Turok: Origins seen: Borderlands meets the exoprimal in this cooperative shooter

I went by hand with the next third -person cooperative shooting game Turok: OriginsT Gamescom 2025 . Although I am not a mega fan of the Dino-Splaying series, I appreciated several of its first entries, including the Nintendo 64 trilogy and even the multiplayer division spin-off Turok: Rage Wars.
Aside from a derivative game of 2019 now deterrent, the series has been largely dormant since 2008 Turking For seventh generation consoles. He is now coming back in Turok: Origins, With the kind authorization of the developer and publisher Saber Interactive, with an unreanted release date.
Cut to important details, Turok: Origins is a cooperation -oriented shooter for up to three players. You choose a character specific to the class – each with their own loads of arms and skills – and take charge in a map where you must fill a series of linear objectives before facing a culminating boss meeting.
My experience with the game is, so far, largely positive. Exploding prehistoric creatures and an extraterrestrial breed in the shape of a soldier is tons of pleasure; The weapons and animations of fast killers are extremely smooth, and I think that the choice of prospect in the third person is intelligent.
However, I have certain concerns, mainly in environmental design. The cards feel rather dull and similarly from an aesthetic point of view, and they were also incredibly dark, which makes it difficult to identify the enemies hiding in the shadow or the invaded flora.
Even in my short session, Origins Beginning to feel a little repetitive, so I’m not sure of the rereading value of the game. But if Saber Interactive nails that, it could well be one of the best cooperative games in recent years.
Strong them with the destroyer of the brain
But let’s focus on the good for now. The fight feels really good Turok: Origins. The characters of the players are equipped with a wide variety of types of weapons, including hunting rifles, rifles, arches and emblematic staples such as brain bore – a terribly cruel instrument that literally sucks the brain of an enemy’s skull.
When I asked the creative director Jesús Iglesias if the bore was as controlled as in previous entries, he did not hesitate with a “Yes!” Usually, a developer may want to ensure a degree of balance for powerful weapons like this, but I more appreciate the fact that saber seems to have as much reverence for this legendary destruction tool as Turking Fans of the series do it.
The good news is that Saber Interactive clearly has a lot of love for source material. The variety of dinosaurs is impressive, each type offering its own challenge. Some prefer to take care of melee distance, while others will remain behind and try to get a height advantage, crying acid swalls.
What I will note is that spatial consciousness is the key to success. Origins The cards (from what I have played so far, at least) are designed with at least two vertical layers. A coordinated team of three certainly has the best chances of success here, because you will probably have to call priority threats and divide the attention of the team according to the skills of individual characters.
A class, for example, was perfect for melee fight. Their skills allowed them to polish their own damage. Another seemed better concentrated on the control of the crowd, capable of creating barriers to restrict enemy movements. Insolement, everything is quite simple, but in a cooperative framework, the synergies that these skills have provided have definitively improved the fun factor.
Welcome to the jungle
The overall progression of the mission was quite simple, while we were passionate about a dense jungle with a hidden temple, before facing a colossal Cyborg Stegosaurus (yes, really) in a large circular arena. The objectives were going to activate simply a set of nodes to kill a number of enemies.
The fundamental nature of these objectives seems good for the start of the game, but what had made me more concerned is the design of the level itself. The environments (in particular the exteriors) are pretty, but also of a little in the form of the labyrinth and repetitive. Nor could I help noting myself to note that it was easy to lose sight of the enemies from the thick foliage, leaving me open to several surprise attacks. Although honestly, it could well be intentional on the part of the developer.
What is even more boring than the environments seemed too dark. It could have been the monitors on which we played, of course, but a global lack of light sources certainly did not help when it was a question of identifying enemies or objectives.
Fortunately, things resumed when we went against the aforementioned Stegosaurus boss. The imposing creature had a lot of armor and was not afraid to literally throw its weight.
My team had to really fight against the mechanisms of combat, loosening their armor to expose weaknesses for larger sums of damage. On this forehead, saving powerful skills when we needed it most was crucial. If a teammate breaks down, you can relaunch them, but it 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 through the battlefield. However, this too (with the healing plants of the blue shade) is a limited resource in itself. So we had to be careful not to play too quickly and to lose with our resources and our lives.
So far, Turok: Origins It looks like it will be a pleasant experience for three friends. I am not too sure that it will be as well as solo (which is taken care of), and I hope that the levels and objectives become more ambitious as the game is progressing. But I would certainly be eager to play more when it is finally launched on PlayStation 5, Xbox Series X | S and pc.




