Turok
Ninety-seven percent of what makes Turok tick is still intact: a knife, a bow, a quad rocket launcher, and a Lost Land full of dinosaurs that will absolutely eat you. If old-school FPS DNA is your thing, this remaster delivers it clean.
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About Turok
I put about four hours into Turok before I even thought about stopping, and that surprised me. This is a 1997 N64 shooter running on modern hardware, no pretense otherwise, and the moment you accept that premise the whole thing opens up into something genuinely enjoyable. Nightdive Studios took Iguana Entertainment's original first-person action game and did exactly what you want from a remaster: made it run without fighting your PC, pushed back the famous fog that used to swallow the world whole, and left the core design alone. That core design is a hub-based FPS where you hunt for keys scattered across jungle temples, caves, and alien corridors, popping them into lock mechanisms to unlock new levels. It sounds simple because it is, and that simplicity is part of the appeal. The arsenal is the headline. You start with a knife and a bow, pick up a pistol, two shotguns, and a pulse rifle as things progress, and eventually graduate to a quad rocket launcher and a particle accelerator that turns enemies into frozen statues. Thirteen weapons total, each pulling ammo from separate pools, and later patches added the ability to swap ammo types for the Tek Bow and Shotgun on the fly, which smooths over one of the original game's more irritating quirks. The enemy roster earns its reputation too: raptors, poachers, alien lifeforms, and yes, triceratops wielding grenade launchers. The game escalates from earthy prehistoric corridors into increasingly sci-fi territory the further you push, and every level hands you something new to shoot or something new trying to shoot you. Respawning enemies are the main friction point, and they were genuinely divisive in the original. Nightdive has since patched in a toggle to turn respawning off entirely, which is a sensible concession for players who just want to explore without spending their last shotgun shells on a raptor they killed two minutes ago. Difficulty on the default setting can be punishing: no autoheal, no weapon reloading, save points that are sparse in the wrong spots. Easy mode is not a shame here. The level design is mostly jungle corridors that can blur together visually, and navigation is occasionally more trial-and-error than intentional. The game also runs only a handful of hours from start to finish, so do not expect sprawling campaign content. What Nightdive brings to the table beyond compatibility is real respect for the source material. The KEX engine update added high refresh rate support, proper FOV options, ultrawide extended weapon models, improved controller remapping, and even restored a Brachiosaurus from a recovered beta ROM that wanders around the Treetops level. The tribal-flavored MIDI soundtrack is intact and still fits the aggressive, primordial tone. Visually the characters and animations show their age clearly, but the texture work and lighting hold up well enough that nothing actively distracts you from the shooting. It does not look like a modern game and does not try to pretend otherwise. Where Turok earns its 93% Steam rating is in sheer feel. No reloading, no cover system, just aggressive forward movement, a weapon wheel, and raptors with plasma cannons. It is the kind of game that existed before FPS design converged on a single template, and that makes it oddly refreshing rather than dated. Players who grew up with Doom, Quake, or the N64 era will find this comfortable and fast. Complete newcomers to pre-Halo shooters will need a short adjustment window before the rhythm clicks. If you clear that hurdle, there is a tight, punchy, satisfying shooter sitting here, continually patched and in better shape now than at any point since 2015. Alex, Scout Team
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Game Info
- Developer
- Iguana Entertainment
- Publisher
- Nightdive Studios
- Release Date
- Dec 17, 2015