Turok Review (PS3)

Summary [6.5 out of 10]

Turok is a perfect example of a next-gen game almost being good, with close-minded, repetitive and sometimes punishing try-die-and-try-again game design dragging down some of the impressive technical accomplishments.

Introduction

The premise of Turok is that you are John Turok and ex-member of the super-elite Wolfpack group and now a member of the mercenary group Whiskey Company. The reason you are an ex-member of Wolfpack is not revealed immediately, but it has given you a reputation as a “traitor” and some of your new friends in Whiskey Company aren’t thrilled with you being in their group.

The game opens up on a ship with the members of Whiskey Company in it, headed to a planet where your old Wolfpack group (lead by Kane) has gone to do some illegal stuff. It is Whiskey Company’s job to capture Kane and return him to Earth (I think) so he can be tried.

As your plane is coming in for a landing you are shot down and the huge ship crashes, scattering Whiskey Company across a good few-mile stretch of the planet’s surface. You are one of the few survivors.

For about the first 1/3 of the game you are “trying to meet back up with Whiskey Company”. The planet is a pretty lush place, very tropical, and has dinosaurs on it. You occasionally come across one of Wolfpack’s camps or control centers.

NOTE: I read a few reviews that said the game never clarified why there were dinosaurs on this planet, but it did clarify it and I think it did it in a pretty good way. At one point about 3/4 of the way through the came you come across a huge central command station and it is noted that the planet itself is in the midst of being terra-formed, which is why “everything is so screwed up”. I think it was a perfectly valid way to tie the old-Turok story into the new-Turok story.

Most of the game you are either fighting dinosaurs (which are excellently designed and animated… I really didn’t expect such good quality dinos from a typical shooter like this) or fighting Kane’s men.

Gameplay

For the most part the gameplay is straight forward… use your weapons to kill dudes.

There aren’t any puzzles to solve in this game, there are a few tense moments that may take you a few retries to get through if you want to consider that a puzzle, but nothing like organizing pillars to re-align a satellite or anything like that.

There are quick-time events like when a dino tackles you, but they are really forgiving with the timing and let you have fun with them versus have an annurism trying to get them right and not paying attention to what happens on screen.

This is one design choice I really liked and thought the Turok team has done better than most other design companies out there with regard to quick-time events… they would give you just one or two buttons to press during the sequence… there was none of this “A… B…. Trigger… LEFT….” shit… you just had to smash on the button and watch the scene unravel (like stabbing a dino in the face).

NOTE: I really hate quick-time events in other games like God of War, Jericho even Shenmue where the sequence is so fast paced and complex that you cannot watch the screen and see what awesome thing is happening. So cudos to the Turok team for getting this one right.

The jungle levels looked and felt really good to me… for the most part they are designed in such a way that they didn’t feel that linear, but they really are… there is only one way to go ever.

The interior base levels are repetitive and pretty straight forward… just keep going forward until you come out the other side and shoot everyone that pops up as you go.

The weapon design is awesome… there I said it. I really loved the weapon design, feel and sounds in this game. They feel solid, powerful and punchy… and you can dual-wield almost any combination of them which was a nice surprise (although I mostly stayed with a single weapon at a time). The shotgun sounds a little soft, but the damage it does makes up for it. The SMG feels the best by far.

Also an excellent design decision the Turok folks made was to allow for context-sensitive instant-kills using the knife. If you are near almost any enemy (not the 2 biggest dinosaurs, but all the other ones and human characters), you get a prompt on the lower right hand side of the screen that if you press R2 you can use the knife to perform an instant-kill.

Killing dinosaurs using the instant-kill is so satisfying. One kill in particular made me giggle all 733 times I did it, and it’s a raptor-sized dino kill, where you just freaking SMASH your knife right through it’s head into it’s brain, and then kick it over.

Most of the other kills are neck-slashing kills for dinos, and all the human kills are stylistic navy-seal stab/slice kills.

Unfortunately the praise stops here… I would say the first 1/2 of the game is really pretty fun to play, with maybe 1 frustrating moment. The entire 2nd half of the game is about 6 maddening moments separated by really repetitive and boring gameplay.

Gameplay – Auto-Respawning Enemies

Another game design element I saw in the 2nd half that I never saw in the first half is the stupid fucking idea of auto-respawning bad guys when a certain number is killed. You are never notified when this will happen, or given any indication that it’s suppose to happen (like a friendly yelling over the comm “Don’t worry about killing those things, just run!”).

