- last post: 01.01.0001 12:00 AM PDT
Strategic choice of two weapons, the lack of a superweapon (pistol aside), the ability to take weapons off any enemy with the exception of two, the lack of hundreds of health pickups (thank GOD. That turned Turok into a scavenger hunt rather than a FPS), a storyline that didn't completely suck, kickazz music, massive attention to detail in level design (read: volumetric sun glare, dynamic lighting, and detailed texture maps), good AI (except for marines; hate 'em more than the covies) equal but different threats posed by all enemies, and a lack of reliance on many enemy types.
There are more reasons but those come most easily to mind.