Previously: 2016 2017 2018 2019 2020 2021 2022
* indicates a repeat
1~51
1. Super Hero Operations (PS1)
2. Lil' Gator Game (PC)
3. Disco Elysium: The Final Cut (PC)
4. Dragon Quest VII (PS1)
5. Dragon Quest III (SFC)
6. Dragon Quest VIII (PS2)
7. Dragon Quest Monsters (GBC)
8. Mario Party 6 (GC)
9. Last Bible 3 (SFC)
10. Mario Party 4 (GC)
11. Kirby and the Forgotten Land (Switch)
12. Final Fantasy: Mystic Quest (SFC)
13. Chrono Trigger (SFC) *
14. BoxBoy + BoxGirl! (Switch)
15. The Murder of Sonic The Hedgehog (PC)
16. SaGa (GB)
17. Wario Land 3 (GBC) *
18. Sutte Hakkun (SFC)
19. Kane & Lynch 2 (PC)
20. Burger Time Deluxe (GB)
21. Super Mario Advance 4: World e+ (GBA)
22. Bomberman GB 2 (GB)
23. Mario Party 5 (GC)
24. Klonoa: door to phantomile (PS1)
25. Mario Party 7 (GC)
26. Mario Party (N64) *
27. Crash Bash (PS1)
28. Balan Wonderworld (PS4)
29. From TV Animation One Piece Tobidase Kaizokudan! (PS1)
30. One Piece Pirate Warriors 3 (Vita)
31. Atelier Iris: Grand Phantasm (PS2)
32. Mana Khemia: Alchemists of Al-Revis (PS2)
33. Mana Khemia 2: Fall of Alchemy (PS2)
34. Crusader of Centy (Genesis)
35. Shadow Hearts (PS2)
36. White Album (PS3)
37. Shadow Hearts 2 (PS2)
38. Shadow Hearts: From the New World (PS2)
39. The Hunt for the Red October (GB)
40. Wild Arms (PS1)
41. Wild Arms 2 (PS1)
42. Custom Robo V2 (N64)
43. Mischief Makers (N64)
44. Quest 64 (N64)
45. Maximo Vs. Army of Zin (PS2)
46. Klonoa 2: Lunatea's Veil (PS2)
47. Moguuru Dabas (PocketStation)
48. Legend of Dragoon (PS1)
49. Gyakuten Saiban (GBA) *
50. Gyakuten Saiban 2 (GBA) *
51. Yoshi's Cookie (GB)
2. Lil' Gator Game (PC)
3. Disco Elysium: The Final Cut (PC)
4. Dragon Quest VII (PS1)
5. Dragon Quest III (SFC)
6. Dragon Quest VIII (PS2)
7. Dragon Quest Monsters (GBC)
8. Mario Party 6 (GC)
9. Last Bible 3 (SFC)
10. Mario Party 4 (GC)
11. Kirby and the Forgotten Land (Switch)
12. Final Fantasy: Mystic Quest (SFC)
13. Chrono Trigger (SFC) *
14. BoxBoy + BoxGirl! (Switch)
15. The Murder of Sonic The Hedgehog (PC)
16. SaGa (GB)
17. Wario Land 3 (GBC) *
18. Sutte Hakkun (SFC)
19. Kane & Lynch 2 (PC)
20. Burger Time Deluxe (GB)
21. Super Mario Advance 4: World e+ (GBA)
22. Bomberman GB 2 (GB)
23. Mario Party 5 (GC)
24. Klonoa: door to phantomile (PS1)
25. Mario Party 7 (GC)
26. Mario Party (N64) *
27. Crash Bash (PS1)
28. Balan Wonderworld (PS4)
29. From TV Animation One Piece Tobidase Kaizokudan! (PS1)
30. One Piece Pirate Warriors 3 (Vita)
31. Atelier Iris: Grand Phantasm (PS2)
32. Mana Khemia: Alchemists of Al-Revis (PS2)
33. Mana Khemia 2: Fall of Alchemy (PS2)
34. Crusader of Centy (Genesis)
35. Shadow Hearts (PS2)
36. White Album (PS3)
37. Shadow Hearts 2 (PS2)
38. Shadow Hearts: From the New World (PS2)
39. The Hunt for the Red October (GB)
40. Wild Arms (PS1)
41. Wild Arms 2 (PS1)
42. Custom Robo V2 (N64)
43. Mischief Makers (N64)
44. Quest 64 (N64)
45. Maximo Vs. Army of Zin (PS2)
46. Klonoa 2: Lunatea's Veil (PS2)
47. Moguuru Dabas (PocketStation)
48. Legend of Dragoon (PS1)
49. Gyakuten Saiban (GBA) *
50. Gyakuten Saiban 2 (GBA) *
51. Yoshi's Cookie (GB)
52. Gyakuten Saiban 3 (GBA) *
53. Pokemon Gold (GBC)
54. Beltlogger 9 (PS1)
55. 64 De Hakken!! Tamagotchi: Minna De Tamagotchi World (N64)
56. Koudelka (PS1)
57. Pilotwings 64 (N64)
58. Mickey's Speedway USA (N64)
59. Boku No Natsuyasumi (PS1)
60. Pokemon Stadium: Gold & Silver (N64)
61. Chicory: A Colorful Tale (Switch)
62. Pokemon Stadium 2 (N64)
63. Pokemon Yellow (GB) *
64. Pokemon Stadium (N64)
65. Batman (GB)
66. Pokemon Snap (N64) *
67. Diddy Kong Racing (N64)
68. Wipeout XL (PS1)
69. Bomberman 64 (2001) (N64)
Even outside of my recent kick of playing a bunch of N64 games, this is a game that I’ve had my eyes on for quite some time. Ever since I played through the other three N64 Bomberman games a few years back, I’ve had this one on my to do list, but it’s just been too expensive to justify picking it up. Recently, I finally decided that I’d waited more than long enough, and I bit the bullet on paying the 2300 yen for this bad boy to see what it was all about. This is a tricky one to call “beaten” in a couple ways, but the biggest reason is because there is actually no way of wiping the preexisting save data on the cartridge, so the previous owner’s memory was still there and there was nothing I could do about it ^^;. As such, I can’t really fairly give a time beaten for this one, though I did play both the mini-games and classic single player mode until I got the credits in each, so I’m comfortable calling that beaten enough. I did it all with the Japanese version of the game on real hardware.