No, instead, you sit there for like 10 mins, blowing through all your ammo killing enemies that are being replenished on the side until you realize after a bunch of wasted time and ammo that you are wasting your time.

Then there are other levels that seem very similar to that, that require you to kill a certain amount before continuing… again with no prompting or indication that you need to… so you either die trying to run past them all and figure out you NEED to kill them, or you waste all your ammo trying to kill them just to figure out you didn’t need to.

Gimme a freaking break… it’s almost like separate teams developed certain levels and gameplay elements in this game… one team that liked gaming and the other team that are stuck in 1995 game design.

Gameplay – Boss Fights

The “boss” fights are awful. For the most part boss fights are suppose to be epic in size (think of God of War, Devil May Cry, etc.), but not epic in difficulty. They are suppose to be harder, yes… but not EPIC-LY harder (like in Lost Planet where you spend more time getting bounced by bosses than by getting away and recovering).

It’s not that the bosses themselves have insane life bars that make them impossible to fight, it’s the way the boss fights are designed. The fights themselves are designed to be faught 1 way and ONLY 1 way, but you aren’t given an indication of what that one way is, so you just have to trial-and-error your way through the process, tearing your hair out as you go.

As an example, there is a helicopter in one scene you need to blow up… but using grenades (4x), explosive arrows (12x) and plasma grenades (8x) won’t do it… nope, you have to run across the map and get the RPG, you know, cause the explosive material in the arrows and grenades isn’t the right kind.

Another example is a sea-serpent boss that looks cool, but again the only way to kill it, is to use your flame-thrower on methane-gas clouds that bubble up infront of it’s face with perfect timing. If you try and burn it with the flame thrower (for like 2mins straight), use grenades (a billion), plasma grenades and explosive arrows guess what? Don’t do a single lick of damage to it. Wow, THAT’S awesome…

The other maddening thing is that once you figure out what the “trick” is to win the boss fight, it’s still not easy. You will likely retry the fight 2-8 times before getting by just because the AI did something different that one time that made it infinitely easier than the other 7 times where it was impossibly hard… the general unpredictability of it drove me nuts after a while.

While I normally look forward to boss fights in games, the ones in Turok were such a frustrating chore to get through that I would have happily traded more repetitive play for it.

NOTE: There are no vehicles in this game either, in some early marketing screenshots they show dudes in a jeep shooting a T-Rex, but that never happens in the game. Just wanted to point that out for folks that love vehicles.

Gameplay – Checkpoint System

I generally hate checkpoint systems because they force me to rely on the developer not being a total dick head and making me replay massive portions of a level when I die or when I decide to quit. Oddly enough the checkpoint markers at the beginning of Turok are spaced much farther apart than in the later levels of the game… I was growing to hate the game because I was restarting and dying and retracing my steps for so long that I almost gave up, but noticed towards the end that the distance between checkpoints tightened up quite a bit, letting me retry individual hard portions of a single level rather than the entire level like at the beginning.

The lack of consistency was annoying, but atleast it went from loose to tight, as oppose to the other way around… I might have just stopped playing it if it hadn’t.

So for folks that like to go Rambo-style into fights, be prepared to restart a lot… and you might just end up getting annoyed enough that you don’t want to play anymore if you do play that way. I ended up falling back on being super-long-distance-sniper style of play to make it through scenes that were ridiculously hard.

NOTE: Whoever at Propaganda Games designed the spider-tank boss fight, “Fuck You”. That might seem harsh, but for the life of me I cannot figure out how you ran that level through even just internal play-testing with your OWN DEVELOPERS and didn’t get at least 20 complaints about how confusing and unnecessarily hard it was. If retreating from a giant attacking tank is the wrong decision to make, as it seems it was, then don’t let the fucking level continue going if it’s impossible to continue without getting blasted to hell. All you do is confuse players.

Graphics & Sounds

The graphics I found to be generally excellent… while some of the interiors were bland, I didn’t really see any scenes that I thought had bad graphics. The human character design was much better on the lead characters than on the background characters and the dinos actually looked pretty awesome. The bad human characters look pretty cool, very Jin-Roh’ey with the full armor suits and red eyes.

Some of the scarring/bleeding effects on the dinos was excellent, but there is absolutely no gore when it comes to the human characters… I don’t know why they skimped there… maybe hoping for a T rating or something I guess?

