The mighty Tobias Bruckner in "Evolution", who could actually be killed from outside his reaction range, resulting in a final boss that consisted of shooting at a stationary man sitting on a dinosaur. Heck, if you wanted to be really anti-climatic, just get a tree to fall on Bruckner for a one-hit kill. Yeah, a final boss being killed in one hit. Averted if you chose to avoid exploiting either trick, in which case you are going to be in for a hard fight.
The Campaigner in the first game can also count. He is actually pretty challenging, especially if you weren't able to assemble the Chronoscepter, but does come across as a little mundane for a final boss, especially considering you fight him right after you face the much more memorable Thunder. Strangely enough the trope applies much more in the Updated Re-release, where the Chronoscepter does far more damage to him, meaning you can defeat him in less than a minute if all three shots connect (in the original versions you'd still have about a third to a half of his health to go, still quite a challenge considering most of the other high-level weapons don't work on him).
The Sisters Of Despair from the second game. They appear in the second level and have to be killed as one of the mission objectives, implying they are at least akin to minibosses in terms of difficulty. Instead, they are barely any harder than the average Mook in the level, as one direct hit with an explosive shell will usually kill one.
Thunder. He's a massive T-Rex that takes so much damage before going down that players are recommended to conserve ammo for the fusion cannon, but his attacks are tough enough to avoid that he really tests your skills with strafing and dodging. And there's the sheer concept of the fight that makes it cool.
The Longhunter in the first game. Despite being a normal human, he's one of the most fast-paced and exciting bosses in the series. First, he sends a pair of Hummers after you and you must take them out without being shot or run over, before facing the Longhunter himself. Once you kill him, your reward is his gun, the Pulse Riffle, which is one of the best weapons in the game (and this is the only way to attain it until the Final Boss in the original versions; the 2015 version adds several more Pulse Rifles to the game after that fight). It isn't the flashiest, but it has strong ammo, a fast and steady fire rate, and plasma charges are easy to find.
The soundtrack to first game, done entirely on synthesizers manages to stay Uber-Badass and still be classic-video game style at the same time. The best is probably the track for the Campaigner's fortress, which is suitibly mechanical and intimidating https://www.youtube.com/watch?v=g9W6ejREoWY
And while everybody and their sixth cousin five times removed seemed to think Turok: Evolution one of the worst pieces of crap ever conceived, The Music was absolutely E-P-I-C (especially the Track, Lost Temple).
Listen to Mountain Forest for the Game Boy port of Turok 1. The Game Boy port really combined exploration and 8-bit melody goodness.
Field 2 from the Game Boy Color port of Turok 3 is very catchy and atmospheric, especially for 8-bit standards.
Best Level Ever: The Campaigner's Fortress from the first game. Not only does it have great music and a suitable epic atmosphere, it's the only level in the game where you don't have to find keys, and the chronoscepter piece is right before the final boss, meaning you don't have to search for it either.
Breather Level: The Death Marshes in Turok 2. Despite their scary name, they are considerably easier than the first two levels, and vastly easier than the Lair Of The Blind Ones. The level is fairly short and the objectives are a lot easier to find than in most levels. It's also the only level talisman which allows you to find the Primagen key is located in the same level, meaning you don't have to make a second trip to retrieve it like with most of them.
Lord Tyrannus, tyrannical Tyrannosaurus and tyrant of the Lost Land, seeks to initiate a full purge to all who would resist his bloody rule. Tyrannus has the Slegs wreak wide swaths of slaughter throughout the Lost Land, appointing the bloodthirsty Tobias Bruckner to his cause to cause even further destruction. Tyrannus's ultimate goal is to topple the city of Galyanna, even unveiling a super weapon called The Juggernaut to utterly destroy it and its populace, seeking nothing less than to cull millions afterwards to assure his grip on the Lost Land.
