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Trespasser (video game)

Trespasser is a 1998 action-adventure video game developed by DreamWorks Interactive and published by Electronic Arts for Microsoft Windows. The game serves as a sequel to the 1997 film The Lost World: Jurassic Park,[1][2] taking place a year after the film's events. Players control Anne, the sole survivor of a plane crash that leaves her stranded on a remote island with genetically engineered dinosaurs. It features the voices of Minnie Driver as Anne and Richard Attenborough as John Hammond, reprising his role from the film series.

The game engine of Trespasser was advanced for its time and required a fast and powerful computer to adequately display the game's detailed graphics without pixelation artifacts.[3] Upon release, the game received mixed to negative reviews and disappointed many critics,[4] with GameSpot declaring it "the worst game of 1998".[5] The mixed reception is believed to have been caused by rushing the development to reach the 1998 release date and the game's overly ambitious and advanced nature.[6]

Plot edit

John Hammond, a rich industrialist, used his wealth to assemble a scientific team that cloned dinosaurs. An amusement park showcasing his biological attractions fails when the dinosaurs escape.[7] While Jurassic Park was built on Isla Nublar, off the coast of Costa Rica, the animals were raised at an alternate location, Isla Sorna, also named Site B.[8] Trespasser takes place a year after the events of The Lost World: Jurassic Park, where the general public learned about the existence of Jurassic Park.[7]

The player controls Anne, whose plane has crashed on the way to Costa Rica.[9] Anne awakens on the shores of an island, apparently the sole survivor of the crash, and proceeds to explore.[7] Anne learns she is on Site B. Pursued by dinosaurs, Anne makes use of weapons left behind to defend herself. She follows a monorail track into the island interior. After recovering security cards from an InGen town and rebooting a computer to activate a mountain-top radio tower, Anne proceeds to the large mountain and ascends. At the summit, Anne contacts the United States Navy on an emergency channel. After defeating the Alpha Velociraptor and its tribe that lives atop the mountain, she is rescued by helicopter. Anne returns to her apartment and listens to her messages, including one from her friend asking where Anne's been and says she had better have "a real good excuse"...immediately afterward, Anne tosses a velociraptor claw on the table near the machine.

Gameplay edit

The entire game is played through the eyes of Anne (voiced by Driver).[10] There are only three cutscenes, one that begins the game and one that concludes the game, and an introductory video. There is occasional orchestral music, scored by Bill Brown. As she traverses the island, Anne will often talk to herself or remember clips of John Hammond's memoirs (voiced by Richard Attenborough) describing the creation (and downfall) of Jurassic Park.[8] There are no time limits or difficulty settings to adjust and only the first level has text prompts to aid players that are new to the game.

 
Screenshot showing a Triceratops.

This game features no HUD.[4] Anne's health is represented by a heart-shaped tattoo on her breast that the player can look down to. The ink of the tattoo is filled in depending on the amount of damage she has taken; when it is filled completely and a chain appears around it, Anne dies.[11] Anne's health regenerates quickly over time as long as she does not take further damage. To track weapon ammunition without a HUD, players must rely on Anne verbally describing weapons she picks up, and she weighs the weapon in her hand and says phrases like "About eight shots", "Feels full" and "Hasn't been used", along with verbally counting down ammunition as she fires a weapon.[4][12][unreliable source?]

By pressing a key, Anne will extend her arm out into the game world, allowing the player to pick up, swing, push and throw objects. This allows the player to create improvised weaponry, for instance: picking up a large rock off the ground and hitting an enemy with it. Anne can move her arm in any direction, allowing the player to get a different feel of use for each weapon. Anne can only carry two items at once and when bumping into things will often drop items.[8]

In addition to picking objects off the ground to use as weapons, Anne can find and use various other armaments including key cards and diskettes. In situations requiring button input (such as keypads), Anne will extend one of her fingers. In keeping with the "hyper realistic" vision of the game, firearms have no cross-hairs. The player aligns the gun by adjusting Anne's wrist and then manually moving her arm to aim.[4] Anne can carry up to two weapons at a time. Weapons have been made to incorporate realistic recoil, as if being held with two hands. Once each firearm is empty, it can be used as a club when swung. Empty weapons cannot be reloaded. All weapons must be discarded at the end of each level. Hints and keypad codes appear in unexpected places on walls, often in a level or two before they are needed.

Development edit

The game was initiated by two former employees of Looking Glass Technologies, Seamus Blackley and Austin Grossman. With the film The Lost World: Jurassic Park expected to be a success and after securing the movie license, the pair approached several movie animation groups before signing with DreamWorks Interactive. Adobe Photoshop 5 and 3D Studio Max were used to produce the game. A 3D model of the island was built and digitally scanned to construct the game environment.[13] John Williams was contracted to compose music exclusively for the game.[14]

Trespasser went severely over-budget several times throughout its development. Originally, the game was to be released in the fall of 1997.[9][15] However, due to a number of problems and how advanced the game was becoming, the project was delayed by a year. The rush to release the game caused many features to either be cut, or left unfinished and unpolished.[13] Anne's left arm was removed from the game due to difficulties coding the behaviour of both arms together.[16] A late shift in development effectively changed the game's genre from survival horror to action shooter, resulting in many complaints upon release. Additional problems were caused by the lack of experienced management and the use of artists who were unfamiliar with basic game development processes and 3D modeling.[9] Art director Terry Izumi's background, for example, consisted of being a designer for Tomorrowland, and George Edwards was a veteran animator of Disney films.[14]