Bomberman 64 doesn’t really have any story to speak of, so far as I’m aware. Perhaps there’s some in the manual, but at least as far as the game itself goes, there is no story here. The “Bomberman Land” (of which this would end up being one of the first in that sub-series) section has a sort of narrative as you collect more medals and unlock more of the park, but that’s *really* stretching it on what we’d call a “story” ^^;. But this is Bomberman! We don’t need a fancy story to enjoy our Bomberman, or at least I don’t, and it’s very hard to begrudge the game for focusing what it’s good at. This is a perfectly fine Bomberman delivery device, story or no story, and I’m plenty happy with what’s here.
Despite being on the N64, this is an entirely 2D Bomberman game, so if you want traditional Bomberman goodness on your N64, this is your only way to get it. It’s something of a compilation of different games and game modes that make it somewhere between a “Greatest Hits” compilation and a survey course of 16-bit era Bomberman stuff. As such, we have a single-player mode where you go through 10 stages and then fight a boss (where you’re ostensibly trying to get the fastest clear-time you can). You also have a 4-player battle mode that you can access alongside that one as well, and it will be very familiar to anyone who’s played a multiplayer Bomberman game before. After that, we have Panic Bomber, the Tetris-like falling block puzzle game that they made for Bomberman, which you can play whenever you like. You also have a SameGame puzzle game, and I’ll admit I have no idea why it’s here (at least in terms of its relation to Bomberman), but it’s here if you want to play it! XD. Lastly, you have Bomberman Land, which is a big theme park that you can walk around and play a couple dozen mini games in to unlock more games until you reach the end.
As far as Panic Bomber and SameGame go, they’re very good little adaptations of their respective games. It’s a bit of a shame there’s no multiplayer aspect to Panic Bomber, but if you want score attack, this game can give it to you. The Bomberman Land mini-games are also sadly all single-player. That in and of itself isn’t a crime, but with Bomberman as a franchise being SO obsessed with multiplayer, it’s a bit of a shame that all of these decent little mini-games (virtually all of which are put together with assets completely unique to themselves) have no party element to them beyond just trying to beat your friends’ scores.
There’s also the issue of justifying their inclusion in the first place. It’s a bit lost on me why the Bomberman Land stuff is even here in the first place. They’re not particularly Bomberman-y, and just tacking on a mini-game collection to a Bomberman game compilation seems like a very weird choice to me if it came at the cost of fleshing out the multiplayer or classic single-player modes a bit more. A lot of effort clearly went into this, but outside of the neat little spectacle of it existing in the first place, I’m not convinced it really adds much to the overall package. Speaking of which, the classic multiplayer mode itself is a pretty well put together thing for what it is, but anyone familiar with 16-bit era Bomberman games is going to find it *very* lacking. There aren’t many map types or power up types, and there’s even only one kind of Louie to find. It’s a perfectly serviceable multiplayer Bomberman game, mind you, and it having native 4-player support (without the need for a multitap) is in and of itself something to set it apart from basically all previous Bomberman games, but it’s not really going to wow anyone who’s even somewhat familiar with other games in this series from this or the previous console generation.
