Tuesday, September 29, 2009

New Gen, Same Turok

It seems that the chronic problem with Turok isn't the concept, because if it was I wouldn't keep coming back. The problem with Turok is that every game lacks the ability to direct you when you're lost. This wouldn't be a problem if the levels were open and the objectives clear, but it seems more often than not that I find myself in a clearing with a lot of dead-end off shoots with an objective like "Kill Everything" or "Find the Key" only with the debilitating problem of there being no enemies left and it's a fucking jungle. Often times the section that you are in is connected by a secret gate or tree that can be shifted or passage hidden behind bushes. The problem with this is that the game comes to a screeching hault every few minutes not while you solve a puzzle, but while you decode what a programmer thinks should be the obvious course of action.

What makes this worse is that you have a companion who does nothing but follow you around. Maybe if I've been running around in circles you could do something productive like stand near where I'm supposed to be going. A lot of games give you something like a Bat-sense or Wolverine-sense or Spider-sense or AnimalX-sense to keep the action moving along. Turok has his 1st-person ponder where he holds his guns out directly infront of himself and stands there, or the active-ponder where he holds his guns out directly infront of himself and runs around in a circle about 6 times trying to find a Bowie and Gretel method of getting the fuck out of there.

Or maybe I'm just balls a Turok. Is anyone actually good at it? I'd like to watch them play to get a sense of where the "logic" comes in.

2 comments:

  1. Turok hasn't been good,or relavent, since Seeds of Evil...maybe rage wars.

    I wouldn't feel bad about not being all the great at it.

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