We sat down with Acclaim Austin and grilled 'em with the tough questions about Turok: Evolution. Or something like that.
All questions answered by David Dienstbier: Creative Director (DD), Neill Glancy: Lead Designer (NG), and Berenger Fish: Multiplayer design lead (BF).
PGC: How big is your team and how long has Turok: Evolution been in development so far?
Dave Dienstbier: The team is 35 people total, though there are a few more if you count shared resources being used to create tools functionality for both Turok and Vexx. The game has been in development for just under two years, but we must also remember that a full year of that really involves the creation of tools and engine technology. The game content itself followed as soon as the tools reached a usable state. It is a huge undertaking to create the tools and technology needed for games as big as Turok and Vexx.
PGC: We’re very happy to see Turok back to his dino-hunting ways. How does Evolution explain that premise? Is Turok just generally pissed off at dinosaurs?
DD: Yep! Hates ‘em with a passion. I mean look at ‘em, they DESERVE to be extinct. Lousy huge reptilian monstrosities, I mean who do they think they are? Oh, sorry. Actually, the dinosaurs are a really exciting visual element that creates a reaction in players that just cannot be achieved through the use of purely fictional beasts. Dinosaurs are generally fascinating specifically because we know they were real, but we have never had the chance to see them live and breath. Almost every body has had some sort of fascination with dinosaurs. As children they fire up our imagination and make us want to know more about them, as adults, they invoke even deeper feelings of wonder and curiosity. For a gamer, they represent a very cool way for us to create a world that teems with mystery and fascination, and as such they are a very powerful element for the game. Plus blowing them up is just cool!
PGC: In addition to the flying parts, what other gameplay scenarios are you able to do on the current generation of console hardware that you couldn’t before with Turok?
Neill Glancy: We can do all kinds of things previously impossible on the older machines. We have really pushed hard to create new technologies that allow us to create living worlds with real interactive plant life that responds to enemies and players interacting with it. This isn’t just some gimmick, it really changes the way the gameplay and re-play works. For example as Tal’Set I might see some enemies ahead, do I take them on from where I am or move through the bushes and plants which gives me cover from the enemies seeing me. If I go in the plants, I am slowed down a bit as I push through them. Although the enemies cant see Tal’Set physically, if I move too fast through the plants the enemies might see the plants moving, and come over to investigate. I might also choose to fire at a tree, knocking it into, and crushing the enemies as well, thus using the environment as a weapon! That part is really fun! Mnnnnn Crush ( Homer Voice )
PGC: Obviously, we’re expecting to hunt through the jungle a lot, but there must be more. How many levels will there be approximately, and what kind of environments can we expect?
DD: The game is not broken down into traditional levels. Rather, the game just flows from start to finish. There is a lot of variety in the game, from the deep jungle to urban landscapes to beachheads and battlegrounds. It’s the richest game world we have ever created for a Turok game.
PGC: Can you give any sneak previews of Turok's arsenal this time around? Will the Cerebral Bore make a return appearance?
DD: We have a very, very cool “new” Bore weapon called the “Swarm Bore”. Instead of just one projectile being fired, we have TEN! The outcome is as intense and disgusting as fans would expect. We’ve shown some other weapons like the remote device, sniper pistol and poison arrows, but there is much, much more coming.
NG: People ask all the time if Turok Evolution will return to the blood and gore levels of the previous games greatness. In the case of the Swarm Bore, stand by for something really painful and bloody, and I mean get your raincoats on!
For some of the other weapons all I can say is that we try to bring something new to the FPS genre. We have several new devious creations that do that in a way never before seen. With one of our new secret weapons lets just say you can “ grab ” the enemies attention.
PGC: Turok games have increasingly contained story elements. Will Turok Evolution continue this trend, and in what ways, if so?
DD: There is a central storyline woven throughout the game. The player is aware of the situation, the activities of the enemy, and what their part is in the conflict. Mission objectives are conveyed in-game through radio transmissions, etc and the player is constantly aware of the plot line. It’s an elegant and simple solution to creating context for the player without bogging down the gameplay experience.
