Compare Jurassic Park prices across trusted key stores and find the best deal. Developed by Saber Interactive. Published by Telltale Games. Released on 11/16/2011. Available on PC. Genres: Action, Adventure. Metacritic score: 54/100.

Worth picking up if you loved the 1993 film and can stomach a game that plays more like a supervised movie than an adventure -- skip it if QTE fatigue sets in fast.

My first honest reaction to Jurassic Park: The Game was a mix of nostalgia and mild frustration, which turns out to be exactly the reaction most players have had since it launched in November 2011. Telltale built this as a four-episode point-and-click adventure set during and immediately after the events of Spielberg's original film, and the connective tissue they chose is clever: the story pivots on Dennis Nedry's lost Barbasol canister full of stolen dinosaur embryos, weaving together a new cast of characters alongside a handful of familiar faces like park vet Gerry Harding. The premise is genuinely interesting, and Telltale clearly did their homework -- John Williams' original score is used throughout, the original dinosaur sound effects are carried over from the films, and iconic park locations are recreated with obvious care. The gameplay, though, is where things get messy. This is not a traditional adventure game with inventory puzzles and brain-teasing conundrums. Interaction is stripped back to dragging objects, examining items, picking dialogue options, and -- most prominently -- hammering through quick-time events. The QTEs are everywhere: in action sequences, in escape scenes, and at points you would not expect them at all. Some sequences require you to memorize button strings in fast succession, and a single missed input sends you back to retry the whole segment. There are no item inventories and almost no real puzzles; the closest thing to lateral thinking is a Towers of Hanoi segment. The game was openly modeled on Heavy Rain, but where that title gave players genuine agency in a branching world, this one puts you on rigid rails. The player-character can die here -- a first for Telltale -- but the consequence is just a retry prompt, not a meaningful branch. Where it earns goodwill is atmosphere and story pacing. The four-episode structure means the narrative moves at a film-like clip, and the Isla Nublar locations include underground service tunnels and a marine facility that never appeared on screen, which gives franchise fans something genuinely new to look at. The story rotates between multiple protagonists -- a mercenary tracking the embryo canister, Harding and his daughter trapped on the island, and others -- and the character motivations hold up better than you might expect from a licensed game. Dialogue options occasionally let you choose who leads a conversation, which introduces small consequence variations, and there are a handful of different endings depending on choices made late in the game. Metacritic logged a score of 54 from critics who largely praised the story concept but hammered the thin interactivity and dated visuals. That visual side is a real limitation. The engine was already not cutting-edge at launch, and character animations are stiff throughout. Framerate stutters have been reported on PC since release and were never cleanly patched out. Context for conversation choices is sometimes absent -- you pick a cryptic option label without knowing what your character will actually say -- which creates an odd disconnect between player intent and on-screen performance. Looked at coldly, this sits below Telltale's own The Walking Dead in almost every dimension: less polish, less emotional weight, less player involvement. Think of it as the rough draft that taught Telltale what to fix before their breakout title. If you are a franchise devotee who wants to see Isla Nublar from new angles and fill in the gap left by the Barbasol can subplot, there is genuine fun here in a six-to-eight hour sitting. If you want an adventure game that actually challenges you, or if QTE-heavy design makes your teeth grind, this one will test your patience hard before the credits roll. Alex, Scout Team

Jurassic Park

Jurassic Park

Nov 16, 2011Saber InteractiveTelltale Games
GamerScout Says

Worth picking up if you loved the 1993 film and can stomach a game that plays more like a supervised movie than an adventure -- skip it if QTE fatigue sets in fast.

PC
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Historical low: €63.52

GamerScout Verdict

Best for die-hard Jurassic Park fans who want a 6-8 hour story follow-up to the film and can tolerate relentless quick-time events.

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About Jurassic Park

My first honest reaction to Jurassic Park: The Game was a mix of nostalgia and mild frustration, which turns out to be exactly the reaction most players have had since it launched in November 2011. Telltale built this as a four-episode point-and-click adventure set during and immediately after the events of Spielberg's original film, and the connective tissue they chose is clever: the story pivots on Dennis Nedry's lost Barbasol canister full of stolen dinosaur embryos, weaving together a new cast of characters alongside a handful of familiar faces like park vet Gerry Harding. The premise is genuinely interesting, and Telltale clearly did their homework -- John Williams' original score is used throughout, the original dinosaur sound effects are carried over from the films, and iconic park locations are recreated with obvious care. The gameplay, though, is where things get messy. This is not a traditional adventure game with inventory puzzles and brain-teasing conundrums. Interaction is stripped back to dragging objects, examining items, picking dialogue options, and -- most prominently -- hammering through quick-time events. The QTEs are everywhere: in action sequences, in escape scenes, and at points you would not expect them at all. Some sequences require you to memorize button strings in fast succession, and a single missed input sends you back to retry the whole segment. There are no item inventories and almost no real puzzles; the closest thing to lateral thinking is a Towers of Hanoi segment. The game was openly modeled on Heavy Rain, but where that title gave players genuine agency in a branching world, this one puts you on rigid rails. The player-character can die here -- a first for Telltale -- but the consequence is just a retry prompt, not a meaningful branch. Where it earns goodwill is atmosphere and story pacing. The four-episode structure means the narrative moves at a film-like clip, and the Isla Nublar locations include underground service tunnels and a marine facility that never appeared on screen, which gives franchise fans something genuinely new to look at. The story rotates between multiple protagonists -- a mercenary tracking the embryo canister, Harding and his daughter trapped on the island, and others -- and the character motivations hold up better than you might expect from a licensed game. Dialogue options occasionally let you choose who leads a conversation, which introduces small consequence variations, and there are a handful of different endings depending on choices made late in the game. Metacritic logged a score of 54 from critics who largely praised the story concept but hammered the thin interactivity and dated visuals. That visual side is a real limitation. The engine was already not cutting-edge at launch, and character animations are stiff throughout. Framerate stutters have been reported on PC since release and were never cleanly patched out. Context for conversation choices is sometimes absent -- you pick a cryptic option label without knowing what your character will actually say -- which creates an odd disconnect between player intent and on-screen performance. Looked at coldly, this sits below Telltale's own The Walking Dead in almost every dimension: less polish, less emotional weight, less player involvement. Think of it as the rough draft that taught Telltale what to fix before their breakout title. If you are a franchise devotee who wants to see Isla Nublar from new angles and fill in the gap left by the Barbasol can subplot, there is genuine fun here in a six-to-eight hour sitting. If you want an adventure game that actually challenges you, or if QTE-heavy design makes your teeth grind, this one will test your patience hard before the credits roll.

Alex
Alex · Scout Team

Catch-all

Tags

steamInteractive MovieQTE-HeavyEpisodicLicensed IPSingle PlaythroughStory-DrivenDinosaursBranching Dialogue

System Requirements

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Memory
TBD GB RAM
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Reviews & Ratings

Metacritic
54

Game Info

Developer
Saber Interactive
Publisher
Telltale Games
Release Date
Nov 16, 2011

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How much does Jurassic Park cost?

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What platforms is Jurassic Park available on?

Jurassic Park is available on PC.

When was Jurassic Park released?

Jurassic Park was released on 16 November 2011.

Who developed Jurassic Park?

Jurassic Park was developed by Saber Interactive and published by Telltale Games.

Is Jurassic Park worth buying?

Jurassic Park holds a Metacritic score of 54/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.