It's interesting you say that, because the Nightdive PC remaster was my first experience with Turok (just a couple weeks ago, actually), and I sat through the DFR video's praise of Turok's exploration-driven map design with a degree of confusion. The maze-like Catacombs map took some rooting around, but the rest of the game felt like either linear corridors or simple hub-and-spoke, a far cry from the complex interlocking maps of Build engine shooters from the same period. Keys were almost all either directly on the critical path or clearly visible from it, so I never had trouble collecting all the keys on my first visit as long as I bothered to look around a bit. Now I'm wondering whether the fog distance helps explain the difference in perception, as a performance work-around that actually helped the game feel more expansive than it really is.