Back at E3 2018, I was invited to play a licensed game based on the old-at-the-time movie and even-older-at-the-time book, World War Z. I thought the movie was alright, I enjoyed the book, and I figured an unexpected licensed game might attract some traffic online. I took the appointment, but my expectations for the actual game were rock bottom. I was surprised, however, to play a few rounds of a game that played great and made dramatic gameplay use of the visually defining zombie masses from the film, where they would climb on top of each other to create a gruesome pile. I was impressed at the time, and when I reviewed the game the following year, I gave it a strong 8.25 and often cite it as my favorite of the Left 4 Dead-inspired games that followed Valve’s lead. It made me take notice of Saber, a developer I have been consistently impressed by over the years whose output is multitudinous and often strong, even if it has never quite released an undeniable, massive hit.
Recently, Saber CEO Matthew Karch publicly stated, “I would frankly in retrospect have been happy to replace her with AI,” in response to former Saber writer and narrative designer Stella Sacco saying that is exactly what had happened – she had been replaced by AI for the game Rideshare “Stimulator” (source: thisweekinvideogames.com). Karch’s troubling statement was part of a denial saying that is not what happened; he later privately apologized to Sacco for the comments and said, “For some like me, fighting my urges is one of the hardest things I have to deal with.” He did not, however, deny the use of generative AI in Rideshare “Stimulator”. The game currently outlines how generative AI is being used on its Steam page in a content disclosure.
The debacle and open use of generative AI in Rideshare “Stimulator” took me back to my 2018 expectations. I similarly went into a demo for a Saber game with them low, unsure of what to expect with Turok: Origins (which, by the way, does not currently feature any kind of AI disclosure on its Steam page, and I optimistically have no reason to believe it uses the technology).
Then there is the Turok of it all. The original Nintendo 64 debut was an early staple for the console, but I don’t know that I have ever met a rabid Turok fan in my life. I am sure they exist somewhere. I played the original game’s opening level a number of times and was impressed by it being an early example of a functional first-person shooter on a controller. But once GoldenEye arrived, I forgot about it and never made any time for its sequels. Turok, as a result, is a franchise I, and I am sure many others, are aware of, but I don’t know that there is a frothing demand for a new entry or sequel.
All of that is set up to actually playing the game. Turok: Origins, according to the team, is not a sequel but rather a new entry point for Turok, which I learned is an achievable title and not a person. You can be a “Turok”. You are not a person named “Turok”.
The demo starts with an impressive cutscene detailing invading dinosaur-like aliens using portal technology to ravage a solar system of various planets and how you are the force established to stop them. A commander unable to fight due to injury complains that his daughter, Iscah, is not ready to lead, but his AI robot/hologram companion (the sci-fi kind, not the plagiarism machine that makes people lose their jobs kind) reminds him that he wasn’t ready to lead either until he was placed in the position. From there, he starts the process of training recruits – new members ready to prove they are Turok.
I chose from a surprisingly large collection (I didn’t count them, but there were about a dozen) of playable characters with small backstories and different weapon and class options. I was transported to the Lost Lands to prove my abilities and fight dinosaurs with two other players. This is where I finally recall the headline of this article, which you have probably forgotten about by now. Playing the game reminded me of a live-service game like Destiny, with me and two other players working our way through a linear level shooting dinosaurs and using our various super abilities, each relying on a cooldown.
The soundtrack stood out, with a percussive rhythm narrating our dinosaur fights. I also appreciated a neat reload animation which let steam out of my gun instead of requesting more bullets. Picking up ammo and health from the planet’s fauna creates an attractive bright trail of light signifying your pickup as you sprint past. It looks cool and also lets you know when co-op partners are grabbing what they need. You can also switch between first and third-person at any time, which is a nice touch.
Importantly, the game also feels good. Shooting guns and arrows is responsive, and pulling off a fatality animation on a low-health dinosaur instead of just finishing it off with a few more shots is satisfying. The mechanic doesn’t seem to function exactly as it does in Doom, rewarding you with health and more for successful finale melee kills, but it seems at least inspired by it, which is a good thing.
I also played a little bit of the Switch 2 version of the game alone. Though it didn’t run at the framerate of the console/PC versions, I was impressed with how it felt and looked. The Switch 2 continues to be an impressive option for games like this, even if they are admittedly not quite as smooth as their cousin platforms.
On the way out of my demo, I asked if this was meant to be a live-service game; a game where you are expected to get on a treadmill to play the same levels repeatedly to unlock different materials and weapons. The team available at Gamescom plainly said no, that was not the genre they are aiming for. The entire game can be played as a single-player campaign with a narrative, and though there are incentives for replaying the levels, it is not being designed with that in mind. Considering the opening cutscene made efforts to establish named characters and specific interpersonal dynamics and outline a sci-fi story, I am inclined to believe them, even if there are elements like character classes, cooldown abilities, and encouraged three-player co-op.
I ended the demo fighting an armored Tyrannosaurus – we had to shoot the armor off its face before we could do any real damage. The fight was big and impressive, and it took us two tries to fell the beast and enter a portal to return. At that point we had officially achieved the titles of Turok.
Overall, I was impressed with Turok: Origins. I know this may not be considered a compliment by everyone considering the strange reception the films have garnered over the years (they’re huge hits, but no one likes them or remembers them?), but I got strong Avatar vibes from the tone and action. From me, an Avatar fan, Turok: Origins should take that as a compliment. I just hope it has not quietly morphed into a live-service game upon release. I am looking for experiences, not obligations.








