![]() On top of that, the shotguns and the starting bow can pick up explosive alternatives to the normal shots, giving them an extra punch. ![]() So in normal play, there will be eleven unique and useful weapons to use when taking down the game's enemies. I felt like only the shotgun and the pistol ever really lacked a use, and that was after I acquired the superior auto shotgun and assault rifle. There are fourteen weapons in the game, one of which is only usable on the final boss, but they're all complete blasts to use. Thankfully, the core gameplay is strong enough to not demoralize me completely. ![]() This is a neat idea, as it encourages exploring the game's genuinely well designed levels, but there's nothing worse than finishing a level and then having to sweep it again for that last key. For example, if you've found two of the three level four keys on level two and the third in level three, then you can enter the level without any resistance. With all of a level's keys collected, you can open that specific level. Keys don't unlock any doors in the level, but they instead serve the same purpose as Super Mario 64's Power Stars. See, not only do you have to make it to the end of the level, but there are keys scattered everywhere. The average level took me around forty minutes to complete without knowing what I was getting into, especially considering the labyrinthine designs of the game's levels. Now, I know that sounds like it's a bit underwhelming, but levels aren't short affairs. Turok is set across eight levels, one of which being the hub area.
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