The voice acting for the main characters (Turok, Kane and Ron Pearlman (forgot char name)) are generally really good… the voice acting for the rest of Whiskey Company was pretty awful and one guy that sounded like Timothy Olyphant was really bad.

The weapon sounds are fantastic, all spot on and punchy. Nothing more to say, I totally dug them.

Environmental sounds were pretty good, with my surround sound system there were moments where I thought I heard something behind me. Having dinos hunt you in the grass is really intense with some nice sound queues.

The dino sounds themselves seemed pretty good, I never noticed any dino sound that sounded bad, so I guess they were all pretty spot on.

AI

Surprisingly good. The flanking and attack behavior from the dinosaurs was really good, especially in tall-grass it created really jumpy moments for me. The enemy soldier AI was also pretty good when in combat… but when out of combat it was retarded. Sometimes I’d kill a guy that was standing next to another one, and the other guy would keep standing there while I got my bow ready again.

Other times I would kill 1 guy across a map, and another guy about 200 yards away from both of us would suddenly turn and start firing at me.

Also the AI for your buddies from Whiskey Company is terrible… there is only 2 or 3 places in the game where you get a squad, and they are as useful as a sack of bricks. Usually staring at a wall and getting attacked in the ass, or staring directly at you while enemies swarm behind them.

I got more enjoyment out of shooting my own guys than watching them help… fuckers.

Multiplayer

Not much to say here… I’m not sure if there were just not enough people playing or I just had the worst luck ever, but I tried 8 different online matches, an even mix of all the 4 different game types and I was unable to complete a single match without the server dropping, or having lag so bad I couldn’t shoot.

One cool thing I saw, but didn’t really work, was that when the person serving the game drops, the game will auto-migrate all users to the next person’s PS3 for the game to be hosted in real time… it’s a nice fail-over design, but with the online games being so underpopulated and disconnect heavy, it didn’t really matter.

Also there is a “Co-op” mode, but I don’t think the designers of Turok understood what “co-op” means in the classic sense of games now-adays… their version of co-op is dropping you into a single portion of a greater level, and letting you fight against the AI. There are only a handful of map segments that you can do this with and from what I saw, I don’t remember these maps from the main game… so I think they are just random map pieces throw in and since it’s not DM, they consider it co-op.

You definitely cannot play the real game with a friend at your side… so no real co-op to speak of.

Conclusion [6.5 out of 10]

You might have noticed I used the word “repetitive” a lot in this review… and that’s because it was. The only saving grave to Turok is nice graphics, some generally nice enemy AI, excellent weapon design and friendly quick-time sequences… the level designs themselves and “boss fights” are horribly done and frustration from experiencing them drag the game right back down from where the other perks pulled it out of.

Turok is the type of game you finish and forget within a week, not remembering the story, characters or what the premise of the game was.

Overall the poorly designed scenes are what ruined this game for me, and I think all of them were boss fights. The bosses themselves were fine, infact some were cool… it was just the narrow-minded, singular way they were designed in that drove me nuts. It’s a lot like someone giving you a relatively nice car, like a decked out ’09 Honda Accord, but the only way to start it is to turn the radio on, flick the windshield wipers twice, and open/close the passenger door twice… but they never tell you that. So not only do you have to figure that stupid series of events out on your own, but it doesn’t even make sense WHY it’s the only way to start the car. So at the end of the day, you aren’t that happy with the relatively nice car, because starting it drives you nuts and makes no sense.

Playing Turok is sort of like that.

Areas of Improvement

Like usual, we try not to make criticisms without providing constructive feedback on what specifically could have been improved, so here we go:

  • Don’t “script” the boss fights where they can only be accomplished in 1 way… give the Boss some amount of health and let us kill it however the hell we want.
  • Make the human kills gory… I didn’t like how guns and knives only threw “sparks” off their armor.
  • Believe it or not, but impossible situations with next to no instruction going in aren’t fun (e.g. the bug-infested reactor station)
  • Auto-respawning bad guys is fucking annoying… it HAS been fucking annoying since 1990 and it’s STILL fucking annoying. If you decide you have to use it in order to create a fake sense of urgency (like needing to run through a group of bad guys) then you need to give gamers a heads up, we aren’t goddamn physic.
  • Checkpoint systems are OK if they aren’t painfully far apart… don’t make me hate your game by forcing me to replace massive portions of it each time I die.
  • Squad moments in the game were fun, more of those would have been nice. I don’t see why Turok always has to go “investigate” stuff on his own while the other 10 guys sit around and jack off.
  • Giving someone next to no cover, a scattering of weapons, and two turrets that are impossible to use against the enemy isn’t fun believe it or not.

