My first post on this issue is already pretty huge so I'm going to make this one a separate post. As usual, Nintendolife's idea of journalism is utterly laughable. Rather than trying to find out anything for themselves they simply trusted Gamexplain to do all the legwork. It almost makes me wonder if Nintendolife intentionally spun this to try and make the devs look bad, but since they were getting their info from Gamexplain, I don't know. All it took was a few minutes of googling to discover what the issue is and the devs have been pretty up-front about it if you bother to check other sources. It's only their answer to Gamexplain that looks bad. They were even up-front with it prior to release, so this isn't a shock to people who were keeping up with it.

Turok 1 and 2 despite all the cries of "LAZY!!" from the comments section were actually coded and built from the ground up, not simply copied or pasted from the N64 and PC. Turok 1 and 2 are surprisingly CPU heavy. The devs have been trying to get local multiplayer up and running but due to how CPU heavy the game is, they were having issues keeping the framerate locked down even on stronger consoles like Xbone X. Their current netcode for the Switch is very buggy and unstable so rather than release the game with buggy online multiplayer, they've chosen to simply not include it at launch. As for local multiplayer, if this is REALLY an issue for you, consider the PC and Xbox One versions if you can. I haven't personally tested those out but I've heard both versions have local multiplayer.

They have already confirmed to other sources that they WILL be patching in online multiplayer once they get the netcode up and running, but so far I've found no confirmation that local multiplayer is coming and the devs have even said it's not likely. This means that we will be getting online but probably not local, which is going to be a real disappointment for the few that actually care about it. The devs aren't happy about it either, one of them has stated he really wanted to include splitscreen local multiplayer but it's just not likely due to how the engine is built. Both Turok 1 and 2 already benefit from higher res textures, greater draw distance, and fps, but all of this comes at the cost of CPU, which is simply too much for split-screen for Turok 2. Having played the game myself a bit this morning, I can confirm that all of that is true and while the game doesn't lock down a consistent 60fps at all times, it seems to be close enough. I notice slight slowdown when there's a lot going on (explosions, lots of enemies on screen, etc) but otherwise it seems fine.

This isn't the first time this dev team has had issues getting something to work with a Turok game, as they had issues getting solar lens flares to work on Turok 1 for a while and had to later patch it in once they figured out a workaround.

TLDR version is that sometimes it's not as simple as "pasting" something from another version of a game. If they could have gotten local multiplayer to work before release, they surely would have. Unless they come up with a potential workaround for the multiplayer split-screen lag, we probably won't be seeing it at all. If you're one of the few who played Turok 2 for the multiplayer then you've every right to be annoyed by the omission, but I suspect 90% of the complaints are just people jumping on the bandwagon and probably didn't care about multiplayer in the slightest until they found out it wasn't there.

EDIT: Took out several paragraphs in an attempt to shorten the post.