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Monday, January 4th

Latest News - DarKDemoN
Guess I should update, it's been awhile.  Well, the Turok2 PC release is hopefully nearing, I know I'm looking forward to it.  I just ordered a Diamond MX300, which is a very good soundcard supporting Aureal3D 2.0 .  Wouldn't that be very cool if Turok2 supported A3D 2?  Boy, I'll tell you, if you have an A3D 2.0 card, you wouldn't be disappointed.  Not much else on the Turok2 news front, keep checking back for some breaking release news or the like.

Tuesday, December 29th

New Top Logo - DarKDemoN
Just added a new top logo, tell me if you think it looks better.
  Hell, give me any ideas for a new one.
Review Information
- DarKDemoN
I've decided that I'm going to write my Turok2 review when I get the PC version.   This is a much fairer choice for the review, since it will clear up many of the problems that Turok2 currently has, such as framerates and control.  I also just enjoy being able to play my games on my PC, just a better environment for me I guess you could say.  What does this all mean to you?  It means you will get a truthful review from me for Turok2 once the PC version is released.

Saturday, December 26th

Belated Merry Christmas, More Turok2 Stuff - DarKDemoN
Woops, forgot to say Merry Christmas, oh well.  Anyway, I've gotten some mail about the impressions I wrote, and most were negative, but at least some contained good points, rather than the occasional "get a life" where the writer can't even think of anything to complain about.  Let me just back this up some more, so I can burn out some of that growing hatred in everybody's minds.  I've come to expect A LOT from games now-a-days, mainly because I've played lots of PC games with the best features ever seen.  The problem with this is that PC games will always be better than console games, mainly because of their approach.  From what I've talked about with people, the console game approach is "We want some damn money so get the game out the door and make money" whereas PC games don't have as much pressure from the publisher and take it easier, and actually enjoy the game they're making.  No doubt now I've just set the stage to receive lots of bad mail, but I'm just saying what I think, since this is my damn page.  As for the games themselves, my PC is equipped the top, combined with a cable modem, I usually play the best stuff out there.  So when I say things like, "As for the bare-bones technology behind the lighting, it's pretty impressive, though there's better out there" what I'm saying is that it's damn good lighting, and to be compared to the best damn graphical game out there is a good thing.  It's just that I'm spoiled with all the greatest things now from PC games, so I'm going to have problems with Turok2.  Keep in mind though, for me to have a page on a console-orientated game is a big thing for me, as I don't think any console games are worthy of a page.  Just some more insight for your head.  If this doesn't help, looks like you wasted another 2 minutes of your life.  Oh well.