After developing for over two years, DreamWorks Interactive informed the development team in April 1998 that as part of a deal with AMD, Trespasser would need to release in October of that year even though Blackley estimated Trespasser needed at least another year of development to be release-ready.[12][unreliable source?] The team rushed the remainder of development, and Trespasser released as an unfinished game set in a very large and open outdoor environment.[16] These issues were also caused by the game development starting before the 3dfx Voodoo 1 moved towards 3D hardware. As a result, some techniques, including bump mapping and image caching, were incompatible with graphics processing units. Near the end of development the programmers developed a renderer that drew bump mapped objects in software and the terrain in hardware, but most objects were bump mapped so the speed advantages of hardware acceleration were negated. Trespasser used many textures for its mip levels and image cache, more than the most highly lauded gaming card of the time, the Voodoo2, could handle, and the game used the lower resolution textures in hardware mode instead of the high resolution ones available in software mode. This resulted in the game running faster and in some ways looking better in software mode, while running in hardware mode meant the game ran slower and had more blurry looking textures.[13]

The Trespasser engine contained several features not normally seen in game engines at the time. In 1998, it was one of the first engines to successfully portray outdoor environments full of hundreds of trees.[citation needed] It accomplished this by rendering terrain to an offscreen cache and then only redrawing objects when the player character moves significantly.[14] Computers in 1998 could not render the complex environments it generated. The terrain modeler was created by Mark Langerak, formerly head of development at Sega Europe.[14] In addition, the Trespasser engine featured the first game world to be completely influenced by classical mechanics and was also the first game to use ragdoll physics.[17] One of the most advanced features of the rendering engine was the ability to render objects like trees and rocks as 2D sprites, which, when close enough to Anne, would be replaced by their 3D counterpart.[13] Elements using this technique are known as "impostors". This often led to an ugly "popping" where a low-resolution object suddenly "pops" into 3D.

Trespasser features a robust physics system, but instead of accurate, per-polygon collisions, Trespasser uses a "Box System" where every object in the game acts as if it is encased in an invisible box. Additionally, Trespasser's physics are based on the Penalty Force Method, in which, when two objects collide, rather than stopping movement the two objects push away from one another until they are no longer colliding. In the final release the dinosaurs were disallowed from making jump attacks and entering buildings to avoid interpenetration, a glitch where two objects will collide and then become stuck inside one another.[13]

Andrew Grant was Trespasser's chief artificial intelligence programmer.[18] Every animation in Trespasser is done using inverse kinematics. No animation in the game is pre-animated; every movement of every dinosaur is generated automatically through their artificial intelligence. Due to the rushed nature of development, this feature resulted in awkward movement as the dinosaurs performed unnaturally.[4] Trespasser was designed to have a complex artificial intelligence routine, giving each creature on the island its own set of emotions and the possibility of dinosaurs fighting each other.[4] Dinosaurs would react to the player differently depending on what mood they were in.[18] However, system bugs in the artificial intelligence routines made it so that dinosaurs would switch between mood-based actions so quickly that they would stop moving and acting. A quick fix was hard-coded into the game that maximized the anger and hunger emotions of carnivorous dinosaurs and left all other emotions at zero.[12][unreliable source?][13]

Reception edit

Before the release of the game, it was announced that Trespasser would revolutionize PC gaming, however reviews after release were mostly negative. Trespasser was a critical and commercial failure, selling about 50,000 copies.[16] Many reviewers disliked the poor graphics performance on even the fastest graphically accelerated PCs available upon the game's release, but some praised the title's originality and scale. Despite the anticipation over the many "first attempts at" within the game's original development scope, the reality did not match the hype.[10][17]

Next Generation rated it two stars out of five, and stated that "the dinosaurs are amazing looking and have great AI. There are even times when you can see how, with a fast enough processor, this could have been fun. In the end, though, it's clear that Trespasser had a reach that exceeded its grasp."[27]

Alex Huhtala of Computer and Video Games gave the game a score of 1 out of 5, criticising the "technically impressive" in-game physics for making simple actions frustrating to perform, and concluding "Trespasser is possibly the worst game I've ever played."[21] A review by Kim Randell published on the Computer and Video Games website in 2001 called the game "a dog's dinner" and gave it a score of 1 out of 10. It described elements of the physics engine, such as Anne's difficulty holding onto items without dropping them, as wholly unrealistic.[22] A GameSpot review by Elliot Chin described it as the most frustrating game he had ever played with "boring gameplay and annoying bugs". He lambasted the needlessly complicated physics engine, levels being over-filled with box-stacking puzzles, and a clumsy arm interface.[26] One reviewer said it had the worst clipping he had ever seen with another reviewer finding the game experienced slowdown and frame rate drops.[22][20] Other complaints included exploration being tiresome due to slow movement speed,[21][11][26] landscapes being barren with few dinosaurs,[26] graphical glitches,[22][3] and poor voice acting.[21][22][26]

