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.
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Trivia
Trespasser is a good example for what happens if the developers are pushed to release a game too early.
Probably because they wanted to ship the game together with "The Lost World" movie many features had to be cut and the game was released unfinished in 1998. This is the reason why it often feels more like a gaming experiment than a finished release. There are lots of bugs you normally don't see in such a big production... but lots of interesting features you won't see in your average computer game either!
This entry to the MobyGames database was contributed by
Alan Chan (3715) on Mar 15, 2000.