Turok 2 has it when you go to those temples or go through portals I am pretty sure.
That is possible.
Turok 2 has it when you go to those temples or go through portals I am pretty sure.
It always had certain enemies that would respawn no matter what, either when you re-enter an area post-teleport or also kinda randomly as well.
What surprises me the most is how good it feels running and strafing around, I only remember playing with the N64 controller and it was tough hitting enemies, especially when they are not on the same ground level. The plattforming was slow and painful when enemies shoot at you while jumping on pillars etc. Playing this with m/k is a breeze and makes the game way easier but also more fun.
Man, I'm loving this but how this game didn't make me motion sick back in the day, I'll never know. I'll try coming back to it when I'm not tired but it feels like Tal'Set has that Syphon Filter feel when he turns while running and the camera kinda sways. Game looks nice and sharp, totally looking forward to Turok 2 Seeds of Evil!
Any way to enable Quick Saves/Save Anywhere or a Crosshair?
I wish there was a crosshair yeah.
There is a crosshair option in the menu
No quicksaves though
Am I the only person who didn't like this game?
Am I the only person who didn't like this game?
Probably not, why?
Well it's just that people are getting super Hyped by this, and I remember at the time the game was a bit meh.
I remember a few people liked it on the N64 which didn't have too many games like this around it's release, but most people I know don't look back at this as even an average game.
I'm just surprised there's a good share of love for this, if it was Time Splitters I could understand; but not this.
£11.99 and that's with the discount applied? I love Turok but that is pricey for what I am seeing.
Not even at the time of release. But even among those who weren't super into it are those nostalgic enough to want to just grab it anyway.Am I the only person who didn't like this game?
Changelist for 12/18/2015
Safeguard checks for initializing video. Will fall back to starting the game in windowed mode if it is unable to create a window for fullscreen mode
Head bobbing options implemented
Possible fix for a crash when loading a level or loading from a save file
Tremor effects no longer affects the player's velocity (won't be doing short hops)
Animation speeds for AI on Hard and Hardcore difficulties have been toned way down
Changing the difficulty in the gameplay menu now automatically updates all active AI, where before they would change their behavior only after revisiting the level (which was a bug).
Fixed crash with moving platforms in level 8 bonus stage.
Several minor updates to levels (wood pillars in Jungle all moves down rather than moving up. Looks silly with extended draw distance enabled as they all look like they're floating).
Clamped XY coordinates in light scatter shader. This fixes very bad rendering artifacts caused by the shader in certain graphics drivers.
Head Bobbing Options
This menu can be found in Options->Gameplay->Head Bobbing Options. The following options are:
Head Bobbing - Toggles all bobbing while walking/running on ground and jumping.
Turn Bobbing - Toggles the rolling of the view camera when turning (on land and in water).
Adjust View To Slopes - Toggles your view being aligned to the floor surface that you're standing on.
Underwater Bobbing - Toggles all bobbing related to being on water and underwater.
AI Updates
The timing on how long it takes for AI to respawn has been heavily re-factored now. It will take roughly 15-30 seconds for them to begin fading out and another 10-15 seconds for them to begin respawning. Its still randomized but there should be a longer delay before they start respawning though it really depends on their configuration in the levels.
The speeds of the AI has been lowered for the harder difficulties and they will be instantly updated if the difficulty option has been changed in the gameplay menu. The issue with them not updating until that level was revisited has led to a lot of confusion regarding to the broken nature of the AI and speed of the game.
Okay I need some real help. I'm stuck at Ancient City (sadly I can't record a video because Shadowplay decides not to cooperate with OpenGL).
There is the big plaza where you open up a portal in the middle (after removing pillars that have been guarding it).
I teleport up (on the left side). There is a gate and a switch (to step on) on the far end. After you step on the switch you have to run to the gate before it closes. But no matter how fast I run. The gate closes up seconds before I arrive.
I watched a N64 walkthrough and his game is a lot slower in that moment -.- Wtf is going on here. Did I miss something?
Run backwards and trigger the plate, then immediately forward, hug the wall (pass the pillar on the left side), then jump. It's doable!
wtf. in the video on the N64 a guy just walks through calmly. No jumping. Did they speed up the game?
Here is the video
I've playing this since it came out in short bursts. Surprisingly the levels are short if you ignore most enemies. I've managed to beat level 1 in 20 minutes with all keys as well. The controls are very responsive on a 360 controller (much better than the N64 controls obviously). I'm currently on lvl 4 as of now. I'll probably continue playing later tonight and play another level or 2.
He's not walking calmly from where I see the video and is actually jumping?
I was faster than him and jumped on top of the pillars. His pillars are still down when he arrives. He even had time to shoot a guy. I run full speed and 10 steps before I arrive the pillars are already halfway up
Well It's okay now. I passed it. I am Turok.
Protip: walking (and jumping) diagonally is faster than forward or sideways. (They simply added the speeds for forwards and sideways, resulting in a speed of sqrt(2)=1.414... times your normal speed).
A lot of old-school FPS do this, including Goldeneye.
Protip: walking (and jumping) diagonally is faster than forward or sideways. (They simply added the speeds for forwards and sideways, resulting in a speed of sqrt(2)=1.414... times your normal speed).
A lot of old-school FPS do this, including Goldeneye.
I was never blown away by it. It always seemed a bit mediocre even at launch. Far too foggy too.Am I the only person who didn't like this game?
The levels get greatly longer starting with level 5 or so. Levels 7 and 8 will probably take an hour to beat a piece.
I really hope someone plays Turok @ Gamesdonequick at some point. Would be awesome to see the new version in a speedrun. So much potential to skip all enemies^^
Odd.I found two pieces of the Chronoscepter in this level. What's the extra one for?
There is no use for the other piece. You only have to find one of the two.