The classic single-player mode is what I went through a lot of myself, and properly beating it is when I was comfortable calling this game “beaten”. It’s only ten stages, but you go through them along a bit branching path system, where you go into either an up exit or a down exist after destroying all the enemies in the stages, and that will bring you to the corresponding next level on the tree. There are eight different end points on the tree, and getting to the end gets you one of four different bosses (with there being a respective easier and harder version of each, getting us a total of eight different fights). Beating every single level on the tree at least once gives you the final boss fight once you’ve beaten the boss typical to that route down the tree, and he’s a tougher fight against a big guy who has all of the powers of the other four bosses and then some.
As far as single-player classic Bomberman content goes, this is easily some of the easiest stuff they’d ever done, and I’m totally okay with that. With just how merciless the 16-bit era game final bosses always are, I was totally cool with the bosses here being glorified 1v1 multiplayer matches against special opponents, and it made for a really fun time! Like with the other modes, it’s certainly not going to match up content-wise to most other Bomberman games, but it’s a well put together and very fun version of this kind of Bomberman, and my five or so playthroughs through it (to mop up the stages the original owner had missed) were all good fun~.
The aesthetics of this game are very nice. They’re very Bomberman, especially in the modern style they’d start using in the 2000’s (especially in the Bomberman Land series), but they’re very cute and well done. The music is also very Bomberman, to put it as simply as I can. It’s nothing super awesome or unique to write home about, but really to be expected from a “Greatest Hits” Bomberman game like this. It’s all done very adequately, and there’s really nothing to criticize either way.
Verdict: Hesitantly Recommended. This is one where your mileage is *really* going to vary based on what you want from your Bomberman and how much other Bomberman you have available to you. If you only have an N64 and it’s your main multiplayer console of choice, you might have a lot of use for a survey course of 2D Bomberman stuff like this (especially with 4-player support that needs no multitap). However, if you’ve got one or two other Bomberman games (either older or newer), chances are there’s not much this game can offer you that you don’t already have. It’s certainly a neat oddity on the N64, especially when put aside the other Bomberman offerings on the console, but there’s just nothing particularly unique or worth experiencing for the price tag compared to all of the similarly priced Super Famicom, PS1, or Saturn Bomberman games out there (and that’s not even mentioning more modern Bomberman stuff). This game is a jack of all trades and master of none, and while it isn’t a bad game, if you’re at all familiar with Bomberman, the good times you have with this will likely just remind you of better Bomberman games you could be playing rather than continuing to play this ^^;.
Bomberman 64 doesn’t really have any story to speak of, so far as I’m aware. Perhaps there’s some in the manual, but at least as far as the game itself goes, there is no story here. The “Bomberman Land” (of which this would end up being one of the first in that sub-series) section has a sort of narrative as you collect more medals and unlock more of the park, but that’s *really* stretching it on what we’d call a “story” ^^;. But this is Bomberman! We don’t need a fancy story to enjoy our Bomberman, or at least I don’t, and it’s very hard to begrudge the game for focusing what it’s good at. This is a perfectly fine Bomberman delivery device, story or no story, and I’m plenty happy with what’s here.
Despite being on the N64, this is an entirely 2D Bomberman game, so if you want traditional Bomberman goodness on your N64, this is your only way to get it. It’s something of a compilation of different games and game modes that make it somewhere between a “Greatest Hits” compilation and a survey course of 16-bit era Bomberman stuff. As such, we have a single-player mode where you go through 10 stages and then fight a boss (where you’re ostensibly trying to get the fastest clear-time you can). You also have a 4-player battle mode that you can access alongside that one as well, and it will be very familiar to anyone who’s played a multiplayer Bomberman game before. After that, we have Panic Bomber, the Tetris-like falling block puzzle game that they made for Bomberman, which you can play whenever you like. You also have a SameGame puzzle game, and I’ll admit I have no idea why it’s here (at least in terms of its relation to Bomberman), but it’s here if you want to play it! XD. Lastly, you have Bomberman Land, which is a big theme park that you can walk around and play a couple dozen mini games in to unlock more games until you reach the end.
As far as Panic Bomber and SameGame go, they’re very good little adaptations of their respective games. It’s a bit of a shame there’s no multiplayer aspect to Panic Bomber, but if you want score attack, this game can give it to you. The Bomberman Land mini-games are also sadly all single-player. That in and of itself isn’t a crime, but with Bomberman as a franchise being SO obsessed with multiplayer, it’s a bit of a shame that all of these decent little mini-games (virtually all of which are put together with assets completely unique to themselves) have no party element to them beyond just trying to beat your friends’ scores.
