Turok 2: Seeds of Evil

Turok 2: Seeds of Evil

released on Dec 10, 1998

Turok 2: Seeds of Evil

released on Dec 10, 1998

Having defeated the Campaigner, Turok throws the Chronocepter into a waiting volcano to destroy it. Unfortunately the blast awakens an even deadlier force - The Primagen. Once again a Turok is tasked with restoring peace to the land and stopping the Primagen from merging Earth with the nether world.


Also in series

Turok: Evolution
Turok: Evolution
Turok 3: Shadow of Oblivion
Turok 3: Shadow of Oblivion
Turok: Rage Wars
Turok: Rage Wars
Turok: Battle of the Bionosaurs
Turok: Battle of the Bionosaurs
Turok: Dinosaur Hunter
Turok: Dinosaur Hunter

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Known in Japan under the hilarious title of "VIOLENCE KILLER: Turok New Generation", after I finished The first Turok, it was logically time to progress onto the other one that came out here. I wasn't a super huge fan of the original Turok, but I had more than enough fun with it that I was looking forward to this one, especially since I'd heard this was the better of the two. While my first impression wasn't amazing, I ultimately ended up having a pretty good time with it, especially after I finally ditched the super sensitive aftermarket joystick that I was using for Turok 1 and actually used a proper N64 controller for this one XD. It took me around 25 hours to complete the normal difficulty of the Japanese version of the game on original hardware using a guide a couple times and without using any cheats.

Where Turok 1 had almost no story in the actual game, Turok 2 has a fair bit more. Going away from the more mystical aspects of Turok and towards the more sci-fi parts, this starts a new holder of the title of Turok getting summoned to the Lost Land to save it (and the universe) once again. An ancient alien entity called the Primagen is attempting to destroy the universe with the help of several clans from across space and time, and it's up to Turok to stop them. It's pretty standard for the time and really nothing special, as basically all of the story here is just exposition, and when it isn't it's sequel baiting XD. That said, I do have to give massive props to Acclaim for actually dubbing the game into Japanese! This is the only western-developed game on the N64 I know that did this (and it wasn't super common on the PS1 either, in my experience anyhow), and I definitely want to give credit where credit is due for another excellent localization for the region when most companies barely bothered. Ultimately, the story is fun and good enough for what it's here to do. It's here to facilitate fun dinosaur & alien shooty-bang action, and that's just what it does.

The gameplay of Turok 2 is fairly similar to the first game but also VERY different in a lot of ways that matter. On the more similar end, we have a shooter with several levels (6 this time instead of 8 like last time) with three bosses + a final boss. In each level, you have to collect a number of keys to unlock more worlds, and there are oodles of guns you can find and use to kill the oodles of enemies that are here to mess you up. On the somewhat different side, we now have mission objectives to complete in each stage, and you can't leave the level until the mission objectives are all complete. You also have holy eagle feathers to find to use to unlock special talismans that bestow special powers.

However, all of that extra stuff is effectively just keys with extra steps. The mission objectives may as well just be more keys with how it's just more finding hidden stuff, and the talismans can only be used at certain points to access content you need to access (usually) anyhow for progression, so even though Turok 2 is dressed up like a more complicated game, this is just as much a key hunt as the first game. The level design overall is by and large better and more forgiving than the first game. There's a LOT less first-person platforming, thank gods, and there are also certain ammo and health points in each level that respawn resources infinitely, making it a lot less scary to go hog-wild with your big, fun guns than it ever was in the original Turok. That said, a key hunt is still a key hunt, and if you didn't like it in the last game, you're very likely not going to like it here either no matter how much better polished the level design is.

The guns and such are switched up quite a bit too, but in ways that aren't obvious at first. We've toned down the number of weapons and also made UI improvements that make switching between upgrades to old guns as well as different ammo types WAY easier in a way that's really good. Certain guns like the mini-gun (or what approximates it in this game, anyhow) have also gotten HUGE buffs in power while others like the super OP grenade launcher from the first game have gotten insanely huge nerfs. Explosive weapons on the whole were things I found almost completely useless with how wimpy they were, and that was a big disappointment in just how much it limited my arsenal.

