I was practical with the next third -person cooperative shooter Turok: Origins aT Gamescom 2025 . While I am not a mega fan of the Dino-Slaying series, I have enjoyed many of its first tickets, including the Nintendo 64 trilogy and even the multiplayer divisive. Turok: Rage Wars.
In addition to a 2019 Spect-Off game now eliminated, the series has been inactive since 2008 Turok For seventh generation consoles. Now he returns in Turok: Origins, Courtesy of the developer and editor Knowledge Interactive, with an unbeated release date.
Cut important details, Turok: Origins He is a hand -centered shooter for up to three players. Choose a specific class character, each with their own weapon and load of skills, and load on a map where a linear series of objectives must be completed before facing a meeting with the climate chief.
My experience with the game is, until now, to a large extent. Explore prehistoric creatures and a hostile alien breed like a soldier is a ton of fun; Weapons and rapid killing animations feel extremely skilled, and I feel that the choice of third -person perspective is intelligent.
However, I have some concerns, mainly with environmental design. The maps feel quite monotonous and the same from an aesthetic point of view, and were also incredibly dark, which made it difficult to detect hidden enemies in shadows or covered flora.
Even in my brief session, Origins I was starting to feel a bit repetitive, so I am currently not sure of the repetition value of the game. But if knowing interactive this, it could well be one of the best cooperative games in recent years.
Hit them with the brain destroyer
However, let's focus on good for now. Combat feels really good in Turok: Origins. The characters of the players are equipped with a wide variety of types of weapons, which include shotguns, rifles, arches and basic products of iconic series such as the cerebral hole, a terribly cruel instrument that literally sucks the brain of the skull of an enemy.
When I asked the creative director Jesús Iglesias if the hole would be as overwhelmed as in previous entries, he did not hesitate with a flatly excited “Yes!” In general, a developer may want to guarantee a degree of balance for a powerful armament like this, but I appreciate more the fact that knowing seems to have as much reverence for this legendary destruction tool as Turok Fans of the series do it.
The good news is that knowing interactive clearly has a lot of love for the source material. The variety of dinosaurs is impressive, and each type offers its own challenge. Some prefer to load at the melee distance, while others are left behind and try to obtain an advantage of height, raining huge acid.
What I will notice, then, is that spatial consciousness is key to success. Origins The maps (of what I have played so far, at least) are designed with at least two vertical layers. A coordinated team of three definitely has the best success of success here, since it is likely to call priority threats and divide the attention of the team based on the skills sets of the individual characters.
A class, for example, felt perfect for melee combat. Their skills allowed them to polish their own damage. Another seemed better focused on the control of the crowd, capable of generating barriers to restrict enemy movements. In isolation, everything is quite simple, but in a cooperative environment, the synergies that these skills definitely improved the fun factor.
Welcome to the Jungle
The general progression of the mission was quite simple, since we progressed from a dense jungle to a hidden temple, before facing a Cyborg Stegosaurus colossal (yes, really) in a large circular sand. The objectives went from simply activating a set of nodes to kill a certain number of enemies.
The basic nature of these goals seems to be well for the game early, but what worried me was the level design itself. The environments (especially the exteriors) are pretty, but also some nature as a maze and repetitive. Nor could I keep in mind that it was easy to lose sight of the enemies among the thick foliage, leaving me open to several surprise attacks. Although honestly, this could be intentional by the developer.
What is even more annoying that that was that the environments felt too dark. It could have been the monitors in which we were playing, of course, but a general lack of light sources certainly did not help when it came to detect enemies or objectives.
Fortunately, things recovered again when we went against the aforementioned head of Stegosaurus. The imposing creature had a lot of armor and was not afraid to literally throw its weight.
My team really had to deal with the mechanics of the fight, loosening its armor to expose weak points for greater sums of damage. In that front, saving powerful skills for when we needed them was crucial. If a teammate falls, you can relive them, but that could be difficult in such an intense battle.
To help things, ammunition is a universal resource in all weapons, rechargeable by ingesting yellow plants scattered along the battlefield. However, this also (together with blue healing plants) is a limited resource in itself. So we still had to be careful not to play too fast and loose with our resources and our lives.
Until now, Turok: Origins It seems that it will be a pleasant experience for three friends. I am not sure that I stay so well in the solo game (which is compatible), and I hope that the levels and objectives become more ambitious as the game progresses. But I would definitely be anxious to play more when you finally launch in PlayStation 5, Xbox Series X | S and PC.