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Binance Founder Meets Kazakhstan President Highlights Crypto Moves
Crypto Trends

Binance Founder Meets Kazakhstan President, Highlights Crypto Moves

by admin October 3, 2025



Binance founder Changpeng Zhao (CZ) met with Kazakhstan President Kassym-Jomart Tokayev this week, highlighting recent developments in the country’s digital asset policy.

In a post, CZ pointed to three areas: Binance’s local regulatory license, the rollout of the KZTx stablecoin, and the addition of BNB to Kazakhstan’s reserve holdings.These moves reflect broader steps the country has taken to formalize its digital asset framework, which will be examined in more detail below.

New photo, from today. Honored to meet with President Kassym-Jomart Tokayev again 3 year laters. Lots of progress in Astana, Kazakhstan🇰🇿

Binance Licensed
Stablecoin KZTx stablecoin
Crypto Reserve includes #BNB
And much more…

Great city name, too.😆 https://t.co/SdlFqtF8ZK pic.twitter.com/sHHVo7k9XW

— CZ 🔶 BNB (@cz_binance) October 2, 2025

Binance license formalizes operations in Kazakhstan

Binance received regulatory approval to operate locally earlier, allowing it to provide crypto services under Kazakhstan’s digital asset framework.

The license followed the government’s idea to set up rules aimed at attracting global exchanges while maintaining oversight. Meanwhile, the country was a pioneer to launch Central Asia’s First Bitcoin ETF.

KZTx stablecoin launch links to payments and reserves

The KZTx stablecoin was launched as part of Kazakhstan’s broader initiative to integrate digital assets into its financial system. 

Authorities had already taken steps in this direction by authorizing USD-backed stablecoins for paying certain regulatory fees, a measure aimed at testing the practical use of digital currencies in state processes

The Alem Crypto Fund, Kazakhstan’s state-backed vehicle for managing digital asset reserves, which recently announced the purchase of BNB for long-term holding. 

CZ’s remarks after meeting President Tokayev highlighted steps already underway in Kazakhstan’s digital asset strategy: the licensing of Binance, the launch of the KZTx stablecoin, and the addition of BNB to state reserves. 

These developments illustrate how the country is beginning to implement previously announced policies about the digital asset world, with further outcomes depending on how regulatory and market structures evolve.

Also read: Kazakhstan’s RAKS Exchange Dismantled Over Money Laundering





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October 3, 2025 0 comments
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Chess meets roguelike dungeon crawler Below the Crown gets an early access launch date and a demo that's smarter than me
Game Updates

Chess meets roguelike dungeon crawler Below the Crown gets an early access launch date and a demo that’s smarter than me

by admin October 2, 2025



Am I good at chess? I’ll take no for $1500, Alex. But do I love a funky twist on games that are older than time itself? You bet your bottom dollar I do! Enter Below the Crown, a chess video game that is also a roguelike, ,and is also a turn-based strategy game, and is also a dungeon crawler on top of that. It’s a lot! It also works very well, and in a demo that just came out today (alongside an early access release date), there’s a suggestion of something a touch more… unsettling… going on under the hood.


In Below the Crown, you are a wizard who is working to get The Emperor the gold he knows is down in the dungeon below his castle. This wizard version of you places a single king on a chess board in each run, with a selection of other, occasionally remixed versions of classic pieces at your disposal. You slowly add pieces to the board as you try to strategise your way towards taking down opposing kings, adding abilities to your various pieces as you go room by room. Sometimes you’ll be offered the opportunity to buy certain useful cards too, like one that will freeze an enemy piece in place for five turns.


It’s chess! And it’s not chess. The important thing is that the essence of the age-old game is there, that feeling of thinking where you’re going to place which piece where, albeit in a refreshingly different way. Though, it definitely is a game that is smarter than me, at least when it comes to chess, because I really would like to stress I’m pants at actual chess. Still fun though! And then there’s the creepy bits.


In between rounds, you might get asked to do things like placing a marker on a graph that reads loneliness on the Y axis and anxiety on the X axis. Upon beating a run I was asked to rank my pieces based on how I felt about them, and was then questioned on my choices afterwards. Methinks there is a bit more than just retro, roguelike chess going on here, and I’m curious to find out more.


Which I’ll be able to do soonish! As developer Misfits Attic (who also made Duskers) shared that Below the Crown will be launching into early access next month, November 10th. Better keep practicing at regular chess in the meantime so I don’t totally suck at this twisted video game version of it.