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About Riyad Kalla

Software development, video games, writing, reading and anything shiny. I ultimately just want to provide a resource that helps people and if I can't do that, then at least make them laugh.

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20 Responses to “Turok Review (PS3)”

  1. k October 27, 2008 at 5:35 pm #

    excellent review, online sucks You can fire a DU round from the pulse rifle and it barely does anything to a soildier but and arrow can drop ya. I don’t knwo if there trying to get you to use the knife or bow. but come on. Point blank with 2 shot guns should drop about anything, but no, humans apparently are tougher than T Rex . It would be nice if after doing so much in terms of graphics/story/ that they could at least do some better research into weapons, last time i checked DU rounds can put holes in tank armour . so for the life of me i can’t understand how it takes a whole magazine of 100 rounds sometimes to drop a guy ,(unless a head shot) which for some reason has no protection. The coop is another sore point , why the hell can’t you do the story mode in co op . The thing that drives me nuts is. there and no vehicles that can be driven , and yet there are APC’s littering the game.

  2. Riyad Kalla October 27, 2008 at 7:42 pm #

    k,
    Agreed on all fronts my friend, totally agree.

    Did you find the boss battles confusing/frustrating as well? The fact that there was only *1* way to kill certain bosses really pissed me off… it was so limiting/not fun.

    And that giant spider tank I had a hell of a time with. I might just be really bad at this game, but it took me like 5 tries to finally be able to run past it and get to shelter before it killed me.

  3. k November 9, 2008 at 1:11 am #

    the spider tank was rediculous . but there are many stupidly annoying levels where only a certain way will get you through the shit. eg.” heros end” where your buddy meets up with a helicopter gunship and has a meeting with destiny , only problem is destiny is using a Gattling Gun. If you don’t grab the RPG right away , your gonna be hating the game real quick n even if you have the Mini gun , you can’ty kill it. or the pulse/stiky bomb gun. or explove arrow. don’t get me wrong i do enjoy playing the game , but I wish the the developers of the game allowed more freedom toe deal with situations , the ps3 is a great system and lots of power. they should be allowing the user more ways to kill/ work out different situations, not every one thinks/acts the same. and they should have incorprated it.

  4. Riyad Kalla November 9, 2008 at 8:28 am #

    k,

    That is *exactly* right, that helicopter battle drove me batshit, I actually used 10 explosive arrows, 4 grenades, entire rounds of gattling gun and I think 3 retries before I finally saw the RPG down the side of the elevated walkway… I sighed to myself, picked it up, shot the helicopter and moved on to the next scene.

    I will say that the t-rex battle at the end was really nerve racking… and I thought a lot harder than it needed to be. I used the “strafe backwards around the crates” trick just to kill it… that one took like 5 retries for me.

    The game could have been a lot better if they had just

    * Not been cheap with some of the design
    * Brought back the insane nuclear weapons from Turok 1
    * Co-op

    I think those changes alone would have bumped that up to a 8/10 score for me… especially the co-op.

  5. Question Mark December 14, 2008 at 5:08 pm #

    “Squad moments in the game were fun, more of those would have been nice. I don’t see why Turok always has to go “investigate” stuff on his own while the other 10 guys sit around and jack off.”

    Fucking hilarious and too true.

    Great review, I’m stuck on the stupid sea serpent boss. Ugh.

  6. Riyad Kalla December 14, 2008 at 6:06 pm #

    Question Mark,

    Thanks dude — that was a painful battle, did you get everything figured out? As with *all* the boss fights in that game, it took me like 6 times, and each time was totally different than the last. The 6th time it was so easy it was a joke, the times before that it was almost impossible… I really can’t stand randomness like that.

    I forgot, is the serpent after the giant tank boss? Did you figure out that you had to run *towards* the tank, then hang a hard right and book it for the ammo crates?

    I had no idea…

  7. Question Mark December 14, 2008 at 7:53 pm #

    It took about 5 tries but I finally beat the damn serpent. I hate how the timing has to be exact or else he won’t take damage.

    Yeah, the serpent comes after the tank. The only way I beat the tank is by looking up a youtube video on how to beat it. It was pretty frustrating, huh? The thing shot a missile literally every 3 seconds.

