Turok 2: Seeds of Evil

A Brave's new world: with the PC conversion of Turok 2, this well-regarded line of Nintendo 64 first-person shoot-'em-ups joins the computer-game mainstream to generally splendid effect.

With the PC conversion of Turok 2, this well-regarded line of Nintendo 64 first-person shoot-'em-ups joins the computer-game mainstream to generally splendid effect.

The original Turok: Dinosaur Hunter was a gorgeous and ethereal good time. (Unique among FPSes, it made me feel sick to my stomach.) But, in retrospect, it was also a straight port that didn't bend to accommodate the power of the medium. Turok 2: Seeds of Evil makes that transition, and does it with some panache.

Much as before, it finds the limber Indian warrior, now on the trail of an evil force called the Primagen, collecting keys to later levels (which are still reached through a central hub) and the dispersed pieces of a super-weapon.

But the sequel is far more scenic than its predecessor-due in no small measure to developer Iguana drawing back the pea-soup fog that shrouded Turok. The six big levels-including an occupied, fiery city, an undead tomb, a fortified marsh, and a fungal underground-offer beautiful (if not stunning) vistas and effects such as cascading waterfalls, giant statues, and tiered staircases.

And that's not the only improvement. You can now save anywhere at any time-which renders the built-in save/resupply points somewhat superfluous. (Unfortunately, once you've used up the 16 saved-game positions, you can't simply overwrite previous saves, but must first delete the original game to open up the slot.)

While many enemies still charge you without restraint, some dodge, retreat, and fire from cover. The level design is broadly linear, but it includes lots of side roads and an expanded roster of objectives-typically rescues and acts of sabotage- and it's entirely possible to uncover a level exit only to discover you can't complete the level without backtracking to perform some task.

The 24 weapons-including a roving Phantasm-like head driller-have been assembled with an astute appreciation for gleeful chaos and unpredictable results. (Not every weapon works on every critter.) Arrows stick in your targets, and you can collect them from the corpses afterward. Head shots count (you can also blow off the odd appendage) and the lizardly enemies still act out their death throes with wonderful histrionics and much over-the-top spouting of blood globules. (This includes a realistic underwater blood effect. In fact, Turok 2 is great with water-evidenced by the perfect splashes when bullets hit its surface.)

The game played superbly over the Internet using the included "lite" version of GameSpy. (You'll love the ability to play dead.) However, the developers could still learn the odd trick or two. Respawning enemies is a necessary evil, given the likelihood that the player will revisit some levels in search of obscure keys or weapon pieces. But killing the same guys repeatedly as you traverse a level for the first time simply isn't fun and winds up working against atmosphere.

Similarly, the player's defenses of the gleaming towers (called "energy totems") that mark the end of each level are too similar in execution.

Finally, I'd like to see more ingenious twists like the great beast (with twin rocket launchers) on whose back you ride in the first segment of the second level. It's destructive fun of the most basic sort-blowing holes in walls, leveling buildings and even towers that loom in the background while watching enemies run frantically for their lives. However, it raises the bar for subsequent levels, which offer no comparable innovations.

Of course, the real innovation here is an abiding interest in making Turok 2 more of what it can be, and in that respect, Iguana has taken significant steps. This isn't simply a good console game transferred to computer. This is a good computer game.

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