There’s also the issue of justifying their inclusion in the first place. It’s a bit lost on me why the Bomberman Land stuff is even here in the first place. They’re not particularly Bomberman-y, and just tacking on a mini-game collection to a Bomberman game compilation seems like a very weird choice to me if it came at the cost of fleshing out the multiplayer or classic single-player modes a bit more. A lot of effort clearly went into this, but outside of the neat little spectacle of it existing in the first place, I’m not convinced it really adds much to the overall package. Speaking of which, the classic multiplayer mode itself is a pretty well put together thing for what it is, but anyone familiar with 16-bit era Bomberman games is going to find it *very* lacking. There aren’t many map types or power up types, and there’s even only one kind of Louie to find. It’s a perfectly serviceable multiplayer Bomberman game, mind you, and it having native 4-player support (without the need for a multitap) is in and of itself something to set it apart from basically all previous Bomberman games, but it’s not really going to wow anyone who’s even somewhat familiar with other games in this series from this or the previous console generation.
The classic single-player mode is what I went through a lot of myself, and properly beating it is when I was comfortable calling this game “beaten”. It’s only ten stages, but you go through them along a bit branching path system, where you go into either an up exit or a down exist after destroying all the enemies in the stages, and that will bring you to the corresponding next level on the tree. There are eight different end points on the tree, and getting to the end gets you one of four different bosses (with there being a respective easier and harder version of each, getting us a total of eight different fights). Beating every single level on the tree at least once gives you the final boss fight once you’ve beaten the boss typical to that route down the tree, and he’s a tougher fight against a big guy who has all of the powers of the other four bosses and then some.
As far as single-player classic Bomberman content goes, this is easily some of the easiest stuff they’d ever done, and I’m totally okay with that. With just how merciless the 16-bit era game final bosses always are, I was totally cool with the bosses here being glorified 1v1 multiplayer matches against special opponents, and it made for a really fun time! Like with the other modes, it’s certainly not going to match up content-wise to most other Bomberman games, but it’s a well put together and very fun version of this kind of Bomberman, and my five or so playthroughs through it (to mop up the stages the original owner had missed) were all good fun~.
The aesthetics of this game are very nice. They’re very Bomberman, especially in the modern style they’d start using in the 2000’s (especially in the Bomberman Land series), but they’re very cute and well done. The music is also very Bomberman, to put it as simply as I can. It’s nothing super awesome or unique to write home about, but really to be expected from a “Greatest Hits” Bomberman game like this. It’s all done very adequately, and there’s really nothing to criticize either way.
Verdict: Hesitantly Recommended. This is one where your mileage is *really* going to vary based on what you want from your Bomberman and how much other Bomberman you have available to you. If you only have an N64 and it’s your main multiplayer console of choice, you might have a lot of use for a survey course of 2D Bomberman stuff like this (especially with 4-player support that needs no multitap). However, if you’ve got one or two other Bomberman games (either older or newer), chances are there’s not much this game can offer you that you don’t already have. It’s certainly a neat oddity on the N64, especially when put aside the other Bomberman offerings on the console, but there’s just nothing particularly unique or worth experiencing for the price tag compared to all of the similarly priced Super Famicom, PS1, or Saturn Bomberman games out there (and that’s not even mentioning more modern Bomberman stuff). This game is a jack of all trades and master of none, and while it isn’t a bad game, if you’re at all familiar with Bomberman, the good times you have with this will likely just remind you of better Bomberman games you could be playing rather than continuing to play this ^^;.
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70. Turok: Dinosaur Hunter (N64)
The Turok games are ones I’ve heard about but seen very little of for ages and ages. Up until now, the only thing that I really knew about this game was that I’d heard it had some quite annoying first-person platforming in it. In my recent haul of a pile of N64 games, this and its sequel were to of the quite cheap N64 games I’d gotten my hands on. I always love to see how western games localized for Japan end up looking, and especially given that only these first two Turok games (while not Rage Wars nor Turok 3) ever made it over here, that made it even more tempting to pick these up and see what they were like. It took me around 17 hours to get through the game on normal difficulty. I played through the Japanese version and used no cheat codes while playing on real hardware.