You can wishlist Below the Crown on Steam here.



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October 2, 2025 0 comments
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Sec Meets Nyse And Ice To Discuss Rules And Tokenized Stocks
GameFi Guides

SEC Meets NYSE and ICE to Discuss Rules and Tokenized Stocks

by admin September 30, 2025



The U.S. Securities and Exchange Commission (SEC) met with the New York Stock Exchange (NYSE) and Intercontinental Exchange (ICE) on Sept. 26 to discuss rules for products related to Crypto.

The meeting was led by the SEC’s Crypto Task Force and senior executives from NYSE and ICE with talks focusing on how to regulate crypto derivatives and tokenized equities and how these products can fit into the existing system without losing investor protections. 

According to the memorandum of the meeting, key topics included how the SEC and the Commodity Futures Trading Commission (CFTC) should share duties in overseeing crypto assets. They also looked at gaps in current laws, possible exemptions for new products, and how the word “facility” should be defined when trading tokenized shares.

The list of attendees included Elizabeth King, Global Head of Clearing and Chief Regulatory Officer at ICE, Michael Blaugrund, Vice President of Strategic Initiatives at ICE, Jon Herrick, Chief Product Officer at NYSE, and Jaime Klima, General Counsel at NYSE. 

The agenda also listed discussions about investor interests, issuer concerns, and whether certain products might need exemptions to move forward.

Talks on Crypto Derivatives and Tokenized Stocks

Crypto derivatives were a central part of the talks. They are tools that let investors bet on future prices of assets like Bitcoin or Ethereum. 

The SEC wanted to know how to expand these tools safely, since they can give traders more options but also bring higher risks. With NYSE involved, the chance of such products reaching everyday investors becomes much greater.

Tokenized equities were another important topic. These tokens act like digital versions of real company shares. Instead of buying a stock directly, an investor could buy a token that proves ownership.

But there are legal questions about whether tokens count as securities under current law or if new rules must be made. NYSE and ICE asked for clear answers before starting any token-based services.

Through its crypto task force meetings, the SEC is engaging with the digital asset community to understand core issues and develop regulations that balance risk management with the need to encourage innovation. NYSE and ICE are major exchanges from traditional finance, and together with SEC they want to prepare for a future where digital assets are part of daily trading.

Also Read: Robinhood Eyes Europe With Prediction Markets Push



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September 30, 2025 0 comments
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MegaMan meets his gaming rivals Sonic and PAC-MAN in Sonic Racing: CrossWorlds
Esports

MegaMan meets his gaming rivals Sonic and PAC-MAN in Sonic Racing: CrossWorlds

by admin September 25, 2025


During today’s State of Play showcase, SEGA revealed that Mega Man and Proto Man will be joining the Sonic Racing: CrossWorlds roster.

During the livestream, SEGA debuted a new trailer showcasing Mega Man and Proto Man as new playable characters, as well as a new Mega Man-inspired course. Mega Man’s faithful companion, Rush, also joins the race as a new vehicle, the Rush Roadster! Sonic Racing: CrossWorlds will release digitally and physically globally tomorrow, Thursday, September 25, 2025, and those who pre-ordered the Digital Deluxe Edition can play the game right now and experience the full game as well as additional content including Sonic Prime characters and Hatsune Miku. 

Physical and digital pre-orders for Nintendo Switch, Nintendo Switch- OLED Model, and Nintendo Switch Lite are available now starting at $59.99 USD. The Nintendo Switch 2 system version will be available for pre-order at a later date starting at $69.99 USD for the Standard Edition and $89.99 for the Digital Deluxe Edition. There will be a $10.00 USD paid upgrade path available for owners of Nintendo Switch, Nintendo Switch- OLED Model, and Nintendo Switch Lite, with content and progress able to carry over through the upgrade. The Nintendo Switch 2 system version will launch digitally this holiday 2025 and physically early 2026.

Sonic Racing: CrossWorlds features a huge roster of everyone’s favorite characters from the Sonic universe, which will continue to grow after launch with the addition of familiar faces like Joker, Kasuga Ichiban, and Hatsune Miku from other SEGA franchises and beyond. These characters will be available to all players at no additional cost through a series of game updates. Hatsune Miku is currently available now for players who pre-ordered the Digital Deluxe version of the game. 