The "Red Snake", the aforementioned Captain Tobias Bruckner, Arch-Enemy of Tal'set, is a murderous, racist Confederate who massacres Tal'set's entire tribe at the beginning of the game, plunged into the Lost Lands after with his arm cut off. Tyrannus refashions Bruckner into a cyborg to give Bruckner the chance to slake his thirst for revenge against Tal'set, leading to the village that takes Tal'set in kidnapped by his forces and set for execution. Bruckner continues to spearhead further bloodshed and tries in earnest to destroy Galyanna, trying to slay Tal'set one last time astride a Tyrannosaurus.
Turok (2008 Continuity Reboot): Roland Kane is the leader of Wolf Pack, as well as the Evil Mentor of Joseph Turok in the backstory. Kane's brutal training fashioned his recruits into hardened killers with no hesitations about murdering innocents, proven when Kane accidentally massacres numerous innocents in Columbia—to his complete apathy, vowing to find his target if he has to kill every peasant in the country and blowing out the brains of a young girl Turok accidentally injures. In the present, Kane has sold out his services to the Mendel-Gruman Corporation, turning the toxins produced by the terraformed planet's wildlife into a lethal airborne bioweapon he tests on a facility full of his own men. Greed manifest, Kane intends to sell the toxin as a weapon, all for a quick buck.
Turok 3: Shadow of Oblivion will forever go down as a divisive game. On one hand, the story was bigger than ever, and two playable characters gave you more options as well as a variety of locales spicing it up between a 20 Minutes into the Future "present day" and the Lost Lands. On the other hand, Joshua dies in the first cutscene, the voice acting was passable at best, the level design quality was all over the place, and the game tried a bit too hard to Follow the Leader (especially given that Half-Life just released the year prior), which for some fans caused it to lose the Turok flavor. Still, if fans aren't asking for a Rage Wars remaster, they're asking one for this game even if mostly on the idea that a remaster could improve it.
Turok: Rage Wars also was met with this criticism prior to the third game. Many fans expected more Turok but weren't expecting a multiplayer arena shooter more in the vein of Quake III: Arena or Unreal Tournament. The result is that those who loved the series for its multiplayer were satisfied by having a content-packed game focused entirely around it, but those looking for a more dedicated single-player outing were left craving something bigger. Considering how contested Turok 3 was above, suffice to say that didn't end well for the latter group.
Crazy Awesome: Germany's censorship resulted in all the humans being replaced with robots, including the player character. This is the result.
The Cerebral Bore is a weapon so excessively over the top and edgy that it loops back around to being awesome. The gist of it is that it fires a homing missile that bores into an enemies head and detonates, which is just as ridiculous as it sounds.
The Primagen's elite troopers avert this: They can take a ton of abuse and their rockets and blasters can cut you down in seconds; unarguably, they're the strongest enemies in the game. Be thankful you don't encounter them until the final level.
Played straight however with the bulk of The Primagen's army: the "Endtrail" Dinosoids. Fast, can take cover, have high health for early game, do devastating melee damage, can throw grenades, and can really suppress you with their energy weapon attacks, which can very from a burst of 3 shots, to a hail of almost a dozen. And they have the tendency to ambush you when you enter a room, or from rooftops. And they're the very first enemy you meet, and easily one of the most prolific in the game. They are practically the game's way of teaching you to value headshots, as while they'll take a real beating everywhere else, the humble pistol can kill them in a single shot if you aim for the head, someone lessening their Demonic Spider status. But, with their erratic movements, and even outright dodging, this can be tough to pull off. This meant they were true Demonic Spiders in the original N64 games, as this was effectively impossible to do thanks to it's controls being unable to keep up with their erratic movements and dodging. And while mitigated in the Remastered PC port with more accurate controls, god help you if you're not quick and accurate enough to consistently headshot them, or they'll be a thorn in your side for the rest of the game.
The Leapers from the first game are much more annoying and dangerous when they return in the second.
The first game has the Campaigner's Sergeants and the High Priests, who are by far the healthiest of the human enemies apart from the Longhunter and the Campaigner and can deal serious damage. The Lost Lands replace the Priests with Demon Lords, who take even more damage.