An IGN review was more favourable, describing the plot as "super-intriguing" with high praise for the realism of the game's physics engine. While deriding the blocky and heavily pixelated environment that offered limited interaction, and the erratic and impossible arm movements, the reviewer said the dinosaurs were convincing and "looked and moved really well" and concluded the game was badly implemented but still ground-breaking.[3] Game Revolution described the game's graphical engine as gorgeous with impressive real-time shadows and good water and particle physics. On the downside, it said the gameplay is very basic with the usual "key-finding, enemy-killing, button-pushing" of the FPS genre, and that when there was more than one dinosaur on-screen the game slowed considerably.[25] An AllGame reviewer didn't like the bugs and graphical glitches or the slow frame rate but concluded the game was a "ground breaking title that offers some great thrills, challenges, puzzles, and rewarding gameplay".[20] PC Gamer UK thought the game got the atmospherics right.[4] PC Zone felt the game could be quite frightening but that there were too many guns scattered around the island.[29] An Adrenaline Vault review liked the game's originality and some tense moments, but disliked the slow treks, the lack of a real inventory system, the frustrating interface and there being too many guns lying around. He found the arm manipulation cumbersome and frustrating during the heat of battle, as it requires up to five buttons to be pressed.[11]

Computer Gaming World awarded the game "Coaster of the Year".[32] GameSpot included Trespasser as one of nominees for the title of the Most Disappointing Game of the Year ("losing" to Star Wars Rebellion)[33] and awarded it the Worst Game of the Year (PC), commenting: "Of all the games released this year, none was as ill-received and terrible as Trespasser. No game was implemented as poorly, and no game squandered its potential as much. No game played as awfully. (...) There's one thing we won't forget: Trespasser was undoubtedly the worst game of 1998."[5]

Fan community edit

Although Trespasser was a critical and commercial failure, substantial amateur interest in the game persisted for years, coalescing into online fan communities such as the Trespasser Hacking Society and Trespasser Secrets, both now defunct, and TresCom, which remains active as of May 2021.[12][unreliable source?] Members of these communities developed fan-made software to examine, preview, and eventually edit Trespasser, such as the TresEd level editor.[8][9][11] The fan community was also able to acquire the original source code[34] to create modifications and unofficial patches.[35] For example, Trespasser CE allows players to play the original Trespasser game at higher resolutions and frame rates without experiencing crashes.[12][unreliable source?] In 2014, based on this available source code, a code review was done by Fabien Sanglard which revealed several design aspects of the game.[36]

Legacy edit

Despite lackluster reviews, Trespasser went on to influence game developers who were interested in the game's ideas and flawed but innovative mechanics. The game's unique control scheme inspired at least two indie titles, Surgeon Simulator 2013 and the original Octodad, whose developers have referred to Trespasser as a source of inspiration.[37][38] Trespasser's outdoor level design also partly inspired the use of outdoor environments in level design for FPS games such as Halo: Combat Evolved and the Far Cry series.[12][unreliable source?] Id Software cofounder John Carmack also cited Trespasser's use of voiceover narration for storytelling as one inspiration for Doom 3 eschewing cutscenes in favor of audio logs for its storytelling.[12][unreliable source?]

Despite its failures, Trespasser is generally recognized as the first game to incorporate a full physics engine.[39] Gabe Newell cited Trespasser as influential to Half-Life 2's physics, though its failure caused him and the rest of Valve to worry about the potential for negative comparisons between the two.[12][unreliable source?][40] In September 2019, Trespasser was spotlighted in the 172nd episode of the webseries Angry Video Game Nerd, with Seamus Blackley making a guest appearance to discuss the game's development.[41]

Around 2012, as Steven Spielberg was preparing to revive the Jurassic Park franchise, he contacted Blackley to prepare concepts for a new video game and sequel to Trespasser. Blackley developed a game concept titled Jurassic World, in which the dinosaurs from Isla Sorna escaped and forced humans to reevaluate their place in the world. Due to a management change at Universal Pictures, the game project was cancelled and Blackley turned the assets over to Frank Marshall, who produced the 2015 film Jurassic World.[42]