Sonic Racing: CrossWorlds Digital Deluxe Edition expands the roster further with playable characters from the hit Netflix series, Sonic Prime and a Season Pass that brings guest characters, vehicles, and tracks from other iconic entertainment franchises like the recently announced PAC-MAN, Minecraft, as well as beloved Nickelodeon properties like SpongeBob SquarePants, Teenage Mutant Ninja Turtles, and Avatar.

Below is a breakdown of pricing and packages for Sonic Racing: CrossWorlds:

Pricing and packages: 

Sonic Racing: CrossWorlds – Standard Edition 

Nintendo Switch, Nintendo Switch- OLED Model, and Nintendo Switch Lite – $59.99 USD

PlayStation®5 (PS5®), PlayStation®4 (PS4®), Xbox Series X|S, Xbox One, Nintendo Switch 2, and PC – $69.99 USD

Nintendo Switch 2 version available digitally this holiday 2025 and physically early 2026

Base game (physical or digital)

Sonic Racing: CrossWorlds – Digital Deluxe Edition 

Nintendo Switch, Nintendo Switch- OLED Model, and Nintendo Switch Lite – $79.99 USD

PlayStation®5 (PS5®), PlayStation®4 (PS4®), Xbox Series X|S, Xbox One, Nintendo Switch 2, and PC – $89.99 USD

Nintendo Switch 2 version available this holiday 2025

Base game (digital only)

Season Pass 

Minecraft 
Playable characters include Alex, Steve, Creeper as well as a Minecraft- themed course and vehicle

SpongeBob SquarePants
Playable characters include SpongeBob SquarePants and Patrick as well as a SpongeBob SquarePants themed course and vehicle

Pac-Man
Playable characters include Pac-Man and rival ghosts as well as PAC-MAN themed course and vehicle

Mega Man
Playable characters include Mega Man, Proto Man, and a Mega Man themed course and vehicle

Teenage Mutant Ninja Turtles
More details to come! 

Avatar Legends
More details to come! 

Sonic Prime Playable Characters 
Knuckles the Dread
Rusty Rose 
Tails Nine

For more on all things Sonic, stay tuned to GamingTrend.


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September 25, 2025 0 comments
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Ripple
GameFi Guides

Ripple Meets With US And US Government To Talk Crypto – Here’s What Happened

by admin September 21, 2025


Trusted Editorial content, reviewed by leading industry experts and seasoned editors. Ad Disclosure

Ripple is participating in new talks between U.S. and U.K. officials regarding crypto cooperation. With the U.K. establishing itself as a hub for digital assets and the U.S. seeking stronger ties with London, Ripple’s role in these discussions positions the company at the center of the conversation.

Ripple Joins High-Level Talks On Crypto Cooperation

In a tweet shared on X, analyst Nietzbux wrote that Ripple just met with the U.S. and U.K. governments on crypto cooperation. According to the post, Ripple’s involvement in the high-level discussion could shape the next phase of crypto regulation and collaboration. The meeting, which took place on Tuesday when the President of the United States and members of the U.K. Royal family talked, gave the crypto discussions even more weight.

According to Nietzbux’s report, UK Chancellor Rachel Reeves and U.S. Treasury Secretary Scott Bessent led the meeting. Both parties discussed new ways the two countries could cooperate on digital assets and how to establish stronger systems for the crypto industry. Reeves and Bessent met with representatives from Bank of America, Barclays, Circle, Citi, Coinbase, and Ripple.

Banks and crypto companies sat in the same room, as Reeves and Bessent pointed out that the governments of the U.S. and the U.K. are considering their differing opinions before implementing crypto rules that may impact the global crypto market. This kind of gathering highlights the international attention now focused on crypto. 

Ripple’s expanding influence in bridging traditional finance and blockchain systems could have earned it its seat at the table. Cassie Craddock, Ripple’s managing director for the U.K. and Europe, points to the governments and crypto companies working together, saying the gains can spread past cryptocurrency and help the global economy. 

Ripple’s Cassie Craddock Says Cooperation Could Shape Global Standards

Discussing the significance of this partnership, Cassie Craddock said the planned collaboration between the two governments has “the potential to set a template for international cooperation in our industry.” By this, she explained that the talks are not only about the U.S. and U.K., but could also guide how other countries decide to work together on digital assets.