PGC: Some recent info we've seen indicates Turok's sneaking/tracking abilities will now play a part. Can you elaborate on this?
NG: At the studio in Austin we are all huge game fanatics. We want games that are fun to play again and again. The entire way the games AI and environments have been setup is to give players many different choices in how to deal with the enemy problems we throw at them. If approach A didn’t work, try strategy B or C or D. This is one of the aspects of the game I am most personally proud of.
PGC: How will the environments connect this time? Can we expect yet another hub level, or is there a more straightforward progression to the next level?
DD: It's far more straight forward than past Turok games. The game follows a series of events dealing with the war in the Lost Land, and the player’s part follows this progression. There is no hub this time, no levels to unlock by finding artifacts and such, but the game contains a lot of depth in many other ways.
PGC: Have you decided on the control scheme for the GameCube controller yet? Do you plan to make the controls customizable?
NG: The Gamecube controls have been discussed, and there will be customizable control schemes.
PGC: How is saving being handled? Is it “save anywhere” or are there set save points?
NG: We will let player save wherever they want.
PGC: Should we expect more of the scripted events that were so prevalent in Turok 2 and 3?
DD: There will be a ton of scripted content in Evolution. The action is so over-the-top this time around it’s unbelievable. Some of the scripting is quite subtle, and some of it is just crazy. I think the balance is just right.
PGC: Can you give some examples of the new death animations and AI scripts?
NG: Ok, death anims ( smiles ), let me pull out my motion capture shot list. How about motion 1612: “Actor clutches throat with one hand, arterial blood sprays in air. Actor falls to knees, gargling blood and choking before death.“
Or motion 1611" “Explode front portion of head, major gore, actor falls to ground immediately, twitching body”
And one more why not, motion 2630a: Stealth death kill rear – “ Bash brain in animation “
As you can see, it's good family entertainment :-) If your family all meets the “ M “ age range that is.
PGC: What kinds of multiplayer modes are planned, and will Turok: Evolution for GameCube support any kind of online capabilities?
Berenger Fish: Turok Evolution’s rich multiplayer content has been designed and developed by a dedicated team to ‘evolve’ the multiplayer experience. All the usual favorite gameplay modes are there such as normal deathmatch or a Turok’ed version of Capture the Flag variants. We’ve included old favorites from previous Turok games, in addition to special new modes. We also plan on offering an unprecedented number of ways to tweak each game and save out those tweaks as new gameplay types.
PGC: Will the option to have a player be a monkey in deathmatch be available?
BF: Most bipedal creatures that we have in the single player game will be able to be used in multiplayer. There will be several interesting non-bipedal creatures as well as a few special cameos. As for the monkey… we have special plans for monkeys. Insert evil laugh here.
PGC: There have been hints dropped about Turok on GBA. Has anything been happening on that front?
DD: We are not directly involved with GBA development in Austin. Obviously, the game keeps us very busy, and GBA development is handled through 3rd parties. We supply artwork and audio reference to the GBA developers, and the game is coordinated through our offices in New York. Turok GBA is on the move as we speak.
PGC: What's the thing you are MOST excited with Turok Evolution? What should Turok fans know about this game?
DD: Evolution represents the most pure and fully realized chapter in the history of the franchise. It’s exciting to see so much of the original vision for the game becoming a reality. The level of interaction, the realism in the environments, etc. It’s the entire dream that we originally had for the franchise. In terms of nee things to be excited about, flight wins hands down. It’s been a goal of ours from day one of the first game. It’s taken awhile, but here it is at last. It’s fast, it’s fun, and it really rounds out the whole Turok experience.
I think that the most important thing that can be said about the game is that it is a testament to the talent, determination and drive of the entire team. This is the best Turok team we have ever had on all fronts. Without an entire team of visionaries with a shared goal, great games do not happen. It takes passion and dedication from everyone to succeed. If there is one thing that deserves praise above and beyond everything else, it’s the people that make great games like Turok: Evolution happen.
PGC: Thanks very much for your time!