See also edit

References edit

  1. ^ . CNN. June 21, 1997. Archived from the original on April 15, 2000.
  2. ^ "Trespasser to Intrude on Gamers". GameSpot. October 22, 1998. Retrieved July 22, 2016.
  3. ^ a b c d Tal Blevins (October 30, 1998). "Trespasser". IGN. Ziff Davis. Retrieved April 12, 2014.
  4. ^ a b c d e f g Craig Pearson (May 16, 2007). . PC Gamer UK. Future Publishing Limited. Archived from the original on June 24, 2007. Retrieved April 12, 2014.
  5. ^ a b
  6. ^ "Jurassic Park: Trespasser remake aims to make good on long-lost promises". joystiq.com. Retrieved March 14, 2015.
  7. ^ a b c Trespasser Manual. 1998. DreamWorks Interactive. p5.
  8. ^ a b c d e Olafson, Peter (November 24, 2000). "Review: Trespasser (PC)". GamePro. IDG Entertainment. from the original on December 11, 2008. Retrieved January 27, 2008.
  9. ^ a b c d Alderman, John (March 4, 1997). "Jurassic Game Flouts Hyper-Real Physic". Wired. CondéNet. from the original on December 11, 2008. Retrieved January 27, 2008.
  10. ^ a b Byron Hinson. "ActiveWindows – Trespasser Review". Active Network, Inc. Retrieved February 9, 2008.
  11. ^ a b c d Pagliarulo, Emil (October 30, 1998). . The Adrenaline Vault. NewWorld.com. Archived from the original on December 11, 2008. Retrieved January 27, 2008.
  12. ^ a b c d e f g h Justice, Kim (May 17, 2021). "Jurassic Park: Trespasser - A Failure That Stood The Test Of Time | Kim Justice". YouTube. Retrieved May 18, 2021.
  13. ^ a b c d e f Wyckoff, Richard (May 14, 1999). "Postmortem: DreamWorks Interactive's Trespasser". Game Developer. Retrieved October 5, 2023.
  14. ^ a b c d "NG Alphas: Trespasser". Next Generation. No. 35. Imagine Media. November 1997. pp. 58–62.
  15. ^ Wilson, Johnny L. (March 1997). "Primevel Prey" (PDF). Computer Gaming World. pp. 54–56.
  16. ^ a b c Jim Hatley (December 8, 2008). . Geek.com. Archived from the original on December 11, 2008. Retrieved February 8, 2008.
  17. ^ a b Macedonia, Michael (August 2006). "Why Graphics Power Is Revolutionizing Physics". Computer. Institute of Electrical and Electronics Engineers. 39 (8): 91–92. doi:10.1109/MC.2006.287. S2CID 27895900. Retrieved February 9, 2008.
  18. ^ a b "Creating Intelligent Creatures". Computer Graphics World. PennWell Corporation. Retrieved February 11, 2008.
  19. ^ "Trespasser for PC". GameRankings. CBS Interactive. Retrieved November 1, 2012.
  20. ^ a b c Shawn Sackenheim. . Allgame. All Media Network. Archived from the original on November 15, 2014. Retrieved November 15, 2014.
  21. ^ a b c d Huhtala, Alex (February 1999). "Trespasser". Computer and Video Games. No. 207. London: EMAP. p. 45.
  22. ^ a b c d e Kim Randell (August 15, 2001). . Computer and Video Games. Future plc. Archived from the original on June 24, 2007. Retrieved April 12, 2014.
  23. ^ Edge staff (January 1999). "Trespasser". Edge. No. 67. Future plc.
  24. ^ Paul Bergren (February 1999). "Trespasser". Game Informer. No. 70. FuncoLand. p. 50.
  25. ^ a b Calvin Hubble (December 1998). "Trespasser Review". Game Revolution. CraveOnline. from the original on May 3, 2012. Retrieved April 12, 2014.
  26. ^ a b c d e Elliot Chin (November 19, 1998). "Trespasser Review". GameSpot. CBS Interactive. Retrieved April 12, 2014.
  27. ^ a b "Finals". Next Generation. No. 50. Imagine Media. February 1999. p. 106.
  28. ^ Todd Vaughn (January 1999). . PC Gamer. Future US. Archived from the original on February 29, 2000. Retrieved April 12, 2014.
  29. ^ a b Richie Shoemaker (1999). . PC Zone. Future plc. Archived from the original on February 8, 2009. Retrieved April 12, 2014.
  30. ^ James Bottorff (1998). . The Cincinnati Enquirer. Gannett Company. Archived from the original on April 28, 2001. Retrieved April 12, 2014.
  31. ^ Salmon, Mike (January 1999). "Trespasser". PC Accelerator. Vol. 2, no. 5. Imagine Media. pp. 80–81.
  32. ^ . Computer Gaming World. Archived from the original on March 3, 2000. Retrieved November 21, 2010.
  33. ^
  34. ^ Bailey, Kat (May 15, 2014). "Jurassic Park: Trespasser remake aims to make good on long-lost promises". Engadget (Joystiq). Oath Inc. Retrieved March 7, 2018. The community has even managed to get hold of the original source code, which they've set to work modifying.
  35. ^ Patches on trescom.org
  36. ^ Sanglard, Fabien (June 10, 2014). "Jurassic Park: Trespasser CG Source Code Review". fabiensanglard.net. Retrieved August 13, 2014.
  37. ^ Rose, Mike (April 25, 2013). "The blissfully awkward controls of Surgeon Simulator 2013". Game Developer. Retrieved October 5, 2023.
  38. ^ Rose, Mike (January 29, 2014). "How Octodad turned a group of strangers into best friends". Game Developer. Retrieved October 5, 2023.
  39. ^ Bailey, Kat (May 15, 2014). "Jurassic Park: Trespasser remake aims to make good on long-lost promises". Engadget. Retrieved January 4, 2020.
  40. ^ "Valve Pres. Gabe Newell Interview". IGN. May 21, 2007. Retrieved February 28, 2018.
  41. ^ Rolfe, James. "Jurassic Park: Trespasser (PC) - Angry Video Game Nerd (AVGN)". YouTube. Retrieved September 26, 2019.
  42. ^ Lane, Rick (July 26, 2022). "The creator of the Xbox planned a sequel to Trespasser that eventually became Jurassic World". PC Gamer. Retrieved July 26, 2022.