Ripple’s Craddock highlighted the strengths of the U.K. financial sector, noting its strong economy, deep financial markets, and skilled workforce as factors that have made the U.K. one of the world’s top financial hubs for many years. 

According to her, the countries are ready to use their existing strengths to lead in digital assets and innovation, which is why Ripple is advocating for deeper cooperation at this level. She added that cooperation between the U.S. and the U.K. could help both countries use blockchain technology more effectively.

XRP trading at $0.21 on the 1D chart | Source: XRPUSDT on Tradingview.com

Featured image from Getty Images, chart from Tradingview.com

Editorial Process for bitcoinist is centered on delivering thoroughly researched, accurate, and unbiased content. We uphold strict sourcing standards, and each page undergoes diligent review by our team of top technology experts and seasoned editors. This process ensures the integrity, relevance, and value of our content for our readers.



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September 21, 2025 0 comments
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Reach feels like Blood & Truth meets Mirror's Edge - until it suddenly doesn't
Game Updates

Reach feels like Blood & Truth meets Mirror’s Edge – until it suddenly doesn’t

by admin September 18, 2025


The prologue chapter to nDreams’s upcoming ‘cinematic action adventure game’, Reach, is an absolute banger. It kicks off with some fluid parkour action as you learn to leap over boxes and clamber up walls inside a volumous warehouse. Then it gives you a magical bow and asks you to take out multiple armed enemies all whilst a helicopter spits missiles and machine gun fire at you from overhead.

It’s exhilarating stuff and the high adrenaline climax to the level features a full speed sprint through exploding buildings and across roof tops. To me it felt like a heady mix of Blood & Truth and Mirror’s Edge. But as soon as that section ends (with a lovely, unexpected twist, I might add) the game becomes something different, and it feels like it might be to its detriment.

Watch me play through 15 minutes of the Reach demo in this episode of VR Corner!Watch on YouTube

Before I get into that though, it’s worth pointing out that Reach is a brand new game from publisher nDreams’s new development studio nDreams Elevation. nDreams has previously release one of my favourite ever VR games, Synapse, along with Fracked, a short-lived action game that I also really enjoyed. This meant that I went into Reach with high expectations so perhaps, in hindsight, I was setting myself up for a little fall. Which I guess is appropriate seeing as there’s loads of climbing in Reach…

In terms of visuals, Reach starts off with an impressive vista that stretches across a mountainside littered with tall buildings and shack-like slums. We see cable cars trundling off towards some snow capped peaks in the distance, teasing an action epic that takes place across this busy landscape. But tease is the operative word here because that never actually happens. Or at least didn’t in the four chapter demo I played. The prologue does have some of this in there, but as soon as it ended I was skipped forward a level or two to find our protagonist, Rosa, trapped underground after a mysterious earthquake sent gravity on a weird one.

Time slows when you activate your grapple so, with a bit of practice, you can chain together pulls so you can fly between green grapple points without touching the ground.

This section features some really cool, Uncharted-style moments of perilous climbing, and a few fun moments where you can play with floating props, but it was clear that the pace established in the first chapter was slowing down slightly. Visually, it was interesting but never highly polished. Collapsed buildings gave way beneath me and crumbling roads dropped cars on my head, but they were all fairly simple models, with basic flat textures. That’s not to say that non-photo realistic graphics look bad – Synapse had about three colours and minimal textures, but it was still super stylish. Reach however just looks fine.

After this section, Rosa ends up in an underground city, built by a race of ‘Living Statues’, and it’s here where the pace really falls off a cliff. Upon reaching a level called The Workshop, I brought one of these Living Statues back to life. He was a jaunty, bearded chap called Atlas and he proceeded to exposition at me for about fifteen minutes, inbetween teaching me about some new, magical kit that he’d gifted me. This included an, admittedly, very cool Captain America style shield that you can use to hit enemies or lodge into specific sections of walls in order to clamber up them, a pair of gauntlets that show your health and items on your wrist and a chest-mounted healing device powered by mushrooms.

Following this, things picked up a little and I encountered a fun puzzle section that combined climbing and bow shooting in order to unlock a door. It was a great showcase of Reach’s physicality – climbing is precise and responsive, movement is smooth and fluid and the archery feels nice and accurate. It was a very satisfying puzzle to solve, as was another later on that featured a huge rotating statue which utilised another new gadget, a sci-fi style grappling hook.

