Turok Wiki
Turok Wiki
Turok (2008 video game) - Achievement icon - Big Game Ribbon (Unlocked){{#seo:|image=Turok (2008 video game) - Achievement icon - Big Game Ribbon (Unlocked).png}}
Turok (2008-2010) - Logo
This article is part of a series on
cut content within the Turok franchise.
Acclaim Entertainment

Dinosaur Hunter
Seeds of Evil
Shadow of Oblivion
Rage Wars
Evolution


Propaganda Games

Turok
Turok 2


To check out cut content for other Turok games, see here!
v · d · e

During the development of Turok, wide swaths of content would be altered or cut from the game, despite being concepted for and in some cases prototyped by Propaganda Games.

General content[]

Title[]

Over the course of development, Turok, being a reboot of the popular IP, was originally envisioned and marketed with the title Turok: Rebirth. Marketing material and a splash screen for an E3 2006 demo would also informally label the game as Turok 2007. A proper logo was created for the Rebirth subtitle, which was golden-orange in coloration, and featured a much more traditional typeface choice. Ultimately, the Rebirth subtitle would be axed, and the logo would be redesigned, harkening back to Acclaim Entertainment's early Turok titles.

This early logo can be found within the files of Turok's PC port, as can material focusing on the E3 2006 demo.[1]

In-engine prototypes[]

Levels[]

Level 15[]

Main article: Turok (November 8, 2006 build).

Level 15 is a prototype, early variant of Heroes End, featured in a build of Turok dated to November 8, 2006. This build features rudimentary console commands, with the level being split up into five distinct sections labelled "01" to "05".

Many portions, plot beats, and encounters of this level remain similar or identical to what was seen by Turok's release in 2008, however this level features early cutscenes and dialogue including Lil, a cut character. Additionally, this version of Turok's script had Carter and Slade both dying, with Gonzales surviving instead. Additionally, the LLG Rhino 4x4 is present and fully functional, used by both Mendel-Gruman and Whiskey Company forces.

Unlike many conceptual level lay outs drawn up during Turok's development, this level is fully playable and served as the basis for early screenshots and promotional material for the game.

Characters[]

Lil[]

Lil was a major cut character from Turok. The tone and general premise of Turok was inspired by James Cameron's Aliens, with Lil filling a similar role to the character of Newt. The original concept for Turok involved the titular character escorting Lil through certain levels. One level would've had Lil and Turok fall into a dark cave filled with Soldier Bugs. Lil would have held a flashlight and shined it at the bugs which would keep them away. Turok would have had to stay in the light and fire at the bugs.

Lil's model still exists within Turok's files, as do audio files for interactions with her, with a prototype version of Heroes End also featuring the character. In this, Lil is shown to be fully animated, with a voice actress. Scene 78 from the game's storyboards was adapted in this build, with Lil engaging with Turok, Logan, and Cowboy on the location of a ship to escape the planet.

Ultimately, Lil would be removed from the game, her role of finding the location of a ship would be given to Carter, and many character interactions alongside her would be removed. Her model can still be found within Turok's files,[2] as can audio files of Joseph warning her to take cover.[3]

Enemies and wildlife[]

Boomslang[]

"Man-killing plants lie in wait along your path."
Game Informer: August, 2006, page 55[4]

The Boomslang is a plant-based[5] creature that was intended to be featured within Turok. A suite of audio files for it remain in Turok's release build, which have the creature groaning, hissing, and moving slightly.

The August, 2006 issue of Game Informer makes references to man-eating plants, with the splash art for the E3 2006 demo for Turok directly naming the creature alongside Lurkers and Dilophosaurus, insinuating the creature was carnivorous and an intended enemy at one point.

Impaler[]

The Impaler is a plant-based[6] entity that made it to the modelling stage in Turok. A single audio file remains of the creature, which has it making a low clicking noise. It would ultimately be cut, with little else being known about it.

Scarab[]

The Scarab was part of the planet's wider insect faction, and also one of the only creatures to make it to the model stage.[7]

Stegosaurus[]

The Stegosaurus was intended to return in Turok, and would have a model made for it, which would ultimately go unused.

