Bilang mga tagahanga ng orihinal na mga laro noong dekada nobenta, nakipag-usap kami sa creative director at studio head sa Saber Madrid upang talakayin ang bisyon sa likod ng bagong Turok, ang mga posibilidad nito para sa single player at multiplayer squad, pati na rin ang lore at legacy ng serye.
"Hi friends, this is my last day at Gamescom 2026 and I'm here at the Saber's booth and I've just taken a look at Turok Origins, which is a new game, but I was a fan of the original. It's so nice to catch up with you once again, Jesús. I think the first time I interviewed you was like 20 years ago, 15 years ago, something like that. Probably."
"So thank you so much for joining us. It's great that this has all been made in Madrid, in Spain, and it looks good, and it plays great. And first of all, I wanted to ask you about the sort of franchise. As I said, I'm a fan of the first two games. I have the black cartridge for Turok 2 at home. So how did it feel for you to get the opportunity to, you know, bring gamers a new take on the whole Turok idea and classic? That's the whole thing. We are making a brand new game on the lore. It's not a remake or a reskin."
"It's a completely new game made from scratch, but based on the lore and the universe of Turok. We always thought that the The Universe, the lore had very interesting things like the dinosaurs together with this travel, the time, travel, the space, the reptilians. It was a great formula. The Native Americans, of course, that are also very present on our game, and the Native American culture that is, again, very present on the game. How and when did you decide you wanted to go both co-op and single player to approach this campaign? Well, the thing is that we have not renounced to anything. I mean, we have a solo campaign, but we have co-op and we have first person and third person. We thought that, I mean, I would like to clarify that when you play solo, you play solo. You don't have bots with you. So there are two different, completely different experiences. So when you play solo, you play this campaign that is very similar to the original game. The original game was known for introducing original things at that time for the first person shooters, like the platforming, more verticality, exploration, and that is also present on our game."
"When you play solo, you will have more time to go at your pace, looking for secrets, looking for hidden places. So in that respect, it's very similar to the original game. But we thought that, why not include also a way for the players to play with friends? And that's why we have the co-op option. So you can do, you can have the same experience, but playing with friends. The pace depends on if you are playing with friends or not, or something that you know or not, the pace is up to you. But you can have a very similar experience to the solo experience, or completely different, going very fast and shooting everything that comes to you. And going back to what you mentioned before in terms of the lore and the expanded IP here, how are you using the IP? How are you using the source material? How much creative freedom did you have to expand? I mean like first ten minutes is more lore and fiction created here than the first two games together I think. So how are you trying to expand this and what sort of story are you trying to tell? is connected with the old games. So it takes place in a very different moment. It takes place many years before the Turok one, but it's connected with the original games. The lore is the same, but it happens in a different moment. but everything takes place in The Lost Lands and we have, I mean, I cannot unveil many details of the story and the characters, but you will see that the game is very much connected with the arena lore. As I said, the Native American culture is very present. We actually worked with Native American consultants. So even the feathers, the colors in the face have been approved by the Native Americans. We didn't want to make anything that wasn't respectful with the Native American culture. So All these, and together with the fact that we have the dinosaurs, that you remember, everybody remembers the dinosaurs from the renal games, but we also have this, as I said, verticality, exploration, so we share most mostly everything with the original lore. And even if this is before Turok 1, you do have the Cerebral Bore, which was my favorite weapon from Turok 2. So what can you tell me about the sort of the variety, the weapons, the special abilities? You have some sort of races or classes. We all wanted to be the Cougar here, but then we chose to complement each other and be able to... How much? How much balance is there to that?
Can we all be the same and it's going to work? And what can you tell me about all these abilities, weapons? Yes, of course. I mean, the game has been designed to create synergies. But you can create thousands of different combinations. Everyone could be the same class. As you said, Cougar, we have Cougar, we have the Bison, and we have the Raven. They all have their own melee weapon. but they also have different skill trees and but you also have like 250 more than 250 modifiers for the weapons that you unlock in the game. All these modifiers changed dramatically the behavior of your weapons, adding many layers of complexity and combinations to the team loadouts. So the possibilities are infinite, I would say. As you said, we have included Cerebral Bore as part of the original classic weapons from the Turok 1, but we have the Fusion Cannon, we have the Firestorm Cannon, we have the Mag 60, I mean, plenty of weapons from the originals, but we have included a lot of new weapons."
"Together with that, we have also included special abilities that the original games didn't have. And these abilities, I mean, depending on your class, you have two specific abilities for your class, but there are also generic abilities that all the classes can use. And depending on your class, the scenarios are different."
"And I guess as you unlock more stuff as you go, what's the structure of the game? Is it episodes that are missions that you're thrown into? Or how do we progress through a game and then perhaps improve the character and unlock more trees? It's a story.
There is a story and you just go into the story. So you have missions to accomplish, but you're following the story. It's a campaign, classic campaign game mode. And finally, as you've been here for a while, it's interesting because there's a surge or a trend for people wanting games from that era. I've played I've played Hellraiser here at Saber, this is Turok, this is all from the late 90s, early 2000s, so what do you think, how do you feel from a studio point of view, this is a revival, there is a need, people are eager to play this kind of experiences from that era? I mean, it's not that we choose to pick an old IP randomly."
"Because, I mean, we also work with very current IPs and very actual, like, I mean, we are doing John Wick in Madrid too. So it's not about how old it is. Does it make sense?
Do we see potential on the IP even if it is too old? And that is what decided us to work with Turok because the potential was there. As I said at the beginning, the formula, dinosaurs, aliens, travel the time. And we thought, I mean, there is plenty of room to make a new game in the Turok universe and expand it and have a lot of fun with the original Native American heroes. I mentioned the Nintendo 64 cartridge and we have a Nintendo Switch 2 version here. I'm probably going to play this so there's not that much violence on TV with the kids. So what can you tell me about this specific version? How it runs? How can we expect it to perform? And perhaps, technically, which engine did you use? Did you have any challenge? I mean, the Switch version is exactly the same as the PC version, so they are all for... it's mature, it's 18 years old, so maybe your kids cannot play neither on the Switch, but they play exactly the same. That's why we have the Switch together with the PC version, Side by side because the people can see that the games are exactly the same. And it actually plays very smooth on the Switch. The people are having a great experience. They get surprised how smooth and similar to the PC and PlayStation 5 experiences. So I would say that we are very proud of the Switch version. We are using Unreal Engine. and the PlayStation 5 and Xbox X series play at 60 frames per second with no compromises on the graphics. And then the Xbox Series S and Switch 2 runs at 30 frames per second. And you're about to release? Sorry? You are about to release, you will release really soon. Next year, spring 2027. It's very close, it's very close and it looks polished already and solid, so thank you so much for your time. It's been a pleasure to see you here again and good luck with Turok and enjoy the rest of the show. Thank you so much."