Wednesday, December 23rd

Rented Turok2, First Impressions - DarKDemoN
Ok, so I finally got to rent Turok2, but what I have to say about it isn't too good.   I don't like this game.  Let me start by commenting on the graphics, since that's what everybody seems to be talking about.  I can without a doubt say, the animations on the monsters are the most fluent I've ever seen in my life.  For once, these creatures feel just as alive as my 13 GB HD, and move very nicely according to their attitude.  As for the "real-time flinch system", it's just high-tech talk instead of just saying that we made some more animations for different spots the enemy might get hit in.  This does look nice, but isn't worth noting the way Iguana did.   Now, let's talk about the killer AI.  Once again, the hype becomes too big, and people expect much more than what is given.  I'll begin by discussing the crate AI, which is in fact, a nice feature, but nothing to freak out about.  This is a scripted event, given to certain monsters, which in return, go around this crate and perform their attack functions.  This event is not even triggered openly by monsters - if it's assigned to them, they do it.  If not, they don't perform this event.  As for the AI normally, nothing godly to note, as their attack patterns aren't startling, and they seem to have a small problem navigating the environment.  From what I've seen so far, the AI is above average with some good features, but in it's heart, not very good.   Next I'll go on the lighting, since this is a big part of games today for me.   The lighting used in the world so far is pretty good; it get's the job done, and sets a better mood for the area you're in.  As for the bare-bones technology behind the lighting, it's pretty impressive, though there's better out there, in such games as Unreal.  Models are covered nicely by the light, mainly having two sides which can be noticed being covered, which is a step above Quake2's lighting, or any other game using that engine.  One thing I noticed was the lighting created by the water.  This as for now I will call "dynamic world lighting", as it's changed in the middle of the game, and not preset.  Though it changed the brightness of the walls around it in a nice radial effect, the models or entities in the world were not affected by this light.  This may be lighting, or might be a simple effect applied to the walls in water areas, though I find it highly unlikely right now that it's lighting, since dynamic lighting is created from weapons and explosions.  From here I'll go on to comment on the control.  This sucks, majorly.  Playing PC games for long periods of time and not touching my N64, I forgot how bad it was to aim with the analog stick of a N64 control pad.  Combined with Iguana's idea of lookspringing, aiming is one hard task to accomplish in Turok2, and is even harder when considering the bad framerate of Turok2.   Turok2 embodies the same control method as Turok1, and, just like the original, doesn't have that "velocity" feeling like most 3D games do.  A good example of this is how in DooM 64, your character slides a little after stopping from running.   Most people would complain that in DooM 64 you just run faster, but it's also in every PC shooter we play.  The main reason for this unrealistic method would have to be Turok2's physics, which, from what I've seen so far, don't get the job done.  Sure the enemies, or models themselves, have a nice effect of clipping to the angle of the plane they are walking on, and the arrows stick nicely into enemies, while also adjusting accordingly to the motions made by the enemies, but the actual motion or velocity applied to objects right now from what I've seen, is not good.  This has to be examined more by me, and my full review will make sure to cover all grounds with this.  Let me finish off this first impressions by reviewing the first level.  So far, I've found Turok2 to be just as boring as Turok1, if not, even more boring.  The flow of this level is very bad in my opinion - some areas are considered to be the "action areas" where stuff is going to be happening, while others are just the "pass through me" areas.  This doesn't have to be true for all levels, but for the intro level, it sure creates a bad impression for the flow of the game.  When reviewing the architecture however, I can say that it's very well done, and adds to the area's believability nicely.  When I first entered level 1, I took amount to look around, and noticed some decent architecture around me, which, unfortunately, was not very interactive, or meant to be accessed.  I'll end this impressions off with the result of the fog.  Turok2 promised to push the fog back much farther than Turok2, and in most areas, has done so.  But some areas from what I've seen, have very tight fog, creating that bad flow of action.  What this ends up meaning is that Turok2 does NOT have a set fog level, and that more framerate problems, or other technical issues, come into play.  Comments are always welcome, and, hell, who knows, I could end up loving this game.

Friday, December 18th

Got my HD - DarKDemoN
Well I got my new Hard Drive, and I must say, it took a LONG time to format.  Anyway, just letting the world know.

Whatever
- DarKDemoN
Oh man, some major goodness has arrived at my lair.  Today I picked up Mr. 13GB Western Digital Hard Drive, UltraDMA too, for that fast RPM of 5400.  Can't wait to pop this puppy in, but first I have to re-partition my 6.4GB to use fat32, than I can use god.  In terms of Turok2 news, I doubt I will be renting it today, so don't be expecting that review anytime shortly.  I hope to try it by next Friday though, so keep your eyes peeled.

Thursday, December 17th

Rental Information - DarKDemoN
After checking The Turok Zone, I found out that most BlockBusters will have Turok2 available for renting tomorrow.  Perhaps I shall leave my humble domain, and pickup a copy.  In that case, prepare for a nice review or first impressions.

PC Info
- DarKDemoN
After checking IGN's update on Turok2, I've found out some new features for the PC version.  First off, they are re-doing all the textures, making them display clearer at higher resolutions.  If they kept the original N64 textures, they would be displaying at a small size, probably around 64x64.  Instead, they are most likely making them the highest a Voodoo2 card can display, 256x256.  Next on the features list is more deathmatch levels.  Since the PC version isn't limited by memory or production costs, Iguana can most likely throw some more maps in, as well as other things.  Keep checking back for more updates.

Wednesday, December 16th

PC Screenshots - DarKDemoN
Sharkyxtreme's Dino Week continues with more screenshots of the PC version of Turok2 running in 1280x1024, as opposed to the N64's highest, 640x480. 

News
- DarKDemoN
Not much for me to report on Turok2, I don't even have the game yet.  I'm leaning towards renting it, so I can get you guys a nice review up for your viewing pleasure.  I'll be sure to take into account many things, including levels, graphics, gameplay, even the framerate.  Stay tuned.

Friday, December 11th

Updates - DarKDemoN
Sorry the small lack of updates, I wanted a small break from redoing the site.  Anyway, two new sections have been added, as well as a mailing list for all you happy-golly people out there.  Turok2 was released to most stores today, though I'm not buying the N64 version, as I plan on getting the PC version.   That's all for tonight folks.

Sunday, December 6th

New Site - DarKDemoN
Welcome to the Grand Re-opening of The Turok Jungle 2 !   Most of the sections are complete, but some are under construction.  Feel free to browse around the new layout and see some of the new features that have been added.  Report any bugs as well that you may find.


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