Turok 2: Seeds of Evil

Turok 2: Seeds of Evil

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***** Jul 22, 2017 @ 7:48pm
Objective Markers
Any way to disable them? A fair compromise would be to only display them in your line of sight, but as-is t's just destroying exploration. Yes, Turok 2 was always a mind♥♥♥♥ maze of extreme proportions, but isn't that one thing we love about old school shooters? It was something I enjoyed when I first played Turok 2 in 2012...Should be forced off in hardcore mode at least, it's meant to be ♥♥♥♥ing hardcore.

What about the original save system? Nightdive's Turok 1 remaster didn't offer free saving. It's how the game is meant to be played. It's the whole point of the lives system in conjunction with save locations. Sigh.

Last edited by *****; Jul 22, 2017 @ 7:49pm
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Showing 1-8 of 8 comments
Coyote Knight Jul 22, 2017 @ 7:56pm 
Go to gameplay options > objective markers
***** Jul 22, 2017 @ 8:04pm 
Ah, "show hints". However, is this going to disable anything of actual use, like the updates whenever you complete an objective (Children Rescued: 1 of 4 etc)?
quasardw  [developer] Jul 22, 2017 @ 8:05pm 
Originally posted by UnendingDecline:
Ah, "show hints". However, is this going to disable anything of actual use, like the updates whenever you complete an objective (Children Rescued: 1 of 4 etc)?
No.
Seamus Jul 22, 2017 @ 8:07pm 
Here's an idea. Only hit the save button when you get to one of the teleporters that acted as a save point in the n64 version. Or, don't complain about a superior save system being added.
***** Jul 22, 2017 @ 8:10pm 
@developer: Alright, thanks. Don't be agitated by the negativity above btw. Aside from the two complaints above (not forcing it off on hardcore is still valid, I think. Hardcore should be as the name suggests: no compromise) this seems like a good update. New effects, mantling, general play smoothness in performance and controls. I was very happy with the T1 remaster, so that's why I'm here.

@Seamus: ♥♥♥♥ off and learn a little about basic game design.
Last edited by *****; Jul 22, 2017 @ 8:11pm
Seamus Jul 22, 2017 @ 8:15pm 
Originally posted by UnendingDecline:
@Seamus: ♥♥♥♥ off and learn a little about basic game design.
Riiiiight. Because taking advantage of the hardware involved is bad game design. You're the sort of person that likes checkpoints only, aren't you?
Edward850  [developer] Jul 22, 2017 @ 8:34pm 
Seamus, turn down the snark a bit. There's no reason to insult people asking simple questions or having differing opnions.

Originally posted by UnendingDecline:
What about the original save system?
The original PC version actually had a free save system (although not quite as thorough from my understanding), plus it was one of the most requested features from Turok1, so the combination of the two was why we investigated including it for Turok2.
With that in mind, it gets kind of complicated both technically and from a user standpoint having two different save systems running in a single game. Too many different and potentially conflicting behaviours can start to crop up.
***** Jul 22, 2017 @ 8:55pm 
Sorry dev, the reason is likely you/nightdive and much of your audience personally just didn't care for it and/or gloss over its significance. The original port butchered it too so may as well roll with it, saves additional work.
You got Turok 1 right (since the code was already in place, no doubt) so I won't hold it against you too much.

Last edited by *****; Sep 28, 2017 @ 2:14pm
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Date Posted: Jul 22, 2017 @ 7:48pm
Posts: 8