The actual IP for Turok: Dinosaur Hunter (or as the game was called here, “Space Time Soldier: Turok”) was actually originally from a comic that started in the early 50’s. Upon learning that this was a property originally created in the Golden Age of comics, that made everything about it make a LOT more sense XD. You play a Native American dimension-hopping warrior that carries the name (and title) of Turok. It’s your job to protect the universe from all manner of danger that may threaten it, and in this case, it’s the evil Campaigner who threatens the safety of the universe. His aim is the legendary Chronoscepter, an artifact so powerful that it was broken into 8 pieces to keep it from ever falling into the wrong hands. It’s Turok’s job to traverse the Lost Lands at the edge of the universe and stop the evil Campaigner in his quest for universal domination!
That’s the story as well as I can remember it, at least, as it’s not really very important. Virtually all of the plot is in the manual, and it doesn’t really relate to the gameplay at all. However, this being largely an action-game, it’s difficult to call that a terribly serious problem. We don’t need much story to think about if we have enough things to shoot at, and Turok follows this philosophy very well. The premise and presentation of certain enemies certainly has a not insignificant problem with casual racism, but it’s also nothing that will read as particularly special in that regard for anyone familiar with western media from the 1990’s. It’s certainly not “good representation” by any stretch for any of the groups portrayed in this game, but it’s hardly unique in that regard, so I can only hold that against it so much.
The gameplay of Turok is a first-person shooter that clearly takes a lot of cues from stuff like Doom (as so many FPS of the time did) while also injecting some of its own ideas here and there. You have 8 big ol’ stages to travel and explore through as you search for the special keys that unlock successive stages as well as pieces of the Chronoscepter (if you happen to want a big Final Boss Deleter after the end of stage 8, which I did, and it was very appreciated to delete that awful bugger). You’ve got over a dozen weapons to do it with, and there are about a dozen or so enemy types that will try and keep you from your goals. It’s not super novel in the ways it does this stuff (especially with just how many of the weapons feel like they were pulled straight from Doom, even down to which guns share which ammo types), but I say if it ain’t broke, don’t fix it. Levels are fun to explore, enemies are fun to shoot with your guns, and the boss designs are (for the most part) fairly good, even if their limited AI often gets in the way of them being any more challenging than the normal enemies you have to deal with.
The problems that this game *does* have are largely where it tries to innovate. The biggest thing its trying to do towards that effort is have fun in 3D spaces, and that generally amounts to verticality and platforming, and the platforming in this game is pretty darn rough. You not only are locked to a first-person perspective, but you also can’t see your player model. Your biggest savior here is the map that you can pull up that overlays on top of your vision. While you can use that little yellow triangle’s position relative to the edges and platforms around it as a pretty darn good platforming aid, it isn’t perfect. There are plenty of places (both secret and otherwise) where the map just doesn’t show you where the platforms are, and just getting good at vibing out how far you can jump ends up becoming a very important skill in Turok, map or no map.
Aside from that, the issues are largely either subjective on my part or just mean design on the game’s part. It’s weird to say, but unlike a game like Doom or what have you, where there are only a fixed amount of enemies per stage, Turok has enemies spawn in but not respawn. What I mean by that is, while enemies will be preexisting in stages and more enemies can and will warp in to replace them, it’s seemingly up to the game’s whimsy which enemies happen to spawn and when and where. I can’t count how many times I thought I’d sussed out which enemies in an area would get a replacement spawned in for them after I’d killed them, they’d end up not getting a replacement spawned at all. Thankfully, you can at least hear the very distinct sound of an enemy teleporting in, but that still doesn’t stop the game from enemies spawning or jumping down behind you SO often in ways you could barely expect.
This lead to me developing an adaptive strategy, often rushing forward with reckless abandon just seeing what enemies (and traps) lie in wait for me until I died, then loading my previous save so I could more smartly deal with what I needed to and ignore what I didn’t. Figuring that out in and of itself was at first frustrating, but it ultimately became a kind of fun in and of itself. It’s certainly not how I’d prefer to play a game like this (especially with this control scheme), but I’d have a hard time saying whether it’s outright good or bad.
However, just how difficult enemies can be to deal with is something that wouldn’t be nearly as much of a problem if you were playing on hardware with a bit more accuracy. On something as accurate as a mouse & keyboard I would’ve had a lot less trouble, but with the awkwardness and relative imprecision of an N64 controller, I had a lot more trouble ^^;. Now, part of this is down to me using an aftermarket replacement joystick that’s far too sensitive, so aiming was always going to be a bastard on any shooter I played on this thing. But even outside of that, the auto-aim the game employs for your hitscan weapons can feel very arbitrary in its usefulness, and this is made no better by the lack of an aiming reticle for your guns. You can usually make do with how the yellow triangle that shows where you are on the map, as it’s *roughly* in the middle of your vision, so it’s a kind of makeshift reticle. However, that’s going to really start losing its effectiveness once you need to use non-hitscan weapons like the grenade launcher or the rocket launcher (the latter being so difficult to aim that I virtually never used it).
