Speedball
Don't. Blink.
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I'll start it off with an interview from 1up.
Reinventing a franchise is never an easy task -- especially when that franchise is notorious for starting out great and slowly sinking into mediocrity. But now that former developer/publisher Acclaim is long gone (at least in terms of the company -- the name lingers on via a Korean company), new publisher Buena Vista and developer Propaganda Games are attempting to revive the Turok license and showing a lot of potential in the early stages. We checked in with Propaganda's Josh Holmes to get an update on the game before its second press showing at Games Convention starting tomorrow in Leipzig, Germany. Also be sure to check out exclusive new screens of the game on our media page.
1UP: The main character seems to be quite different from what was in the old games. Why did you guys decide to make this shift but retain the Turok name?
JH: The first Turok game on N64 was inspired by the classic comic book series and managed to capture the spirit of those comics while establishing all new characters, an original storyline and a mythology all its own. The result was a fantastic game that captured the imagination of gamers everywhere. We want to take a similar approach with this game, moving it in an exciting new direction while remaining faithful to the spirit of the original property. The main character of Joseph Turok fits in perfectly with this vision, while retaining many of the characteristics that made the original Turoks so compelling.
1UP: Obviously the new Turok is very different from the old Turok, but are there any specific elements from the old games you are bringing back to add some nostalgia? Maybe an Easter Egg or two?
JH: As a big fan of the original games, I'm confident that die-hard Turok lovers will recognize many familiar elements incorporated into this new game.
While seemingly effective, we're not so sure it's smart to use a flamethrower in a jungle. Just a thought. Click the image above to check out all Turok screens.
1UP: Along those same lines, are there any particular elements from the old game you are consciously leaving out of the next-gen game, maybe that feel dated or out of place?
JH: Turok was a groundbreaking game when it first came out on the N64, but as the series progressed the enemies became increasingly outlandish and far-fetched. We are pursuing a much more believable vision. We're dropping the gun-wielding dinosaurs and cyborg zombies and going with terrifying creatures and human enemies that use a combination of advanced tactics to hunt you down.
Our initial calculations show that this results in a game experience that is approximately 1.7 billion times cooler. The numbers don't lie!
1UP: In recent years, it seems like King Kong has probably gotten the most credit for being a good dinosaur game. Was there anything in particular from that game that impressed you or that influenced Turok?
JH: King Kong came out after we were well into the design phase for Turok, so most of our ideas were solidified at that point. It was a good game, and we were most impressed by the sense of immersion achieved by stripping away the interface graphics (or HUD), allowing the player to focus on the action without the distraction of game elements like health bars or ammo counts. This was a design choice also reflected in Call of Duty 2, another fine game released at around the same time. It's a very effective approach for first-person games where immersion is such a key to the experience, and after playing these two games we made the decision to implement a damage system that does not use a traditional health bar. We're very happy with the results.
1UP: One of the elements in King Kong game was that the player often felt overpowered by dinosaurs around him as a human. Are you planning for scenes like this in the game, where the creatures are so large that it's better to avoid them than attack head on?
JH: Take a second to think about what it would be like to actually face dinosaurs in a hostile jungle environment... it would be absolutely terrifying. Your first impulse would be to get the hell out of there and keep those things away from you at any cost. This becomes increasingly apparent the larger the dino is that you are facing. Can you imagine purposely engaging something as large and powerful as a T-Rex? You'd have to be at least marginally insane.
This sense of intense fear was something we wanted to convey with all of our creatures. Dinosaurs in Turok are terrifying beasts of prey and in some cases the best solution is to avoid them or -- better yet -- trick them into attacking your enemies. That said, with the right amount of firepower nothing is impossible... and we give you access to a lot of firepower.
1UP: Some of the visuals we've seen from the game have reminded us of Gears of War. Obviously both games run on Unreal Engine 3, but do you guys see the art styles as being similar?
JH: We're flattered to draw comparisons to an exciting title like Gears of War, especially considering that Turok is coming out in the second half of next year, long after Gears is scheduled to release. That said, the two games are very different from one another and each has its own distinct visual style. Turok features many large open areas with an emphasis on lush outdoor environments. While the Unreal Engine 3 is a powerful suite of tools and technology, we've invested a lot of time at Propaganda expanding the capabilities of the engine to suit the look and feel of our game.
Everyone loves a good minigun for taking out swarms of enemies -- though maybe less so in multiplayer. Click the image above to check out all Turok screens.
1UP: Any plans for multiplayer in the game, either co-op or competitive?
JH: One of our objectives for the game is to deliver a unique multiplayer experience with lots of depth, and we've applied substantial effort toward this goal. We aren't ready to reveal any details at this stage, except to say that it will kick ass.
Your ass to be exact.
1UP: The game is planned for release on Xbox 360 and PlayStation 3, but not Wii. Any particular reason for focusing on those first two?
JH: When we first began development on Turok, we focused on the Xbox 360 and PlayStation 3 platforms based on the capabilities of those systems to deliver a truly next-generation experience. Like most gamers, we're looking forward to the Wii, but we have no plans to bring Turok to Nintendo's new console.
1UP: What can you tell us about what you'll be showing from the game at the Leipzig Games Convention [starting tomorrow]? JH: We're still keeping the game pretty close to vest at this point. We'll be showing the same demo that we showed at E3, along with a new sequence featuring a massive new creature. [We'll] also be showing the Germans that Canadians know how to drink beer (although I have to admit -- I'm secretly worried about our ability to keep up).