Ensemble Dark Horse: Weapon example, the Cerebral Bore. While not considered the most useful weapon in the game (while it's One-Hit KO, it only works on living enemies with heads and doesn't affect bosses), that one most players would agree is the shredder, but it's easily the most famous weapon from either game due to the sheer gore factor from it drilling into an enemy's head and then exploding.
Even Better Sequel: Seeds of Evil was near-universally rated as being one of these when it first came out. Nowadays there tends to be a 50-50 split as to whether the first or second game is the best.
Game-Breaking Bug: Notoriously, Rage Wars released with a bug that crashed the game after a certain point in co-op play. Acclaim offered the option to call them, directly ship your original black cartridge to them and get a more standard grey cartridge back that had the glitch fixed - but given the far more limited distribution of these fixed carts since obviously not everyone sent theirs back in, they're far more rarer than the distinguished black carts themselves.
Giant Space Flea from Nowhere: The boss in the "Lair of the Blind Ones". Seriously, what the hell is that thing? Adon never mentioned it in the briefing, and it's never brought up after the level.
The designers apparently felt that nearly every cave in the first game needed to have Leapers: Demonic monkeys that do virtually no damage but just kept making a horrible screeching sound. And if there aren't Leapers in a cave, there will be beetles, which are so small that killing them with anything other than the knife is just wasting ammo.
Meanwhile, certain outdoor areas have the dragonflies, more tiny and agile targets that are damn near impossible to hit or shake off if they latch on to you. For an added treat, they almost always respawn shortly after death.
The Leapers return in the River of Souls and Lair of the Blind Ones in 2, but now they are crossed with Demonic Spiders. You should already have the War Blade by the time you meet them.
For some reason, in the first game you move a lot faster when strafing than running straight. This makes running diagonally a good idea, particularly when trying to make a difficult jump.
More a quirk of the game than a bug, but while the first game has no crosshair, if you activate the automap the top of the "you are here" marker is exactly where the weapon your wielding shoots, meaning you can use it as a makeshift crosshair.
In Turok 2 the zombie's only ranged attack is throwing blood at you. Since you could turn off the gore, doing so would make it so the zombies don't throw anything but just stand there making their throwing animation unless you get into melee range. The Steam remaster fixed this by having them throw Ballistic Bone instead (which shows up even with the gore off.)
I Am Not Shazam: Subverted. With the exception of the original comics and the 2008 reboot, Turok is not the name of the protagonists in the games or the reboot comics, but rather a title that they are referred to. The confusion comes from the fact that in the first two games the characters shout "I... am Turok!" every time they get an extra life. Also, Tal'Set's name isn't mentioned at all in the first game.
The Flesh mother of all creatures. There's just something about the derpy way it flails it's malformed limbs, and how it swings around on it's tentacles...or how it eventually facepalms. With the bloody nubs that were its arms.
So you've beaten Turok 3: Shadow of Oblivion, and had to Mercy Kill Joshua's possessed body to free him from the grasp of Oblivion. What follows is the pair of new Turoks pulling out big magic stone totems to blow up the football-sized Oblivion worm who just sits there and watches them do this, and the dying Joshua's words are to explain that "the child of light" he foresaw was Danielle's - he casually states that she's pregnant not with drama, but with the tone of a bored doctor who just got the results. Then he passes away and cut to elevator music as the credits start up.
Nightmare Fuel: Seeds of Evil and Shadow of Oblivion have their moments.
Specifically, Oblivion's speech when you first enter one of the Fake Portals:
Oblivion: SEE THIS, HUMAN! Powers beyond the comprehension of flesh... have been set in motion. The Primagen must not be stopped. The Totems must fall. The balance must falter. Chaos must commence. We are the darkness. We are the unseen. WE ARE OBLIVION! That which has been set in motion... cannot be stopped. Your deeds... your life... YOUR VERY EXISTENCE falls under the great shadow of Oblivion! Your failure is inevitable...
