to a unique
selling point. They ought to be the best
thing about it, especially considering you
can take them on armed
with just a knife. But they’re
actually probably the worst
thing about it. As you can
see from our ‘Turok’s One
Button’ boxout, fighting
most dinosaurs is a tedious, repetitive,
unsatisfying business, which often feels
like one long quick-time event, although
in defence of quick-time events, they do
usually at least make use of more than
one button.
You’re also supposed to be able to
manipulate the dinosaurs into attacking
enemy troops and such, which would have
spiced things up considerably if it weren’t
for the fact that it rarely, if ever, works. On
one occasion we climbed to a high vantage
point and spotted a group of enemies in a
base below with a cluster of dinosaur eggs
nearby. We shot at the eggs hoping that
a pissedoffasaurus would show up and
attack the nearby enemies in defence of
its nest. One did show up and eventually
advanced upon the squad of grunts, doing
so in a confused, zig-zagging, ‘my AI has
no sense of direction’ sort of a way. But
almost as soon as it had engaged the
troops in combat it was dead, no match
for their guns, teamwork and marginally
less clumsy AI. What a waste of time. We
might as well have just shot them.
We came to the exact same conclusion
after following what initially appeared
to be a helpful piece of loading-screen
advice. Apparently, our shotgun can fire
flares, which will distract and attract
dinosaurs so, in theory, if you can land a
flare near some troops it should get them
eaten. But in practice, the flares don’t
seem to work unless you fire them very
near to the dinosaur you’re trying to get
the attention of, which totally defeats the
object. Again, straightforward shooting
and stabbing is less tedious. Less
tedious, but still very tedious.
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Another piece of loading-screen advice
outlines the importance of using your
ears, as enemy threats aren’t always
visible. Our advice would be not to
bother, seeing as the source of a noise
isn’t always where your ears tell you it
is. The sound of a 20-foot lizard bearing
down on you from behind ought to sound
loud, close and behind you, but it tends
to sound much like a dinosaur in front of
you, only quieter. This is very unhelpful.
Slightly more helpful is the fact that
whenever something knocks you off your
feet – be it an explosion or a big, scaly
headbutt – you always automatically turn
to face the source of the impact before
being flung backwards by it. This is useful
against dinosaurs, as letting them knock
you over then pressing R as soon as
you get up virtually guarantees a kill, but
not very useful when trying to figure out
where you’re going. These mini ‘getting
knocked over’ cut-scenes, along with the
‘stabbing dinosaur’ ones prove totally
disorientating in a game world with
too much identikit greenery, and not
enough radar, compass or map. There is
an objective arrow, but it’s inexplicably
part-time in its nature and rarely ever
shows up when you actually really need
it. Therefore, we found that reaching
the end of each stage could get pretty
difficult, unlike reaching the end of this
review which, given the enormity of our
vitriol towards this smelly old bum of a
game, was easy bloody peasy.
Gavin Mackenzie
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