Then there are other issues that arise from the limitations of the controller as well, which really just boil down to “the N64 simply doesn’t have enough buttons”. Using the C-buttons to move and the joystick to aim was always going to be an imperfect solution, but this goes for double when A and B are your buttons to scroll through your weapon wheel. This is a double problem if you happen to be using the left handed mode where the D-pad moves you instead of the C-buttons (which I found woefully inferior due to the precision they want out of the button presses, so I gave up after an hour or two), but not being able to both switch weapons and move (or turn) at the same time makes a lot of encounters against spongier enemies a lot more punishing than they need to be, even if you already know what’s coming.
The worst part of all of that is how awful they make strafing side to side. If you double tap left or right, you FLY very far in that direction. I have absolutely no idea why they did this, as there are virtually no spaces large enough where that’d actually be an advantage, and it’s not like your normal strafe and forward move speeds aren’t fast enough already. All this amounts to is a ton of unnecessary deaths off of the game’s MANY narrow bridges over bottomless pits because you dared be slightly hesitant with a rightward strafe (and it’s not even like the game has a multiplayer mode that’d make this more advantageous against other players either).
At the end of the day, Turok’s controls are a really mixed bag. To a large degree, there’s not much I can fault it without just wielding 20/20 hindsight like a hammer. Given that you need Z to fire and R (or L) to jump, there’s really no better solution they could’ve used with this controller for switching guns. Perhaps less guns overall (and given how useless so many of them are, I wouldn’t say that’s a bad idea) would’ve helped a bit, and I’d say the level and game design with the platforming sections and enemy spawn stuff also make this just that much more awkward to deal with. That said, this was a still very young genre when this game came out, and there weren’t really enough games that gave you this degree of movement freedom to know that all this stuff was a poor idea. I think it’s still a *bit* too forgiving to just file it all under “well it’s an old game, so it’s gonna have old game jank”, but I do think that Turok is very much like most FPS games from this generation of gaming. You’ve really just got to be ready to hop back into an era when controlling an FPS on a console was still a bold new science being explored, because if you’re not ready for that, then trying pretty much any FPS on the N64 is likely going to be bad idea, dinosaurs or no dinosaurs.
Aesthetically, Turok is a very impressive looking game at the time. They used state of the art motion capture technology for the human enemy animations, and it REALLY shows with just how fluid and nice looking their animations are (for both fighting and dying!). It’s a bit annoying still that one or two death animations make it look like enemies are still alive, granted, but overall the care and attention put towards enemy animations was time well spent. Levels are well detailed and varied looking, but many worlds *do* share a lot of textures, so remembering your way around can be a bit tricky. Using your map is essential, because not using it means you’re probably going to get lost quite a bit with just how similar levels can look at times. The music is very nice and fits the mood very well, and the only downside I can start to think about here is the draw distance.
The draw distance fog is VERY close by, which can make some platforming quite awkward (especially with how the colored fog can make the map harder to read), but it fortunately only rarely makes enemies harder to fight. 99 times out of 100, you can see enemies before they can see you, and picking them off while they’re still out in the fog can be a very valuable strategy when the environment allows for it. The first footage I saw of this game made it seem like the draw distance issues were going to make playing it a horrid experience, but I was very thankful with just how wrong I was on that front. I can’t say the draw distance (and the slowdown issues that appear when there are a LOT of enemies on screen) aren’t a problem at all, as they obviously are, but they’re far less of a problem than you might imagine they’d be, and they’re way less of a problem than the stuff with the controls or the platforming issues.
Verdict: Hesitantly Recommended. Had I played through Turok on PC, I imagine I would’ve liked it a fair bit more (not to mention completed it faster XD). That said, I still had a good time by the end of it. It was very back and forth, with getting used to the controls/platforming and figuring out that often running was a far more valuable strategy than fighting being their own respective trials to overcome, but once I started getting the feel for it, I was having quite a good time despite how difficult the game was. Figuring out how to get past what was in front of me despite the control issues and enemy ambushes turned into a fun challenge all on its own, and I’m genuinely looking forward to playing the sequel (and not just because I’ve heard that it’s such a better game XD). If you’re into retro console FPS or you’re like me and you just want to check out some classic, lauded N64 games, this is one definitely worth checking out. On the other hand, if all that you’ve read about me complaining about the controls and the game design have made you recoil in horror, then this might be one you’re better off trying out on PC (if you end up playing it at all ^^;).