On the topic of guns though, the big reason I had to switch to a controller with a proper joystick was because this game actually gives you a crosshair to aim with! This game on the whole requires you to have FAR more accuracy than the first game did, so it's a good thing it does. While there is still auto aim (which you can turn on and off whenever you want in the options menu) that is very helpful, things like head shots are now possible, and dynamically damaging enemies for different point values depending on where you shoot them can make them explode and die in all sorts of lovingly animated ways. However, that also brings about another big problem.

The new "damage based on where they're shot" thing is ultimately more trouble than it's worth for my money, as it mostly just lead to enemies sometimes dying in just one shot, while other times they'd take half of the max ammo for a gun to kill because the game just decided that they hadn't been hit in quite the right way for whatever reason. It's a neat idea, but on the N64's hardware just doesn't allow for the degree of accuracy you'd need to really have a system like this pay off. On the subject of hardware, this is also a good time to bring up just how bad the slowdown can be, because especially when you're moving fast and there are a lot of enemies on screen (which happens quite often), it can be REALLY hard to actually tell what's going on because the framerate just tanks that badly. This wouldn't be so bad if actions weren't linked to framerate, as you'll often start moving more slowly while enemies get slowed down less, making the player get punished by taking more damage whenever the framerate starts to dip. It's not a game-destroying problem, but the framerate and inconsistent damage stuff were both things that annoyed me very greatly the whole game, and it's something even the most fun and powerful guns in the game couldn't fix.

Graphically, Turok 2 is quite a nice looking game. We're firmly into the mid-life of the N64 by this point, and we've also got the RAM expansion pak to play with, so Turok actually has some really nice looking resolutions to play with if you've got it. Oddly enough, the resolution actually gives you more to see on screen, as it effectively zooms you in if you're on low resolution mode, and even more oddly, your resolution mode doesn't seem to have any impact whatsoever on improving the framerate (sadly). Enemies are animated and designed really well, and all six levels have very unique and cool looks to them too, and I also loved the music. There are some really wild picks for the songs in this game, and it's overall a really diverse soundtrack compared to what I would've otherwise expected, with some levels having stuff that sounds like it'd be right at home in a Zelda game, and others sounding like they've been pulled right out of a Rare platformer.

Verdict: Hesitantly Recommended. As much as this absolutely is better than the first game, and it does pick up a fair bit once you hit level 3 or so and start getting some access to bigger and more fun guns, this game has way too many issues to recommend very confidently. Just how difficult it is to aim as well as how frustrating the framerate issues so often make combat makes this a far more frustrating time than it really feels is necessary. The newer remaster is honestly SO different that it's frankly closer to a modern reimagining than a simple remaster, but it takes these pieces and does things that are so much more geared towards a modern notion of a fun time with an FPS that it's really hard to recommend not just picking up the newer remaster unless you're a really big retro FPS fan and simply must see what it's like on the original hardware.

(Nightdive version)

Wasn't as frustrating an experience as the first game could be at times (the quick saves definitely help) and I enjoyed seeing all the wild alien worlds interpreted through the hottest technology 1998 could offer. The level design is hot garbage, consisting of a lot of cramped tunnels and confusing layouts. Lair of the Blind Ones might be up there as one of the worst maps in 90s FPS gaming. Half the guns feel very strange and unintuitive to use. I don't know that I would have gotten too far in this if it weren't for all the quality of life changes Nightdive added.

A good step up over the original. Very dated by today's standards but still fun

An improvement in just about every aspect over the first game with perhaps the exception of level design depending on your perspective of how it was handled. If you enjoy labyrinthic setups, back-tracking, and large levels then this may seem an improvement for you but if not, it's a big con since levels feel more complicated over the first game.

Multiplayer mode was simple but it was a nice addition to extend the replay value of the game and take a break from single-player mode. Playing the game with an expansion pack was the way to go to appreciate the new graphical improvements over the original game. Black N64 cartridge was cool.

i'd forget the game i'm playing if turok didn't scream I AM TUROK every 5 seconds so thanks turok