Weapons[]

Taser[]

"There's an RPG, a sniper rifle, a triple barreled shotgun, and even a strange robotic variation on the taser."
Game Informer: August, 2006, page 55[4]

The taser, also referred to as the "tazer" was a revolver-like weapon that was present in early builds of Turok dated to 2006. While the weapon would not appear in Turok's final release builds, it would be referenced in the August 2006 issue of Game Informer, where it was said to be a "robotic variation" of some kind.[4] Its model can still be found within Turok's final build, albeit lacking textures or completed HUD icons.[8]

Triple-barreled shotgun[]

"There's an RPG, a sniper rifle, a triple barreled shotgun, and even a strange robotic variation on the taser."
Game Informer: August, 2006, page 55[4]

The triple-barreled shotgun, also abbreviated to "TBS", was another shotgun variant that was present in early builds of Turok dated to 2006. The August 2006 issue of Game Informer made a direct reference to this weapon's existence, with a comparison insinuating the weapon was a single-fire shotgun compared to the Enforcer shotgun's automatic fire.[4] The weapon would end up on the cutting room floor, although its model, some placeholder audio, and incomplete HUD assets can still be accessed in Turok's final release build.[9]

Unidentified handgun[]

As seen in a post released by Matt Massier [10], an art director who worked on various models in Turok, a different handgun was present in the game at one point. Bearing no logos, markings, or insignia, it's unknown as to what it was called, or who developed it. No known concept art exists for the weapon.

It should be noted this weapon differs from the model seen as a sidearm on Mendel-Gruman personnel, and is likely not the same weapon.

Vehicles[]

"The single-player game includes a fair amount of vehicle play, offering both driving and tail-shooting opportunities."
—Josh Holmes, Game Informer: August, 2006, page 56[11]

Vehicles were intended to have a much larger role within the single-player sandbox of Turok. GameInformer also informed readers of the original plan to include vehicles within the game's multiplayer component. Ultimately, neither came to fruition in either single or multiplayer.

Mud Jumper quad bike[]

First revealed through a splash screen in an E3 2006 demo, the Mud Jumper was an all-terrain vehicle intended to be included in Turok. It went through concept art passes and would eventually have a model created for it, but it would be cut from the final game.[12]

LLG Rhino 4x4[]

The LLG Rhino 4x4 was a large, jeep-like vehicle. While the Mud Jumper before it received a model, but little in the way of known gameplay, the Rhino originally had a much larger role within Turok. Concept art had Slade and Joseph Turok using one of these vehicles to traverse what would end up becoming Death Valley, with the Rhino being destroyed by the Giganotosaurus.

Two notable scenarios are known to have existed with the Rhino, one involving an escape from a horde of Soldier Bugs at nightfall, and another having Joseph and Slade escaping Mama Scarface in a giant forest. Both would eventually be cut. The Rhino can also be seen in early screenshots for Turok, being utilized by both Mendel-Gruman forces and Whiskey Company. An early build of Turok has the vehicle being prominently featured on what would become Heroes End.

The model for the Rhino can be found within Turok's files.[13]

Concept-only content[]

Enemies and wildlife[]

General fauna[]

A Dimetrodon, giant dragonfly, spider, and an Archaeopteryx-like creature could be seen in a spreadsheet of potential flora and fauna explored by the Propaganda team as Turok was developed. Additionally, carnivorous plants were at one point planned. Some notable examples included the Boomslang and Impaler, which would be further developed before hitting the cutting room floor.

Insect faction[]

The tertiary insect faction of Turok was intended to be much more diverse, akin to the planet's dinosaurs. Seven concept pieces for the faction would be seen in The Art of Turok booklet, with little else known of each individual variant past their names.[14]

King Bug[]

The presumed leader of the insect faction, the King Bug was an intended boss encounter within Turok. As per the production notes describing the boss' gameplay loop, the player would have had to shoot off protective panels from the King Bug's joints with the Shredder, exposing soft flesh. The player would then shoot the soft flesh, destroying the giant insect's legs. Upon enough damage being taken, the creature would collapse and the player would plant a grenade in its skull, killing it.