The Updated Re-release of Dinosaur Hunter by Night Dive Studios has been praised for its enhanced graphics (particularly the draw distance) and improved frame rate, and currently sports an "Overwhelmingly Positive" rating on Steam (perhaps most obviously because it completely does away with what everyone universally considered the biggest flaw in the game's initial release, the sub-par N64 control scheme). The only major criticism of the release has been its unusually high price.note $20 USD. Roughly twice that of typical rereleases.
And now the Updated Re-release of Seeds of Evil has followed in its wake, with even more customization options for graphics and performance, trimming done to the game's more obnoxious maze areas, a choice between the N64 or PC soundtracks, and the original game's multiplayer with both online functionality and the good old splitscreen local play. Most generally agree that this game is more worthy of the asking price than the first. note It helps that the game is almost twice as long due to the sheer size of the levels.
Part of why Evolution has such a bad reputation is the awful PlayStation 2 port, which has significantly degraded graphics and framerate issues. The Xbox and GameCube versions have pretty respectable graphics for those systems, but with the PS2 being a far more popular system than those two, that ended up being the version that most people were familiar with.
The original PC ports of Turok 1 and Turok 2 are mild examples. While both featured CD-quality music and the first game had optional high-quality sound effects, both forced players to rebind controls through a clumsy launcher interface that was considered archaic even at the time, lacked most any graphical options, locked the frame rate to 30 frames-per-second, and used the same extremely low field-of-view settings as the console versions. While fan-made fixes for some of these issues exist, these ports were a big reason why the Updated Re-release of both games by Night Dive were warmly received.
Rated M for Money: No arguing, this is definitely a series that attracted people with the silly amounts of gore, hell the 2nd game's melee weapons allowed you to cut some of the enemies' heads off.
Evolution went down hill so fast after the Ptero Soarer part.
To some, the limited ammo supplies in the earlier games, particularly Turok 2. Whereas the first game had bonus areas for health and ammo supplies along with a backpack that extended your ammo capacity, Turok 2 caps almost all your weapon ammunition at fairly low amounts and enemies don't drop pickups. While this promotes using more than just the strongest weapons ceaselessly combined with avoiding wastes of ammo, even some of the weaker weapons can run out fast, such as the Mag 60's burst fire eating up the Pistol ammunition like crazy. Mix this with enemies durable against non-explosive weapons and, unless you score a headshot, you're in a recipe for trouble.
Scrappy Weapon: The tranquilizer gun in Seeds of Evil. Not only are half the enemies in the game immune to it, even when it works it does no damage and just knocks them out briefly (any damage will wake them up, meaning you'll have to kill them in one hit to be worth it). The Charge Dart Rifle, a futuristic taser, fares better in comparison (fewer enemies are immune to it, stunned enemies stay stunned longer, and hurting them while stunned won't end their temporary paralysis).
"Seinfeld" Is Unfunny: The Endtrails in Seeds Of Evil had an extremely advanced AI for an FPS enemy when the game came out, but stuff like that is fairly common place in most the recent FPS games.
Sequelitis: The first two Turok games are considered the best, with maybe Rage Wars worming its way into the fans' hearts. Every other game after them was treated with mediocre to failing review scores, and after Turok 3, the downhill slope turned into a complete landslide with Evolution. Even the attempt at a reboot with Turok (2008) fell flat on its face and was basically a modern military FPS with dinosaurs and some guy named Turok. As a result, the series essentially died off for almost a decade until Nightdive Studios brought back the much-celebrated HD remasters of the first two games.
The Longhunter from the original game is a much smaller target than every other boss and leaves almost no openings to hit with most weapons unless you're willing to facetank his attacks. To make matters worse, you're probably already going to be winded by that point, since he doesn't appear on the battlefield until you go through two Humvees. Hope you've got plenty of extra lives.
