Turok Next-Gen Interview
Turok Next-Gen - Exclusive Interview
In this post-E3 interview with Rob Davidson, the Associate Game Director for Buena Vista Games-owned Propaganda Games, we threw a couple of questions out there concerning the next-generation of Turok for the next-gen consoles. This Turok, though, is different from the Turok games on the N64, or the later Turok featured on the Gamecube, PS2 and Xbox. The Turok universe is completely altered with new characters, a new story, and new enemies. Check out the info we gathered from the developers below.
Xboxcore: Is this Turok running on a whole new game engine, or are there a combination of engines used with certain adjustments made, etc.,?
Rob: Turok is being built using the Unreal 3.0 engine as its core. On top of that though, we have a full complement of engineers who are implementing features that are specific to our game.
Xboxcore: What sort of vehicle and character physics can we expect? Has a new kind of physics engine been implemented?
Rob: Realistic physics in next-gen games is very important as it makes the world you're creating much more believable. We're using the Novadex Physics system as our base and we have dedicated engineers modifying that system in order to achieve some unique features found in our game.
Xboxcore: Does this game take place before/after/during the same time as the previous games? Or is this game a new take on the entire Turok universe
altogether? (Sort of like Batman Begins to the prior Batman movies)
Rob: The Batman comparison is pretty good. We're big fans of the old Turok games found on the N64. Our goal is to capture the feeling of the original game that set the standard for console FPS's and then build on that framework. In order to accomplish that, we felt we needed to restart the franchise.
Xboxcore: Will most of the weapons make a return, or are we looking at a whole new arsenal?
Rob: We have a wide variety of weapons in our game ranging from your staples (knife, bow, etc.) to more exotic weapons that haven't been seen before. We aren't quite ready to talk in detail about what they are yet though.
Xboxcore: Following up on that question, what sort of weapon effects can we expect? Will we see any physics defying equipment, or time altering devices?
Rob: The shooting system is the core to our game experience and we're investing heavily in creating satisfying weapon effects that pay this off.
Xboxcore: We know that the game now has stealth elements implemented. But will the shooting be more arcadish (like Unreal), or more simulation oriented (like Brother in Arms)?
Rob: We're aiming to strike a balance between realism and fun. With that in mind, our shooting experience won't be an extreme simulation like Brothers in Arms but it will be much more realistic than what is found in a game like Unreal.
Xboxcore: Additionally, will this game persuade players to utilize the stealth elements, or is it just an alternative to the run-and-gun option?
Rob: Stealth will play an integral part of the experience we're trying to create but our stealth design is more action-oriented. What this means is that you won't be methodically moving around levels trying to stay in shadows. Instead, our stealth system is designed to not slow down the action while engaging in combat. Through this it becomes another tool in the player's arsenal that they will want to use in combat situations.
Xboxcore: What sort of vehicles will be present? And what sort of interactivity is planned for them?
Rob: We have a varied list of vehicles that you will be able to use throughout the game but we'd like to keep that list guarded for the time being.
Xboxcore: Will environments have destructible elements?
Rob: Destructibility will play a big role in not only delivering a satisfying shooting experience, but also in how the AI reacts to the player. We don't want to give away too much right now on how this will play out.
Xboxcore: Are there plans for multiplayer support, and has there been
consideration for making the dinosaurs playable?
Rob: There is a fleshed out multiplayer component to the game but right now, we aren't divulging any information on that.
Even though this game isn't slated to hit stores until a year from now, you can be sure to find more information regarding the evolving developments of this next-generation of Turok at Xboxcore.com
Article By: VGcore Staff