External links edit

trespasser, video, game, trespasser, 1998, action, adventure, video, game, developed, dreamworks, interactive, published, electronic, arts, microsoft, windows, game, serves, sequel, 1997, film, lost, world, jurassic, park, taking, place, year, after, film, eve. Trespasser is a 1998 action adventure video game developed by DreamWorks Interactive and published by Electronic Arts for Microsoft Windows The game serves as a sequel to the 1997 film The Lost World Jurassic Park 1 2 taking place a year after the film s events Players control Anne the sole survivor of a plane crash that leaves her stranded on a remote island with genetically engineered dinosaurs It features the voices of Minnie Driver as Anne and Richard Attenborough as John Hammond reprising his role from the film series TrespasserDeveloper s DreamWorks InteractivePublisher s Electronic ArtsProducer s Seamus BlackleyDesigner s Austin GrossmanProgrammer s Andrew GrantMark LangerakArtist s Terry IzumiKyle McKisicPhilip SalasComposer s Bill BrownPlatform s Microsoft WindowsReleaseOctober 28 1998Genre s Action adventure first person shooterMode s Single playerThe game engine of Trespasser was advanced for its time and required a fast and powerful computer to adequately display the game s detailed graphics without pixelation artifacts 3 Upon release the game received mixed to negative reviews and disappointed many critics 4 with GameSpot declaring it the worst game of 1998 5 The mixed reception is believed to have been caused by rushing the development to reach the 1998 release date and the game s overly ambitious and advanced nature 6 Contents 1 Plot 2 Gameplay 3 Development 4 Reception 5 Fan community 6 Legacy 7 See also 8 References 9 External linksPlot editJohn Hammond a rich industrialist used his wealth to assemble a scientific team that cloned dinosaurs An amusement park showcasing his biological attractions fails when the dinosaurs escape 7 While Jurassic Park was built on Isla Nublar off the coast of Costa Rica the animals were raised at an alternate location Isla Sorna also named Site B 8 Trespasser takes place a year after the events of The Lost World Jurassic Park where the general public learned about the existence of Jurassic Park 7 The player controls Anne whose plane has crashed on the way to Costa Rica 9 Anne awakens on the shores of an island apparently the sole survivor of the crash and proceeds to explore 7 Anne learns she is on Site B Pursued by dinosaurs Anne makes use of weapons left behind to defend herself She follows a monorail track into the island interior After recovering security cards from an InGen town and rebooting a computer to activate a mountain top radio tower Anne proceeds to the large mountain and ascends At the summit Anne contacts the United States Navy on an emergency channel After defeating the Alpha Velociraptor and its tribe that lives atop the mountain she is rescued by helicopter Anne returns to her apartment and listens to her messages including one from her friend asking where Anne s been and says she had better have a real good excuse immediately afterward Anne tosses a velociraptor claw on the table near the machine Gameplay editThe entire game is played through the eyes of Anne voiced by Driver 10 There are only three cutscenes one that begins the game and one that concludes the game and an introductory video There is occasional orchestral music scored by Bill Brown As she traverses the island Anne will often talk to herself or remember clips of John Hammond s memoirs voiced by Richard Attenborough describing the creation and downfall of Jurassic Park 8 There are no time limits or difficulty settings to adjust and only the first level has text prompts to aid players that are new to the game nbsp Screenshot showing a Triceratops This game features no HUD 4 Anne s health is represented by a heart shaped tattoo on her breast that the player can look down to The ink of the tattoo is filled in depending on the amount of damage she has taken when it is filled completely and a chain appears around it Anne dies 11 Anne s health regenerates quickly over time as long as she does not take further damage To track weapon ammunition without a HUD players must rely on Anne verbally describing weapons she picks up and she weighs the weapon in her hand and says phrases like About eight shots Feels full and Hasn t been used along with verbally counting down ammunition as she fires a weapon 4 12 unreliable source By pressing a key Anne will extend her arm out into the game world allowing the player to pick up swing push and throw objects This allows the player to create improvised weaponry for instance picking up a large rock off the ground and hitting an enemy with it Anne can move her arm in any direction allowing the player to get a different feel of use for each weapon Anne can only carry two items at once and when bumping into things will often drop items 8 In addition to picking objects off the ground to use as weapons Anne can find and use various other armaments including key cards and diskettes In situations requiring button input such as keypads Anne will extend one of her fingers In keeping with the hyper realistic vision of the game firearms have no cross hairs The player aligns the gun by adjusting Anne s wrist and then manually moving her arm to aim 4 Anne can carry up to two weapons at a time Weapons have been made to incorporate realistic recoil as if being held with two hands Once each firearm is empty it can be used as a club when swung Empty weapons cannot be reloaded All weapons must be discarded at the end of each level Hints and keypad codes appear in unexpected places on walls often in a level or two before they are needed Development editThe game was initiated by two former employees of Looking Glass Technologies Seamus Blackley and Austin Grossman With the film The Lost World Jurassic Park