The actual IP for Turok: Dinosaur Hunter (or as the game was called here, “Space Time Soldier: Turok”) was actually originally from a comic that started in the early 50’s. Upon learning that this was a property originally created in the Golden Age of comics, that made everything about it make a LOT more sense XD. You play a Native American dimension-hopping warrior that carries the name (and title) of Turok. It’s your job to protect the universe from all manner of danger that may threaten it, and in this case, it’s the evil Campaigner who threatens the safety of the universe. His aim is the legendary Chronoscepter, an artifact so powerful that it was broken into 8 pieces to keep it from ever falling into the wrong hands. It’s Turok’s job to traverse the Lost Lands at the edge of the universe and stop the evil Campaigner in his quest for universal domination!
That’s the story as well as I can remember it, at least, as it’s not really very important. Virtually all of the plot is in the manual, and it doesn’t really relate to the gameplay at all. However, this being largely an action-game, it’s difficult to call that a terribly serious problem. We don’t need much story to think about if we have enough things to shoot at, and Turok follows this philosophy very well. The premise and presentation of certain enemies certainly has a not insignificant problem with casual racism, but it’s also nothing that will read as particularly special in that regard for anyone familiar with western media from the 1990’s. It’s certainly not “good representation” by any stretch for any of the groups portrayed in this game, but it’s hardly unique in that regard, so I can only hold that against it so much.
The gameplay of Turok is a first-person shooter that clearly takes a lot of cues from stuff like Doom (as so many FPS of the time did) while also injecting some of its own ideas here and there. You have 8 big ol’ stages to travel and explore through as you search for the special keys that unlock successive stages as well as pieces of the Chronoscepter (if you happen to want a big Final Boss Deleter after the end of stage 8, which I did, and it was very appreciated to delete that awful bugger). You’ve got over a dozen weapons to do it with, and there are about a dozen or so enemy types that will try and keep you from your goals. It’s not super novel in the ways it does this stuff (especially with just how many of the weapons feel like they were pulled straight from Doom, even down to which guns share which ammo types), but I say if it ain’t broke, don’t fix it. Levels are fun to explore, enemies are fun to shoot with your guns, and the boss designs are (for the most part) fairly good, even if their limited AI often gets in the way of them being any more challenging than the normal enemies you have to deal with.
The problems that this game *does* have are largely where it tries to innovate. The biggest thing its trying to do towards that effort is have fun in 3D spaces, and that generally amounts to verticality and platforming, and the platforming in this game is pretty darn rough. You not only are locked to a first-person perspective, but you also can’t see your player model. Your biggest savior here is the map that you can pull up that overlays on top of your vision. While you can use that little yellow triangle’s position relative to the edges and platforms around it as a pretty darn good platforming aid, it isn’t perfect. There are plenty of places (both secret and otherwise) where the map just doesn’t show you where the platforms are, and just getting good at vibing out how far you can jump ends up becoming a very important skill in Turok, map or no map.
Aside from that, the issues are largely either subjective on my part or just mean design on the game’s part. It’s weird to say, but unlike a game like Doom or what have you, where there are only a fixed amount of enemies per stage, Turok has enemies spawn in but not respawn. What I mean by that is, while enemies will be preexisting in stages and more enemies can and will warp in to replace them, it’s seemingly up to the game’s whimsy which enemies happen to spawn and when and where. I can’t count how many times I thought I’d sussed out which enemies in an area would get a replacement spawned in for them after I’d killed them, they’d end up not getting a replacement spawned at all. Thankfully, you can at least hear the very distinct sound of an enemy teleporting in, but that still doesn’t stop the game from enemies spawning or jumping down behind you SO often in ways you could barely expect.
This lead to me developing an adaptive strategy, often rushing forward with reckless abandon just seeing what enemies (and traps) lie in wait for me until I died, then loading my previous save so I could more smartly deal with what I needed to and ignore what I didn’t. Figuring that out in and of itself was at first frustrating, but it ultimately became a kind of fun in and of itself. It’s certainly not how I’d prefer to play a game like this (especially with this control scheme), but I’d have a hard time saying whether it’s outright good or bad.
However, just how difficult enemies can be to deal with is something that wouldn’t be nearly as much of a problem if you were playing on hardware with a bit more accuracy. On something as accurate as a mouse & keyboard I would’ve had a lot less trouble, but with the awkwardness and relative imprecision of an N64 controller, I had a lot more trouble ^^;. Now, part of this is down to me using an aftermarket replacement joystick that’s far too sensitive, so aiming was always going to be a bastard on any shooter I played on this thing. But even outside of that, the auto-aim the game employs for your hitscan weapons can feel very arbitrary in its usefulness, and this is made no better by the lack of an aiming reticle for your guns. You can usually make do with how the yellow triangle that shows where you are on the map, as it’s *roughly* in the middle of your vision, so it’s a kind of makeshift reticle. However, that’s going to really start losing its effectiveness once you need to use non-hitscan weapons like the grenade launcher or the rocket launcher (the latter being so difficult to aim that I virtually never used it).
