Turok, a name synonymous with revival, traces its roots from 1950s comics to its surge in popularity with Valiant Comics` 1990s reboot, “Turok: Dinosaur Hunter.” This iteration inspired the seminal N64 game series, a major console shooter of its era. After a 17-year hiatus, following a 2008 reboot that saw a planned sequel shelved despite decent sales, Saber Interactive is reigniting the franchise with “Turok: Origins.”
Initial skepticism surrounding “Turok: Origins” following its Game Awards announcement, largely due to its apparent third-person co-op nature, quickly dissipated during a hands-on preview at Gamescom 2025. The game seamlessly supports both first- and third-person perspectives. While the demo showcased three-player co-op PvE, Saber Interactive`s Madrid team confirmed that a solo play option, devoid of AI companions, will also be available, honoring the series` single-player heritage.
Fundamentally, “Turok: Origins” delivers on the franchise`s core promise: epic dinosaur hunting with powerful weaponry.
A New Vision: Tribes and Xenia
This iteration introduces narrative twists, delving into an earlier timeline where “Turok” refers not to an individual but to a tribe of hunters, drawing inspiration from indigenous North American cultures. The team-based gameplay offers distinct classes—Raven, Cougar, and Bison—each tied to a spirit animal, dictating unique loadouts and abilities, which players can freely swap before missions.
The game`s reptilian antagonists are dubbed “Xenia,” primarily consisting of recognizable four-legged creatures, but also featuring more humanoid adversaries and scaled, troll-like beings. The demo`s opening mission shrewdly plunged players into a lush, prehistoric jungle, immediately pitting them against waves of raptors. Eliminating these foes proved exhilarating, regardless of whether playing in first- or third-person, a perspective switch that felt fluid and instantaneous. The third-person camera also allows for shoulder-swapping.

Dynamic Combat and Class Abilities
The polished control scheme likely stems from the developers` confirmation of separate development pipelines for first- and third-person modes, resulting in distinct and refined experiences. This is evident in movement nuances, such as sprinting into a crouch triggering a slide in first-person versus a forward roll in third-person. Melee attacks, even when initiated in first-person, transition to a third-person camera for cinematic, brutal finishers, where a weakened, glowing foe invites a visceral takedown.
While visually impressive, these execution animations were sometimes challenging to trigger in co-op, as teammates often finished off enemies prematurely. A later mission within an ancient temple allowed the team to diverge, providing ample opportunities for individual Xenia dispatch. This also enabled experimentation with different classes, starting with the automatic-wielding Cougar, followed by the robust, shotgun-carrying Bison.
Each class features three unique, cooldown-based abilities and a powerful ultimate, standard for contemporary class-based shooters. The Raven class, with its long-range bow, quickly became a favorite, delivering gratifying headshots. A minor drawback was the distance required for follow-up melee finishers if a headshot wasn`t instantly lethal. Nonetheless, the Raven’s abilities—including a rallying cry to instantly eliminate weak foes, summoning glowing wasps, and deploying a temporary projectile barrier—were utilized with considerable confidence.

The demo concluded with an arena boss battle against a massive Triceratops, a confrontation that evoked “Monster Hunter” vibes. Reverting to the Cougar class, its medium-ranged auto-plasma shots proved effective for maintaining distance and dodging the beast`s charges. The Cougar`s ultimate ability, which provides a temporary, powerful bow with infinite arrows, was particularly advantageous.
Classic Traversal, Modern Feel
Within a concise 30-minute demo, developers guided players through a diverse, curated experience. To maintain pace, progression often required players to converge within glowing blue circles, with some optional paths intentionally blocked. Despite this linear approach, core “Turok” platforming elements—like using a grapple to scale walls or reaching elevated positions for strategic enemy engagement—were present and functional.
Although a solo playthrough remains a desired experience, this initial hands-on with “Turok: Origins” has largely dispelled prior reservations. Under the stewardship of Saber Interactive Spain, a franchise many considered extinct appears poised for a lasting and impactful resurgence.
“Turok: Origins” is set to launch soon on PC, PlayStation 5, and Xbox Series X|S.