expected to be a success and after securing the movie license the pair approached several movie animation groups before signing with DreamWorks Interactive Adobe Photoshop 5 and 3D Studio Max were used to produce the game A 3D model of the island was built and digitally scanned to construct the game environment 13 John Williams was contracted to compose music exclusively for the game 14 Trespasser went severely over budget several times throughout its development Originally the game was to be released in the fall of 1997 9 15 However due to a number of problems and how advanced the game was becoming the project was delayed by a year The rush to release the game caused many features to either be cut or left unfinished and unpolished 13 Anne s left arm was removed from the game due to difficulties coding the behaviour of both arms together 16 A late shift in development effectively changed the game s genre from survival horror to action shooter resulting in many complaints upon release Additional problems were caused by the lack of experienced management and the use of artists who were unfamiliar with basic game development processes and 3D modeling 9 Art director Terry Izumi s background for example consisted of being a designer for Tomorrowland and George Edwards was a veteran animator of Disney films 14 After developing for over two years DreamWorks Interactive informed the development team in April 1998 that as part of a deal with AMD Trespasser would need to release in October of that year even though Blackley estimated Trespasser needed at least another year of development to be release ready 12 unreliable source The team rushed the remainder of development and Trespasser released as an unfinished game set in a very large and open outdoor environment 16 These issues were also caused by the game development starting before the 3dfx Voodoo 1 moved towards 3D hardware As a result some techniques including bump mapping and image caching were incompatible with graphics processing units Near the end of development the programmers developed a renderer that drew bump mapped objects in software and the terrain in hardware but most objects were bump mapped so the speed advantages of hardware acceleration were negated Trespasser used many textures for its mip levels and image cache more than the most highly lauded gaming card of the time the Voodoo2 could handle and the game used the lower resolution textures in hardware mode instead of the high resolution ones available in software mode This resulted in the game running faster and in some ways looking better in software mode while running in hardware mode meant the game ran slower and had more blurry looking textures 13 The Trespasser engine contained several features not normally seen in game engines at the time In 1998 it was one of the first engines to successfully portray outdoor environments full of hundreds of trees citation needed It accomplished this by rendering terrain to an offscreen cache and then only redrawing objects when the player character moves significantly 14 Computers in 1998 could not render the complex environments it generated The terrain modeler was created by Mark Langerak formerly head of development at Sega Europe 14 In addition the Trespasser engine featured the first game world to be completely influenced by classical mechanics and was also the first game to use ragdoll physics 17 One of the most advanced features of the rendering engine was the ability to render objects like trees and rocks as 2D sprites which when close enough to Anne would be replaced by their 3D counterpart 13 Elements using this technique are known as impostors This often led to an ugly popping where a low resolution object suddenly pops into 3D Trespasser features a robust physics system but instead of accurate per polygon collisions Trespasser uses a Box System where every object in the game acts as if it is encased in an invisible box Additionally Trespasser s physics are based on the Penalty Force Method in which when two objects collide rather than stopping movement the two objects push away from one another until they are no longer colliding In the final release the dinosaurs were disallowed from making jump attacks and entering buildings to avoid interpenetration a glitch where two objects will collide and then become stuck inside one another 13 Andrew Grant was Trespasser s chief artificial intelligence programmer 18 Every animation in Trespasser is done using inverse kinematics No animation in the game is pre animated every movement of every dinosaur is generated automatically through their artificial intelligence Due to the rushed nature of development this feature resulted in awkward movement as the dinosaurs performed unnaturally 4 Trespasser was designed to have a complex artificial intelligence routine giving each creature on the island its own set of emotions and the possibility of dinosaurs fighting each other 4 Dinosaurs would react to the player differently depending on what mood they were in 18 However system bugs in the artificial intelligence routines made it so that dinosaurs would switch between mood based actions so quickly that they would stop moving and acting A quick fix was hard coded into the game that maximized the anger and hunger emotions of carnivorous dinosaurs and left all other emotions at zero 12 unreliable source 13 Reception editReceptionAggregate scoreAggregatorScoreGameRankings57 19 Review scoresPublicationScoreAllGame nbsp nbsp nbsp nbsp nbsp 20 Computer and Video Games1 5 magazine 21 1 10 website 22 Edge2 10 23 Game Informer6 5 10 24 GamePro nbsp nbsp nbsp nbsp nbsp 8 GameRevolutionB 25 GameSpot3 9 10 26 IGN4 7 10 3 Next Generation nbsp nbsp nbsp nbsp nbsp 27 PC Accelerator5 10 31 PC Gamer US 62 28 PC Zone70 29 The Cincinnati Enquirer nbsp nbsp nbsp nbsp 30 Before the release of the game it was announced that Trespasser would