In my review of Synapse, I said it made everything you do in it feel effortlessly cool. In Reach you definitely still feel cool but everything, including jumping, takes a bit more effort to master.

These puzzle rooms added a much needed bit of variety into the underground city which, judging by the trailers only, seems to be where the bulk of this game is set. And that’s my main problem with Reach. Instead of being an action epic set above ground in a big city, over jagged mountain tops and on wobbly cable cars as the introduction suggested, the bulk of the game looks to takes place in a series of really quite bland and beige underground tunnels. Repetitive structures and barely furnished rooms give the game a generic, Xbox 360 era sci-fi shooter look to it, and none of this is helped by some really boring enemy encounters.

In the final level I played in the demo, which featured a few combat arenas and areas for stealthly takedowns, my foes were an assortment of cut-and-paste robot warriors. They sucked up arrows with minimal reactions to their impact and then just flipped and faded away once their health hit zero. Compared to way the human enemies in the prologue collapsed onto the floor, slammed into scenery or dramatically tumbled from windows, killing the robot enemies felt weightless and slow. Even with the added ability to fling myself around the level like a Poundland Spider-man with my new grapple hook power, I soon became bored by the grind.

Bouncing the shield around was a lot of fun, but fighting these robots was not.

Here’s hoping that later levels in Reach can bring back the excitement that I felt during the prologue because, by the end of my hour long demo, I was already tiring of the underground location and the enemies within. I still enjoyed my time with the game, don’t get me wrong, but after playing through the thrilling opening and the nail-biting anti-gravity climbing section, the rest of the demo felt like an anti-climax that plodded along. I’m slightly worried that it might retain that pace right up until the ending.

With October 16th listed on Steam, and with the game releasing on Quest 3/3s and PlayStation VR2, at least it won’t be long until we Reach its release date and find out.



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September 18, 2025 0 comments
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Sec’s Crypto Task Force Meets With Sifma To Discuss Regulations
GameFi Guides

SEC’s Crypto Task Force Meets with SIFMA to Discuss Regulations

by admin September 12, 2025



The U.S. Securities and Exchange Commission (SEC)’s Crypto Task Force met with representatives of the Securities Industry and Financial Markets Association (SIFMA). In the September 10 meeting, they discussed issues related to regulations of tokenized securities. 

According to the memo released by the SEC, SIFMA had requested the meeting on August 7 to discuss seven major agenda items, most importantly, protecting investors and maintaining market integrity in tokenized securities markets. It pointed out the good things about the way the U.S. market works now and why it should be used as a model for new operating frameworks.

There were 20 people at the meeting, 12 of whom were staff members from the SEC’s Crypto Task Force and the others were from SIFMA. Among the attendees were Ken Bentsen, President and CEO of SIFMA, Joe Seidel, COO of SIFMA, and Peter Ryan, Managing Director and Head of International Capital Markets and Strategic Initiatives. 

Among other things discussed was the topic of designing an innovation exemption. This included outlining the key considerations for creating a regulatory sandbox framework to test tokenization models within defined limits. Furthermore, looking for ways to innovate within the existing rules, finding chances to try new things and use them within the current regulatory framework.

SIFMA stressed that tokenized securities should still be treated as securities and that any blockchain-based model should keep custody protections, functional separation, and clear ownership rights.

SEC continues to work for better regulations 

In August, the Crypto Task Force had a number of meetings with representatives of Kraken, one of the country’s largest crypto exchanges, to discuss the future of digital finance: tokenization and staking. 

Furthermore, in early September, the task force also had a meeting with representatives from Robinhood Markets, Inc., its crypto and brokerage affiliates, and outside counsel from Simpson Thacher & Bartlett LLP. The main topic of conversation was Robinhood’s crypto asset-related services and the growing debate over tokenizing traditional securities.

Also Read: SEC Engages BitGo on “Project Crypto” to Modernize Regulation



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September 12, 2025 0 comments
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Turok: Origins
Gaming Gear

Turok: Origins preview: Borderlands meets Exoprimal in this co-op shooter

by admin September 10, 2025



I went hands-on with upcoming co-op third-person shooter Turok: Origins at Gamescom 2025 . While I’m not a mega fan of the dino-slaying series, I have enjoyed many of its earliest entries, including the Nintendo 64 trilogy and even the divisive multiplayer spin-off Turok: Rage Wars.