Thunder, the penultimate boss of the original game. He's a big target, but he's also very fast and takes significantly more damage than anything faced before him, it take unloading multiple weapons into him to kill him. There is ammo in the arena but unlike other fights it's dangerous to try and get because it's all place in areas where the player can turn into a sitting duck if they move to. On top of this Thunder's attacks are tricky to dodge, forcing the player to stay on their toes to because simply running in or strafing in one direction is a death sentence.
The Campaigner can also turn into this if the player doesn't have the Chronoscepter. He is very mobile with only brief opportunities to hit him, does a lot of damage, and apart from the Chronoscepter, can't be damaged by anything stronger than the minigun, and if you try he will use an attack that knocks off half your health.
The giant sea-serpent/octopus monster in the 2008 game, with its cheap attacks, rock-throwing abilities and cryptic battle strategynote You lure the monster over an air vent, then hit the vent with a flamethrower to send flames at it., is loathed by just about everyone who's played the game.
The Mother from Seeds of Evil is considered by some to be an even harder boss than the Primagen. The first two phases of the battle are more annoying than outright hard, due to her serving as a Mook Maker; it's the third phase where things get really difficult, as her weak point is incredibly small, and for some reason she doesn't have a health bar, leaving no hint as to whether or not your attacks are actually doing anything. The remaster makes things easier by giving her a health bar and making her weak point a little larger.
Turok 2's Lair of The Blind Ones. The Blind Ones that make most of the enemies in it aren't too much of a problem as you'll have quite an arsenal by that point, the problem is that level's layout. Huge, repetitive, full of cramped tunnels and pitfalls, extremely easy to get lost in and God help you if you're arachnophobic. Tellingly, it's the only level in the Steam remaster that has it's own achievement simply for completing it at all.
As a matter of fact, the final three levels of Turok 2 are pretty difficult. The first part of the Hive of the Mantids isn't too bad, but after destroying the Force Field Generator and obtaining the level's last key, the design shifts to a more organic/cave-like terrain in the next map on, with multiple Mite nests and a generally more confusing layout. The Primagen's Lightship contains the strongest enemies in the game, plus guns can come down in the corners of the hallways and from behind a warp without warning and rapid-fire shoot you.
The last Oblivion Portal in the Lightship is more difficult than the others. It's the largest and there are a lot of Flesh Lords.
Mantid Soldier's roll through Dire Straight in Rage Wars is a pain in the ass. On top of having to capture the flag eight times, what sets it apart from everyone else's go through the stage is that it's a three-on-one gankfest. This means that getting the flag in the first place will be a struggle since it'll often be in someone else's hands and you don't have an ally to serve as a distraction, so it can be a bother to get it captured, especially considering the build of the area with an elevator ride up to both the flag and the capture point, so if someone gets an the elevator for you, then too bad. About the only equalizer is that you have the Inflator, one charged shot from which will almost always one-shot an enemy after about a second's delay. Of course, while you'll always have the Inflator itself due to Fireborn both getting it in the first place and unlocking Mantid Soldier, if you haven't at least gotten through Warehouse as Juggernaut, then you won't have the charged shot, in which case, well, good luck with that. Pretty much every early stage also counts for Campaigner, Lord of the Dead, Juggernaut, Mantid Soldier, and Oblivion Spawn (Oblivion Spawn especially due to his lousy weapon loadout, three-fifths of which absolutely won't have their alternate fire since he needs to get their alternate fires himself) due to Campaigner, Lord of the Dead, and Juggernaut being where the game starts cutting one-ups in half (in a literal fashion, so that you need to get two pieces for an extra life) and expecting you to get a lot of frags for the amount of lives you have to fall back on, with Mantid Soldier and Oblivion Spawn just being that concept taken further.
Dynamite Comics: Imperator Licendor Vex is the cruel ruler of the Varanid Empire that rules the Lost Valley, having set himself up as a god by having every single believer of the Seventy-Seven gods massacred. With torture and murder rampant in his regime, Vex intends to produce an heir through the use of thirteen breeding slaves, intending to regain his libido by butchering and eating several young children to use their flesh to replenish himself.