revolutionize PC gaming however reviews after release were mostly negative Trespasser was a critical and commercial failure selling about 50 000 copies 16 Many reviewers disliked the poor graphics performance on even the fastest graphically accelerated PCs available upon the game s release but some praised the title s originality and scale Despite the anticipation over the many first attempts at within the game s original development scope the reality did not match the hype 10 17 Next Generation rated it two stars out of five and stated that the dinosaurs are amazing looking and have great AI There are even times when you can see how with a fast enough processor this could have been fun In the end though it s clear that Trespasser had a reach that exceeded its grasp 27 Alex Huhtala of Computer and Video Games gave the game a score of 1 out of 5 criticising the technically impressive in game physics for making simple actions frustrating to perform and concluding Trespasser is possibly the worst game I ve ever played 21 A review by Kim Randell published on the Computer and Video Games website in 2001 called the game a dog s dinner and gave it a score of 1 out of 10 It described elements of the physics engine such as Anne s difficulty holding onto items without dropping them as wholly unrealistic 22 A GameSpot review by Elliot Chin described it as the most frustrating game he had ever played with boring gameplay and annoying bugs He lambasted the needlessly complicated physics engine levels being over filled with box stacking puzzles and a clumsy arm interface 26 One reviewer said it had the worst clipping he had ever seen with another reviewer finding the game experienced slowdown and frame rate drops 22 20 Other complaints included exploration being tiresome due to slow movement speed 21 11 26 landscapes being barren with few dinosaurs 26 graphical glitches 22 3 and poor voice acting 21 22 26 An IGN review was more favourable describing the plot as super intriguing with high praise for the realism of the game s physics engine While deriding the blocky and heavily pixelated environment that offered limited interaction and the erratic and impossible arm movements the reviewer said the dinosaurs were convincing and looked and moved really well and concluded the game was badly implemented but still ground breaking 3 Game Revolution described the game s graphical engine as gorgeous with impressive real time shadows and good water and particle physics On the downside it said the gameplay is very basic with the usual key finding enemy killing button pushing of the FPS genre and that when there was more than one dinosaur on screen the game slowed considerably 25 An AllGame reviewer didn t like the bugs and graphical glitches or the slow frame rate but concluded the game was a ground breaking title that offers some great thrills challenges puzzles and rewarding gameplay 20 PC Gamer UK thought the game got the atmospherics right 4 PC Zone felt the game could be quite frightening but that there were too many guns scattered around the island 29 An Adrenaline Vault review liked the game s originality and some tense moments but disliked the slow treks the lack of a real inventory system the frustrating interface and there being too many guns lying around He found the arm manipulation cumbersome and frustrating during the heat of battle as it requires up to five buttons to be pressed 11 Computer Gaming World awarded the game Coaster of the Year 32 GameSpot included Trespasser as one of nominees for the title of the Most Disappointing Game of the Year losing to Star Wars Rebellion 33 and awarded it the Worst Game of the Year PC commenting Of all the games released this year none was as ill received and terrible as Trespasser No game was implemented as poorly and no game squandered its potential as much No game played as awfully There s one thing we won t forget Trespasser was undoubtedly the worst game of 1998 5 Fan community editAlthough Trespasser was a critical and commercial failure substantial amateur interest in the game persisted for years coalescing into online fan communities such as the Trespasser Hacking Society and Trespasser Secrets both now defunct and TresCom which remains active as of May 2021 12 unreliable source Members of these communities developed fan made software to examine preview and eventually edit Trespasser such as the TresEd level editor 8 9 11 The fan community was also able to acquire the original source code 34 to create modifications and unofficial patches 35 For example Trespasser CE allows players to play the original Trespasser game at higher resolutions and frame rates without experiencing crashes 12 unreliable source In 2014 based on this available source code a code review was done by Fabien Sanglard which revealed several design aspects of the game 36 Legacy editDespite lackluster reviews Trespasser went on to influence game developers who were interested in the game s ideas and flawed but innovative mechanics The game s unique control scheme inspired at least two indie titles Surgeon Simulator 2013 and the original Octodad whose developers have referred to Trespasser as a source of inspiration 37 38 Trespasser s outdoor level design also partly inspired the use of outdoor environments in level design for FPS games such as Halo Combat Evolved and the Far Cry series 12 unreliable source Id Software cofounder John Carmack also cited Trespasser s use of voiceover narration for storytelling as one inspiration for Doom 3 eschewing cutscenes in favor of audio logs for its storytelling 12 unreliable source Despite its failures Trespasser is generally recognized as the first game to incorporate a full physics engine 39 Gabe Newell cited Trespasser as influential to Half Life 2 s physics though its failure caused him and the rest of Valve to worry about the potential for negative comparisons between the two 12 