Aside from a now-delisted 2019 spin-off game, the series has been largely dormant since 2008’s Turok for seventh-generation consoles. It now returns in Turok: Origins, courtesy of developer and publisher Saber Interactive, with an as-of-yet unannounced release date.

Cutting to the important details, Turok: Origins is a co-op-focused shooter for up to three players. You pick a class-specific character – each with their own weapon and skill loadouts – and load into a map where you must complete a linear series of objectives before facing off against a climactic boss encounter.


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My experience with the game is, so far, largely positive. Blasting prehistoric creatures and a hostile soldier-like alien race is tons of fun; weapons and quick-kill animations feel extremely slick, and I feel the choice of third-person perspective is a smart one.

I do have some concerns, though, primarily with environmental design. Maps do feel rather drab and samey from an aesthetic standpoint, and they were also incredibly dark, making it difficult to spot enemies hiding in shadows or overgrown flora.

Even in my short session, Origins was beginning to feel a little repetitive, so I’m currently unsure of the game’s replay value. But if Saber Interactive nails this, it could well be one of the best co-op games of recent years.

Hit ‘em with the brain destroyer

(Image credit: Saber Interactive)

Let’s focus on the good for now, though. Combat does feel really good in Turok: Origins. Player characters are outfitted with a wide variety of weapon types, including shotguns, rifles, bows, and iconic series staples like the Cerebral Bore – a terrifyingly cruel instrument that quite literally sucks the brain out of an enemy’s skull.

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When I asked creative director Jesús Iglesias if the Bore would be as overpowered as it was in prior entries, he didn’t hesitate with a resoundingly excited “yes!” Usually, a developer might want to ensure a degree of balance for powerful weaponry such as this, but I more appreciate the fact that Saber seems to have as much reverence for this legendary tool of destruction as Turok series fans do.

The good news is that Saber Interactive clearly has a lot of love for the source material. Dinosaur variety is impressive, with each type offering its own challenge. Some prefer to charge you at melee distance, while others will hang back and try to get a height advantage, raining down gobs of acid.

What I will note, then, is that spatial awareness is key to success. Origins’ maps (from what I’ve played so far, at least) are designed with at least two vertical layers. A coordinated team of three definitely has the best chance of success here, as you’ll likely need to call out priority threats and divvy up the team’s attention based on individual characters’ skill sets.

One class, for example, felt perfect for melee combat. Their skills allowed them to buff their own damage. Another seemed better focused on crowd control, able to spawn barriers to restrict enemy movements. In isolation, it’s all pretty simple stuff, but in a co-op setting, the synergies these skills provided definitely enhanced the fun factor.

Welcome to the jungle

(Image credit: Saber Interactive)

Overall mission progression was fairly straightforward, as we progressed from a dense jungle to a hidden temple, before facing off against a colossal cyborg stegosaurus (yes, really) in a large circular arena. Objectives ranged from simply activating a set of nodes to killing a certain number of enemies.

The basic nature of these objectives seems fine for the early game, but what had me more concerned was the level design itself. Environments (especially exteriors) are pretty, but also somewhat maze-like and repetitive in nature. I also couldn’t help but note that it was easy to lose sight of enemies amongst the thick foliage, leaving myself open to several surprise attacks. Though honestly, this could well be intentional on the developer’s part.

What’s even more annoying than that was that the environments felt overly dark. It could well have been the monitors we were playing on, of course, but an overall lack of light sources certainly didn’t help when it came to spotting enemies or objectives.

Thankfully, things picked up again when we went against the aforementioned stegosaurus boss. The towering creature had plenty of armor and wasn’t afraid to literally throw its weight around.

My team had to really grapple with the mechanics of the fight, loosening its armor to expose weak points for bigger sums of damage. On that front, saving powerful skills for when we needed them most was crucial. If a teammate goes down, you are able to revive them, but that could be difficult in such an intense battle.

To help things along, ammo is a universal resource across all weapons, refillable by ingesting yellow plants strewn across the battlefield. However, this too (along with the blue-hued healing plants) is a limited resource in itself. So we still had to be careful not to play too fast and loose with our resources and our lives.

So far, Turok: Origins seems like it’ll be an enjoyable experience for three friends. I’m not too sure it’ll hold up quite as well in solo play (which is supported), and I hope that levels and objectives get more ambitious as the game progresses. But I definitely would be keen to play more when it eventually launches on PlayStation 5, Xbox Series X|S, and PC.

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September 10, 2025 0 comments
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