More pics to come in the next post.
Reinventing a franchise is never an easy task -- especially when that franchise is notorious for starting out great and slowly sinking into mediocrity. But now that former developer/publisher Acclaim is long gone (at least in terms of the company -- the name lingers on via a Korean company), new publisher Buena Vista and developer Propaganda Games are attempting to revive the Turok license and showing a lot of potential in the early stages. We checked in with Propaganda's Josh Holmes to get an update on the game before its second press showing at Games Convention starting tomorrow in Leipzig, Germany. Also be sure to check out exclusive new screens of the game on our media page.
1UP: The main character seems to be quite different from what was in the old games. Why did you guys decide to make this shift but retain the Turok name?
JH: The first Turok game on N64 was inspired by the classic comic book series and managed to capture the spirit of those comics while establishing all new characters, an original storyline and a mythology all its own. The result was a fantastic game that captured the imagination of gamers everywhere. We want to take a similar approach with this game, moving it in an exciting new direction while remaining faithful to the spirit of the original property. The main character of Joseph Turok fits in perfectly with this vision, while retaining many of the characteristics that made the original Turoks so compelling.
1UP: Obviously the new Turok is very different from the old Turok, but are there any specific elements from the old games you are bringing back to add some nostalgia? Maybe an Easter Egg or two?
JH: As a big fan of the original games, I'm confident that die-hard Turok lovers will recognize many familiar elements incorporated into this new game.
While seemingly effective, we're not so sure it's smart to use a flamethrower in a jungle. Just a thought. Click the image above to check out all Turok screens.
1UP: Along those same lines, are there any particular elements from the old game you are consciously leaving out of the next-gen game, maybe that feel dated or out of place?
JH: Turok was a groundbreaking game when it first came out on the N64, but as the series progressed the enemies became increasingly outlandish and far-fetched. We are pursuing a much more believable vision. We're dropping the gun-wielding dinosaurs and cyborg zombies and going with terrifying creatures and human enemies that use a combination of advanced tactics to hunt you down.
Our initial calculations show that this results in a game experience that is approximately 1.7 billion times cooler. The numbers don't lie!
1UP: In recent years, it seems like King Kong has probably gotten the most credit for being a good dinosaur game. Was there anything in particular from that game that impressed you or that influenced Turok?
JH: King Kong came out after we were well into the design phase for Turok, so most of our ideas were solidified at that point. It was a good game, and we were most impressed by the sense of immersion achieved by stripping away the interface graphics (or HUD), allowing the player to focus on the action without the distraction of game elements like health bars or ammo counts. This was a design choice also reflected in Call of Duty 2, another fine game released at around the same time. It's a very effective approach for first-person games where immersion is such a key to the experience, and after playing these two games we made the decision to implement a damage system that does not use a traditional health bar. We're very happy with the results.
1UP: One of the elements in King Kong game was that the player often felt overpowered by dinosaurs around him as a human. Are you planning for scenes like this in the game, where the creatures are so large that it's better to avoid them than attack head on?
JH: Take a second to think about what it would be like to actually face dinosaurs in a hostile jungle environment... it would be absolutely terrifying. Your first impulse would be to get the hell out of there and keep those things away from you at any cost. This becomes increasingly apparent the larger the dino is that you are facing. Can you imagine purposely engaging something as large and powerful as a T-Rex? You'd have to be at least marginally insane.
This sense of intense fear was something we wanted to convey with all of our creatures. Dinosaurs in Turok are terrifying beasts of prey and in some cases the best solution is to avoid them or -- better yet -- trick them into attacking your enemies. That said, with the right amount of firepower nothing is impossible... and we give you access to a lot of firepower.
1UP: Some of the visuals we've seen from the game have reminded us of Gears of War. Obviously both games run on Unreal Engine 3, but do you guys see the art styles as being similar?
JH: We're flattered to draw comparisons to an exciting title like Gears of War, especially considering that Turok is coming out in the second half of next year, long after Gears is scheduled to release. That said, the two games are very different from one another and each has its own distinct visual style. Turok features many large open areas with an emphasis on lush outdoor environments. While the Unreal Engine 3 is a powerful suite of tools and technology, we've invested a lot of time at Propaganda expanding the capabilities of the engine to suit the look and feel of our game.
Everyone loves a good minigun for taking out swarms of enemies -- though maybe less so in multiplayer. Click the image above to check out all Turok screens.
1UP: Any plans for multiplayer in the game, either co-op or competitive?
JH: One of our objectives for the game is to deliver a unique multiplayer experience with lots of depth, and we've applied substantial effort toward this goal. We aren't ready to reveal any details at this stage, except to say that it will kick ass.
Your ass to be exact.
1UP: The game is planned for release on Xbox 360 and PlayStation 3, but not Wii. Any particular reason for focusing on those first two?
JH: When we first began development on Turok, we focused on the Xbox 360 and PlayStation 3 platforms based on the capabilities of those systems to deliver a truly next-generation experience. Like most gamers, we're looking forward to the Wii, but we have no plans to bring Turok to Nintendo's new console.
1UP: What can you tell us about what you'll be showing from the game at the Leipzig Games Convention [starting tomorrow]? JH: We're still keeping the game pretty close to vest at this point. We'll be showing the same demo that we showed at E3, along with a new sequence featuring a massive new creature. [We'll] also be showing the Germans that Canadians know how to drink beer (although I have to admit -- I'm secretly worried about our ability to keep up).
More pics to come in the next post.