unreliable source 40 In September 2019 Trespasser was spotlighted in the 172nd episode of the webseries Angry Video Game Nerd with Seamus Blackley making a guest appearance to discuss the game s development 41 Around 2012 as Steven Spielberg was preparing to revive the Jurassic Park franchise he contacted Blackley to prepare concepts for a new video game and sequel to Trespasser Blackley developed a game concept titled Jurassic World in which the dinosaurs from Isla Sorna escaped and forced humans to reevaluate their place in the world Due to a management change at Universal Pictures the game project was cancelled and Blackley turned the assets over to Frank Marshall who produced the 2015 film Jurassic World 42 See also edit nbsp Video games portalJurassic Park video gamesReferences edit E3 a whiz bang preview of next year s digital thrills CNN June 21 1997 Archived from the original on April 15 2000 Trespasser to Intrude on Gamers GameSpot October 22 1998 Retrieved July 22 2016 a b c d Tal Blevins October 30 1998 Trespasser IGN Ziff Davis Retrieved April 12 2014 a b c d e f g Craig Pearson May 16 2007 PC Feature Long Play Trespasser PC Gamer UK Future Publishing Limited Archived from the original on June 24 2007 Retrieved April 12 2014 a b Worst Game of the Year GameSpot com Jurassic Park Trespasser remake aims to make good on long lost promises joystiq com Retrieved March 14 2015 a b c Trespasser Manual 1998 DreamWorks Interactive p5 a b c d e Olafson Peter November 24 2000 Review Trespasser PC GamePro IDG Entertainment Archived from the original on December 11 2008 Retrieved January 27 2008 a b c d Alderman John March 4 1997 Jurassic Game Flouts Hyper Real Physic Wired CondeNet Archived from the original on December 11 2008 Retrieved January 27 2008 a b Byron Hinson ActiveWindows Trespasser Review Active Network Inc Retrieved February 9 2008 a b c d Pagliarulo Emil October 30 1998 Trespasser Adrenaline Vault The Adrenaline Vault NewWorld com Archived from the original on December 11 2008 Retrieved January 27 2008 a b c d e f g h Justice Kim May 17 2021 Jurassic Park Trespasser A Failure That Stood The Test Of Time Kim Justice YouTube Retrieved May 18 2021 a b c d e f Wyckoff Richard May 14 1999 Postmortem DreamWorks Interactive s Trespasser Game Developer Retrieved October 5 2023 a b c d NG Alphas Trespasser Next Generation No 35 Imagine Media November 1997 pp 58 62 Wilson Johnny L March 1997 Primevel Prey PDF Computer Gaming World pp 54 56 a b c Jim Hatley December 8 2008 Jurassic Park Trespasser the revolutionary game that never was Geek com Archived from the original on December 11 2008 Retrieved February 8 2008 a b Macedonia Michael August 2006 Why Graphics Power Is Revolutionizing Physics Computer Institute of Electrical and Electronics Engineers 39 8 91 92 doi 10 1109 MC 2006 287 S2CID 27895900 Retrieved February 9 2008 a b Creating Intelligent Creatures Computer Graphics World PennWell Corporation Retrieved February 11 2008 Trespasser for PC GameRankings CBS Interactive Retrieved November 1 2012 a b c Shawn Sackenheim Trespasser Review Allgame All Media Network Archived from the original on November 15 2014 Retrieved November 15 2014 a b c d Huhtala Alex February 1999 Trespasser Computer and Video Games No 207 London EMAP p 45 a b c d e Kim Randell August 15 2001 PC Review Trespasser Computer and Video Games Future plc Archived from the original on June 24 2007 Retrieved April 12 2014 Edge staff January 1999 Trespasser Edge No 67 Future plc Paul Bergren February 1999 Trespasser Game Informer No 70 FuncoLand p 50 a b Calvin Hubble December 1998 Trespasser Review Game Revolution CraveOnline Archived from the original on May 3 2012 Retrieved April 12 2014 a b c d e Elliot Chin November 19 1998 Trespasser Review GameSpot CBS Interactive Retrieved April 12 2014 a b Finals Next Generation No 50 Imagine Media February 1999 p 106 Todd Vaughn January 1999 Trespasser PC Gamer Future US Archived from the original on February 29 2000 Retrieved April 12 2014 a b Richie Shoemaker 1999 PC Review Trespasser PC Zone Future plc Archived from the original on February 8 2009 Retrieved April 12 2014 James Bottorff 1998 Trespasser the next Jurassic Adventure The Cincinnati Enquirer Gannett Company Archived from the original on April 28 2001 Retrieved April 12 2014 Salmon Mike January 1999 Trespasser PC Accelerator Vol 2 no 5 Imagine Media pp 80 81 Computer Gaming World s 1999 Premier Awards Computer Gaming World Archived from the original on March 3 2000 Retrieved November 21 2010 Most Disappointing Game of the Year GameSpot com Bailey Kat May 15 2014 Jurassic Park Trespasser remake aims to make good on long lost promises Engadget Joystiq Oath Inc Retrieved March 7 2018 The community has even managed to get hold of the original source code which they ve set to work modifying Patches on trescom org Sanglard Fabien June 10 2014 Jurassic Park Trespasser CG Source Code Review fabiensanglard net Retrieved August 13 2014 Rose Mike April 25 2013 The blissfully awkward controls of Surgeon Simulator 2013 Game Developer Retrieved October 5 2023 Rose Mike January 29 2014 How Octodad turned a group of strangers into best friends Game Developer Retrieved October 5 2023 Bailey Kat May 15 2014 Jurassic Park Trespasser remake aims to make good on long lost promises Engadget Retrieved January 4 2020 Valve Pres Gabe Newell Interview IGN May 21 2007 Retrieved February 28 2018 Rolfe James Jurassic Park Trespasser PC Angry Video Game Nerd AVGN YouTube Retrieved September 26 2019 Lane Rick July 26 2022 The creator of the Xbox planned a sequel to Trespasser that eventually became Jurassic World PC Gamer Retrieved July 26 2022 External links editTrespasser at MobyGames Retrieved from https en wikipedia org w index php title Trespasser video game amp oldid 1180624887, wikipedia, wiki, book, books, library,

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