Then there are other issues that arise from the limitations of the controller as well, which really just boil down to “the N64 simply doesn’t have enough buttons”. Using the C-buttons to move and the joystick to aim was always going to be an imperfect solution, but this goes for double when A and B are your buttons to scroll through your weapon wheel. This is a double problem if you happen to be using the left handed mode where the D-pad moves you instead of the C-buttons (which I found woefully inferior due to the precision they want out of the button presses, so I gave up after an hour or two), but not being able to both switch weapons and move (or turn) at the same time makes a lot of encounters against spongier enemies a lot more punishing than they need to be, even if you already know what’s coming.
The worst part of all of that is how awful they make strafing side to side. If you double tap left or right, you FLY very far in that direction. I have absolutely no idea why they did this, as there are virtually no spaces large enough where that’d actually be an advantage, and it’s not like your normal strafe and forward move speeds aren’t fast enough already. All this amounts to is a ton of unnecessary deaths off of the game’s MANY narrow bridges over bottomless pits because you dared be slightly hesitant with a rightward strafe (and it’s not even like the game has a multiplayer mode that’d make this more advantageous against other players either).
At the end of the day, Turok’s controls are a really mixed bag. To a large degree, there’s not much I can fault it without just wielding 20/20 hindsight like a hammer. Given that you need Z to fire and R (or L) to jump, there’s really no better solution they could’ve used with this controller for switching guns. Perhaps less guns overall (and given how useless so many of them are, I wouldn’t say that’s a bad idea) would’ve helped a bit, and I’d say the level and game design with the platforming sections and enemy spawn stuff also make this just that much more awkward to deal with. That said, this was a still very young genre when this game came out, and there weren’t really enough games that gave you this degree of movement freedom to know that all this stuff was a poor idea. I think it’s still a *bit* too forgiving to just file it all under “well it’s an old game, so it’s gonna have old game jank”, but I do think that Turok is very much like most FPS games from this generation of gaming. You’ve really just got to be ready to hop back into an era when controlling an FPS on a console was still a bold new science being explored, because if you’re not ready for that, then trying pretty much any FPS on the N64 is likely going to be bad idea, dinosaurs or no dinosaurs.
Aesthetically, Turok is a very impressive looking game at the time. They used state of the art motion capture technology for the human enemy animations, and it REALLY shows with just how fluid and nice looking their animations are (for both fighting and dying!). It’s a bit annoying still that one or two death animations make it look like enemies are still alive, granted, but overall the care and attention put towards enemy animations was time well spent. Levels are well detailed and varied looking, but many worlds *do* share a lot of textures, so remembering your way around can be a bit tricky. Using your map is essential, because not using it means you’re probably going to get lost quite a bit with just how similar levels can look at times. The music is very nice and fits the mood very well, and the only downside I can start to think about here is the draw distance.
The draw distance fog is VERY close by, which can make some platforming quite awkward (especially with how the colored fog can make the map harder to read), but it fortunately only rarely makes enemies harder to fight. 99 times out of 100, you can see enemies before they can see you, and picking them off while they’re still out in the fog can be a very valuable strategy when the environment allows for it. The first footage I saw of this game made it seem like the draw distance issues were going to make playing it a horrid experience, but I was very thankful with just how wrong I was on that front. I can’t say the draw distance (and the slowdown issues that appear when there are a LOT of enemies on screen) aren’t a problem at all, as they obviously are, but they’re far less of a problem than you might imagine they’d be, and they’re way less of a problem than the stuff with the controls or the platforming issues.
Verdict: Hesitantly Recommended. Had I played through Turok on PC, I imagine I would’ve liked it a fair bit more (not to mention completed it faster XD). That said, I still had a good time by the end of it. It was very back and forth, with getting used to the controls/platforming and figuring out that often running was a far more valuable strategy than fighting being their own respective trials to overcome, but once I started getting the feel for it, I was having quite a good time despite how difficult the game was. Figuring out how to get past what was in front of me despite the control issues and enemy ambushes turned into a fun challenge all on its own, and I’m genuinely looking forward to playing the sequel (and not just because I’ve heard that it’s such a better game XD). If you’re into retro console FPS or you’re like me and you just want to check out some classic, lauded N64 games, this is one definitely worth checking out. On the other hand, if all that you’ve read about me complaining about the controls and the game design have made you recoil in horror, then this might be one you’re better off trying out on PC (if you end up playing it at all ^^;).