66
MobyRank
100 point score based on reviews from various critics.
3.2
MobyScore
5 point score based on user ratings.

Description

Create by Dreamworks Interactive, Trespasser uses the Jurassic Park license and takes place on "Site B", the Costa Rican Island from the Lost World where Jurassic Park's dinosaurs were originally created and, following the island's abandonment, allowed to breed out of control.

Players take the role of Anne, the sole survivor of an airplane crash who finds herself stranded in the Lost World, and who needs to find a way off the island (or at least avoid becoming a dinosaur meal). Throughout the journey, Anne will be accompanied by the disembodied voice of John Hammond, the founder of Jurassic Park.

Trespasser does not feature the typical "First Person Shooter" interface introduced in Wolfenstein 3D which pretty much every FPS game since has used. There are no health bars, ammo displays, or power-ups, and players can't pick things up just by walking over them. Instead, interaction with the environment is done using Anne's arm, which can be moved around using the mouse and which can be used to pick up items, throw rocks, push down crates or wield weapons. Anne's voice gives a rough estimate of the amount of ammo left whenever she wield a gun, and Anne has a heart-tattoo that fills with red as she becomes more damaged.

Trespasser also features a 'realistic' physics model where every movable object can be knocked over, roll around, or thrown in a manner related to their size and weight. This also means players can crush some of the smaller dinosaurs with heavy crates, and can even use a rock to bash their heads in.

Trespasser also features an interesting AI where the dinosaurs are only trying to survive instead of existing solely for the purpose of killing Anne in wave after wave. Thus they run away when injured and will attack other dinosaurs rather than the player.

Part of the Following Groups


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User Reviews

Minnie Driver Simulator Ashley Pomeroy (227) unrated
There's no other game like this. Lumpi (98) 5 Stars5 Stars5 Stars5 Stars5 Stars
Really cool experiment.... major letdown as a game Zovni (8842) 3.17 Stars3.17 Stars3.17 Stars3.17 Stars3.17 Stars
Much Underrated Game, a real sense of fear Russell Stearman (352) 3.5 Stars3.5 Stars3.5 Stars3.5 Stars3.5 Stars
It's different and a bit frustrating, but I actually enjoyed it. Alan Chan (3715) 3.83 Stars3.83 Stars3.83 Stars3.83 Stars3.83 Stars
The Arm Simulator Vance (97) 2.17 Stars2.17 Stars2.17 Stars2.17 Stars2.17 Stars
I wouldn't buy it for 5 dollars... Andrew Romig (10) unrated
White girl can't jump MrSuperGod (60) unrated
Clumsy lady simulator Ben Fahy (75) unrated
an incredible game, innovative, and immersive khaled f (3) unrated

The Press Says

Just Adventure Apr 16, 2002 A 100
Power Unlimited Dec, 1998 8.8 out of 10 88
PC Player (Germany) Dec, 1998 71 out of 100 71
PC Zone Aug 13, 2001 7 out of 10 70
Game Revolution Dec 01, 1998 B- 67
PC Gameplay (Benelux) Dec, 1998 66 out of 100 66
Svenska PC Gamer Dec, 1998 60 out of 100 60
Just Adventure 2000 C 50
Computer Games Magazine Nov 07, 1998 2 Stars2 Stars2 Stars2 Stars2 Stars 40
Just Games Retro Aug 12, 2004 32 out of 100 32

Forums

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Trivia

Project leader Seamus Blackley and designers Austin Grossman, Andrew Haydn Grant and Richard Wyckoff had previously worked for Looking Glass studios, of System Shock, Flight Unlimited and Thief fame; Trespasser has an early incarnation of Looking Glass' traditional basketball court, at the beginning of the 'town' level, complete with a ball you can dunk into one of the nets.

A few months after release, Wyckoff gave a revealing interview to Gamasutra, in which he admitted that the game's production had been beset by problems. In particular, flaws in the physics engine made it almost impossible for the player to stack objects without them sliding off each other. As a consequence, although Trespasser was often stereotyped as a game consisting of crate-stacking puzzles, the final product features no crate-stacking at all; you only have to knock crates over, or climb crates which have, conveniently, already been stacked. The complex, processor-heavy mathematics ensured that the physics-based dinosaurs - which had strictly limited AI, and were added only a few months before release - could only be used sparingly, hence the lack of packs.

The game was designed entirely using 3D Studio Max as a level editor. It was designed before 3D graphics cards were ubiquitous, and has some clever tricks to speed up software rendering; specifically, distance objects (and not-so-distant objects!) are rendered as 2D bitmaps, which flick into 3D when you approach.

The music had to be written from scratch, as the licence only allowed use of the 'Jurassic Park' name and a few story and character elements; no sound effects or music. It remains the only part of the game to be universally admired.


This entry to the MobyGames database was contributed by Alan Chan (3715) on Mar 15, 2000.
 

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