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So I've played this new Turok a little over the past day or so and I've been getting the sense that something was off about the levels. I mean, I played this game a ton as a kid, so I know it pretty well. I thought maybe my memory was failing me, but sure enough, I went back and compared the levels to the ones in the original and there's a few areas that have been changed.

The most obvious is right after the very first raptor you encounter in Level 1. You go forward, shoot two guys, and then follow a trail of those little triforce things and you're supposed to enter a narrow chasm area with a bunch of climbable walls (one of the keys is at the top of the first one, guarded by a tough plasma rifle guy). Instead, it's just one open area with some ruins and the key is in the open.

There's another in Level 3 (a small change), where you're crossing a gap close to the beginning of the map, after having climbed some stairs into the ruined city. Instead of a wooden bridge, you cross via a ladder which is in a slightly different position, and there's a big ol' wall to your left, where in the original there was just open sky.

That's all I've noticed so far, but I'm willing to bet there's more. Has anyone noticed other changes? More importantly, does anyone know why Night Dive would change this stuff? Seems like totally pointless alterations, really. And it can't be for technical reasons, since Turok ran just fine on PC 18 years ago.
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yeah i wondered about this myself ... but the game description says " Improved gameplay and level design"

__________
New features include:

Support for high resolutions, and widescreen

Improved gameplay and level design

OpenGL for video backend to provide portability and support for vertical sync

Dynamic lighting, bloom, FXAA, enhanced water effects, lights shafts and more

Ability to freely rebind all keyboard, mouse, and gamepad inputs
___________

i guess only the devs knows why they changed that stuff
The changes they did were done on purpose. I think the level you're describing is the one that required pinpoint jumping accuracy otherwise you would fall down (to your death). They have altered this; most likely to make it more forgiving and not so frustrating/ annoying.

Also, the barrier on level 2, behind which is a minigun, armor and some tokens, can be destroyed with explosive arrows or shells. In the original, only a grenade launcher would do the trick from what I've read.
I believe the autoshotgun was removed from the first area because it made levels 1-3 too easy and rendered the regular shotty obsolete too early. This is a change I'm all for.
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Turbogurra: I believe the autoshotgun was removed from the first area because it made levels 1-3 too easy and rendered the regular shotty obsolete too early. This is a change I'm all for.
No, the autoshotgun is still there, just not exactly at the same spot :)
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Shellshock9: The changes they did were done on purpose. I think the level you're describing is the one that required pinpoint jumping accuracy otherwise you would fall down (to your death). They have altered this; most likely to make it more forgiving and not so frustrating/ annoying.
Nah, both areas I described actually involved no jumping at all, and in the case of Level 3, it's simply an aesthetic change. Totally unnecessary.
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Shellshock9: Also, the barrier on level 2, behind which is a minigun, armor and some tokens, can be destroyed with explosive arrows or shells. In the original, only a grenade launcher would do the trick from what I've read.
That's more understandable. Not gonna complain about that one, but others are really bizarre decisions.
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alabaster: The most obvious is right after the very first raptor you encounter in Level 1. You go forward, shoot two guys, and then follow a trail of those little triforce things and you're supposed to enter a narrow chasm area with a bunch of climbable walls (one of the keys is at the top of the first one, guarded by a tough plasma rifle guy). Instead, it's just one open area with some ruins and the key is in the open.
I remember that spot well, weird they changed that. Maybe it's a dumbing-down effort, so that you will be able to collect keys without having to work/look for them at all? If so, that turns me off. That's kind of a fundamental change to what the original was about in that respect.
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chevkoch: I remember that spot well, weird they changed that. Maybe it's a dumbing-down effort, so that you will be able to collect keys without having to work/look for them at all? If so, that turns me off. That's kind of a fundamental change to what the original was about in that respect.
That's what I'm most concerned about as well. Kind of worried about the later game especially, remembering a few really sinister key placements that may need even more intrusive dumbing down...

Maybe the devs can be convinced to add an option for original vs. tweaked maps in the future?
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alabaster: So I've played this new Turok a little over the past day or so and I've been getting the sense that something was off about the levels. I mean, I played this game a ton as a kid, so I know it pretty well. I thought maybe my memory was failing me, but sure enough, I went back and compared the levels to the ones in the original and there's a few areas that have been changed.

The most obvious is right after the very first raptor you encounter in Level 1. You go forward, shoot two guys, and then follow a trail of those little triforce things and you're supposed to enter a narrow chasm area with a bunch of climbable walls (one of the keys is at the top of the first one, guarded by a tough plasma rifle guy). Instead, it's just one open area with some ruins and the key is in the open.

There's another in Level 3 (a small change), where you're crossing a gap close to the beginning of the map, after having climbed some stairs into the ruined city. Instead of a wooden bridge, you cross via a ladder which is in a slightly different position, and there's a big ol' wall to your left, where in the original there was just open sky.

That's all I've noticed so far, but I'm willing to bet there's more. Has anyone noticed other changes? More importantly, does anyone know why Night Dive would change this stuff? Seems like totally pointless alterations, really. And it can't be for technical reasons, since Turok ran just fine on PC 18 years ago.
Hmm sounds like they dumbed down some of the game. I really don't like that change in the first level you mentioned it makes getting that key meaning less in a way. When I first found that key it was exciting because, yay I found a secret, and you got to see a later foe with a weapon you could later use right from the beginning. I like it when games do things like that. It was a nice surprise that allured to greater power.
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alabaster: Maybe the devs can be convinced to add an option for original vs. tweaked maps in the future?
That would be ideal, I'm all for that :)
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FreedomWings: Hmm sounds like they dumbed down some of the game. I really don't like that change in the first level you mentioned it makes getting that key meaning less in a way. When I first found that key it was exciting because, yay I found a secret, and you got to see a later foe with a weapon you could later use right from the beginning. I like it when games do things like that. It was a nice surprise that allured to greater power.
Agreed. I've almost made it to the end of the game at this point and there's at least one more key that's made way easier to find, in Level 6. Possibly in 7 as well, but my memory of that level is pretty fuzzy.

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chevkoch: That would be ideal, I'm all for that :)
Maybe call it Classic Levels / Streamlined Levels or something.
I've heard on the Steam forum that Kaiser plans on releasing the unmodified levels at some point. There's also a full level editor planned.
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Turbogurra: I believe the autoshotgun was removed from the first area because it made levels 1-3 too easy and rendered the regular shotty obsolete too early. This is a change I'm all for.
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Onox: No, the autoshotgun is still there, just not exactly at the same spot :)
I haven't found the autoshotgun on level 1 (because of the changes) I think the new part is really cool and I was very surprised when I turned the conner. The argument that it makes the level too easy is silly, since it's just the same as the regular shotgun but slightly faster.