    Another thing I don’t like is how hard the medium sized dinosaurs are to hit when they’re sprinting around and climbing trees. This game is hard enough as it is on normal mode, I can’t even imagine playing it on inhuman.

  8. Riyad Kalla December 14, 2008 at 8:17 pm #

    Didn’t you have the feeling that this game could have been *so* much better with a few gameplay tweaks?

    Full co-op would have rocked, but there was such a strong foundation for this game that was ruined with some retarded stuff (namely all the boss fights)

    Wait until you get to the helicopter, it’s the 2nd to last boss… then you’ll appreciate the paragraph on how I used a nuclear stock-pile worth of weapons before realizing I was *only* allowed to use the rocket launcher like 25′ from me… such awesome game design.

  9. Question Mark December 14, 2008 at 8:49 pm #

    I think I’m on the helicopter now. Thanks for the tip, I’ll look around for an RPG.

    Co-op would have been cool. So would vehicles.

  10. Ben March 6, 2009 at 10:29 pm #

    Thank YOU for echoing exactly the sentiments I have been experiencing with this game. Especially with the Spider-tank fight. It feels so much better knowing that someone else experienced the fucking BULLSHIT I have been through in this game. Amen brotha!

  11. Riyad Kalla March 9, 2009 at 8:44 am #

    Hahah, Ben, that is exactly right “fucking BULLSHIT” is a good description of the cheap parts of the game.

    I was so goddamn sad because this game *could* have been “great” relatively easily… I would have added:

    * gore during the knife-take-down scenes with humans (not just sparks)
    * dismemberment, headshots and sticking people to surfaces with the bow sometimes.
    * un-cheapened the boss fights and made them more flexible (meaning a grenade is as good as a rocket bow)

    Just those changes along would have made this like a 8/10 in my book… if they had then gone and added *real* co-op in the game, it would have been like a 8.5 or 9/10 for pure awesomeness.

  12. aries black April 26, 2009 at 6:48 am #

    great review. i have got stuck on the sea serpent boss despite reading a walkthrough and i just cant be bothered to play anymore. stabbing dinos in the head is awesome and the jungle graphics and sounds are very good but the boss fights completely ruined this game.

  13. mike December 10, 2009 at 6:19 pm #

    i would honastly like story mode coop

    • Riyad Kalla December 10, 2009 at 10:42 pm #

      Mike, absolutely — if the game had shipped just with great co-op that would have made it a point higher.

  14. pdp January 20, 2010 at 1:09 pm #

    I hope it’s not too late to post, but I must say I completely agree with your review of the pros and cons of this game. I am stuck on the aforementioned serpent boss and I can’t seem to get the timing right on the fissure explosions. Should I be trying to side roll and then aim my flamethrower as to cause an eruption as the serpent lunges over in proximity to the cracks in the ground?

    • Riyad Kalla January 20, 2010 at 2:54 pm #

      pdp, it’s hard for me to remember the exact fight with the serpent boss… but I remember it took me around 6 tries just to get “lucky” with how hard the AI decided to make it.

      I don’t remember side-rolling, just getting the flame-thrower explosion timing right, and I vaugley recall it being a slightly “odd” timing, not when I expected it, like making it blow up when the serpent was still pretty far away from it, instead of when it’s face was right in the cloud…

      this could have been such a cool game.

  15. Anonymous March 26, 2010 at 3:12 pm #

    i think the game was fucking hard as hell and the boss where the most difficult

  16. Chris July 14, 2010 at 3:24 am #

    spot on review, the insane amount of human enemies near the end drove me nuts, and the fact that the only cover was a series of small stones and tree stumps which the enemies would simply swarm around, plus the fact they had almost 100 percent accuracy from any distant and fired non stop when you were in there line of sight, then the screen blurring and jumping each time one of the thousands of bullets would hit you made it nearly impossible to fight back. id say i spent about 60 percent of the game loading previous checkpoints, being bounced of the floor by rockets, bosses and that fucking tank, and looking up the strat for each boss in the game.

    • Riyad Kalla July 14, 2010 at 8:12 am #

      Chris,

      Were you playing on Normal or Hard? I played on Easy and still found myself getting my ass handed to me at different points in the game.

  17. Chris July 14, 2010 at 11:19 pm #

    easy i believe, dont even wanna think about what it would be like on hard. got to the point where it was more frustrating than fun

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