This creature was presumably cut early on much like other insects within the faction, with only concept art and a maquette of it existing.

Jungle Stalker[]

The Jungle Stalker was a conceptual melee-focused humanoid enemy. A plant-insect-humanoid hybrid, this creature was intended to move with superhuman agility, using its plant-like body to stick to vertical surfaces. It would've had a fast regenerative ability as well, being able to regenerate its own limbs if harmed. While traditional ammunition could harm or slow it, fire was going to be the intended way to kill it. Many of the traits of this creature would end up becoming staples of the Lurker, including its vertical locomotion, natural camouflage, and naturally melee-based combat.

Mendel-Gruman faction[]

Main article: Mendel-Gruman Corporation.

While the Mendel-Gruman faction of Turok featured a wide array of units and enemy types, many more were planned for inclusion, including the Bio Weapon Unit, Shocktrooper[15], and Medic[16], the first making it to the concept stage, while the latter two had models created for them. A fourth variant, the Captain[17], would have a unique model made and be present in early builds of Turok as an enemy the player could fight, but would ultimately be cut for unknown reasons. The Medic, Shocktrooper, and Captain's models can all still be found within Turok's files.

Triceratops[]

Main article: Triceratops.

The Triceratops had concept art created for its potential return. While a living specimen would never be encountered, a Triceratops skull could be found within the game.

Weapons[]

Assault rifle[]

An assault rifle was was planned for inclusion in both Turok and its ill-fated sequel, Turok 2. The weapon would receive concept passes during the reboot's production, with a version of it being present on Turok's final box art, but would ultimately not be present in the final release, presumably not having made it past the concept art phase.

Primal Vision[]

Primal Vision was a planned ability the player would be able to use in Turok. An analogue to, but non synonymous with x-ray vision, the ability was in essence a player highlight system. When activated, an enemy would be highlighted in gold, with some concepts intending for the highlight to grow brighter, acting as its own dynamic light source as the player focused on the enemy. Different species would gain different color highlights, and the idea of footprints being visible was also tossed around. Ultimately the ability would be cut early on, but functionality for enabling it remained in builds of Turok as late as 2006.

Notes and references[]

  1. Turok, game file data \Turok\Binaries\TurokGame\Packages\FrontEnd
  2. TurokGame/Content/Packages/Characters/Humans/HumanChild/Lil.upk
  3. Turok, game file data TurokGame/Content/Packages/Audio/SndTurokWarnLil.upk
  4. 4.0 4.1 4.2 4.3 4.4 Game Informer: August, 2006, page 55
  5. Turok, game file data TurokGame/Content/Packages/Audio/SndCreaturePlantBoomslang.upk
  6. Turok, game file data TurokGame/Content/Packages/Audio/SndCreaturePlantImpaler.upk
  7. Turok, game file data TurokGame/Content/Packages/Characters/Bugs/Scarab.upk
  8. Turok, game file data TurokGame/Content/Packages/Machines/Weapons/Tazer.upk
  9. Turok, game file data TurokGame/Content/Packages/Machines/Weapons/TripleShotgun.upk
  10. Matt Massier, Turok (2008) (Retrieved on Dec 13, 2021) [archive]
  11. Game Informer: August, 2006, page 56
  12. Turok, game file data TurokGame/Content/Packages/Machines/Vehicles/ATV.upk
  13. Turok, game file data TurokGame/Content/Packages/Machines/Vehicles/Jeep.upk
  14. The Art of Turok. p. 11
  15. Turok, game file data TurokGame/Content/Packages/Characters/Humans/HumanAverage/MGShocktrooper.upk
  16. Turok, game file data TurokGame/Content/Packages/Characters/Humans/HumanAverage/MGMedic.upk
  17. Turok, game file data TurokGame/Content/Packages/Characters/Humans/HumanAverage/MGCaptain.upk
Cut and deleted material
Cut content
Early builds