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This is huge fun at first clever use of 2-D sprites gives the spouting blood an unsettlingly realistic look, and hitting a toothy monstrosity with a sufficiently powerful weapon actually plasters their vital fluids over the wall behind them. Obviously you can-do much with a mere bow dixi arrow or pokey little pistol, but once the bigger weapons fall into your hands the carnage doesn't stop until you run out of ammo Blam! Head blown clean off! Boom! Arm severed! Buh-koom! Entire upper torso blasted into chunky salsa! Vreee-skazzzzaaarurururr-whap! Brain matter forcefully extracted and splashed over the wall! The enemies are big, very detailed, brilliantly animated and die in the most gloriously gruesome ways imaginable. Although it's a surprisingly long time before Turok actually runs into any bad guys, you won't be disappointed. There are no such problems with the evil creatures that inhabit the game. Dropping into the Port of Adia for the first time, if you haven't been exposiMto shots of the later levels (and if you haven'Lwhy haven't you been reading the magazine recently?) you'd be left wondering about the bigness of the deal. One of the ironic things about Turok 2 is that the first level, where players get their initial exposure to the game, looks rather dull even compared to older games like Goldeneye, and definitely up against its own later levels. So what about Turok 2? Have the lessons been learned? Ladia Da If anything, Doom had the edge in terms of level design and action, already being one of the world's most popular and playable games. Although it might have had polygon enemies instead of flat sprites, it wasn't really any better than Doom. amount of platform jumping and repetitive action made it frustrating and ultimately boring. But has it got what it takes?Ħ4 Magazine was pretty much the lone voice of dissent when it came to the original Turok - while it certainly looked good for its time, we thought that. It's gotr'more blood, gore and giblets than the Smithfield Market's annual screening of Cannibal Holocaust.
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It's got a multiplayer game (which other 'reviews' strangely failed to discuss in any detail). It's got hi-res graphics (if you've got an Expansion Pak plugged in). Which is correct? And why is tliis usually tackle-related question Jangling from the front of a game review? You'll see.Īfter all the waiting, and all the hype, and all the delays, the finished version of Turok 2: Seeds Of Evil is finally here. There's an old saying, "Size is everything." There's another, diametrically opposed, old saying, "It's not size, it's what you do with it." Obviously they can't both be true. The game will also have a bunch of modes including Capture the Flag, te Some of the things you'll find include magnets (which are used to change the trajectory of gunfire) and war hammers with grenades on the ends of them (which explode on contact.almost as deadly as attack dogs that shoot bees out of their mouths when they bark). The game will have 17 playable characters, 36 deathmatch maps and loads of new items and weapons. Here are the first screens of it in action.Īs Qmann previously reported, Rage Wars (due out this November) will concentrate on the multiplayer side of things. Three issues ago, Quartermann got the exclusive scoop on Acclaim's next game in the mega-popular Turok franchise, Turok: Rage Wars (formerly Turok: Bloodlust). You'll be able to pick from an array of characters like Golden Eye and duke it out in Turok environments in team and every-man-for-himself modes. The biggest and most-welcome addition to Turok are the four-player split-screen Multiplayer Modes. Also look for improved enemy Al and neat-o death sequences. You have to see the weapons to really appreciate their awesome effects. There are 23 weapons total, including a minelayer, a flamethrower and a load of others. You have a huge variety of weapons to blow the beasts apart with. Wars rage, buildings explode, and people scream in pain as you run around trying to get the better of the new advanced Al-driven bad guys.Īnother incredible feature is the number of weapons. The level had a certain Duke Nukem quality to it, mainly due to the scripted events which go on around you. The environments we drooled over at Acclaim's booth were very rich, featuring incredible graphical effects.
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So the fog ends up being used to spice up the environmental and atmospheric effects instead of being used as a technological cover-up. Virtually gone is the pea soup fog of the original-we are now faced with an advanced geometry engine that draws five times as much detail as has been seen before. Now that we've actually played Turok 2, it's easy to see the team at Iguana is using the technology of the N64 to its fullest to produce something truly spectacular. Fog is now used mainly for effect and not much else.