Trespasser: The Lost World - Jurassic Park

Moby ID: 1048

Description official descriptions

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 some of the typical first-person shooter interface elements. 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.

The game 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. The dinosaurs in the game 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 often attack other dinosaurs rather than the player.

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Credits (Windows version)

134 People (78 developers, 56 thanks) · View all

Voice Talent
Associate Producer
Executive Producer
Product Marketing Manager
Production Coordinatior
Lead Porgrammers
Designer
Programmers
Shell & Setup Programming
Special Thanks To
Additional Programming
[ full credits ]

Reviews

Critics

Average score: 59% (based on 32 ratings)

Players

Average score: 3.2 out of 5 (based on 45 ratings with 10 reviews)

The Arm Simulator

The Good
A very novel, and potentially intelligent game idea. The physics at work here can be absolutely astounding, and I spent a large amount of time at the beginning of the game just holding onto a barrel and rolling it around on its base. There were probably Raptors watching from the bushes, wondering where I had gotten the hallucinogens. Also, the graphics are simply astounding with the right hardware.

The Bad
That noted, I DIDN'T have the right hardware. At first the game's graphics only played in a weird kind of negative color scheme, and I had to reinstall. Second, the arm controls are so awkward that by the time I can usually level a gun at a charging dino, I've poked him in the eye with it and I have to resort to slapping him into submission. At one point I gave up on playing the game and just tried to get the girl to slap herself, then spending an hour playing "Jurassic Park: Contortionist" and reducing the once proud Minnie Driver into a twisty circus freak. Another gripe is with layout. Why are there a selection of guns at the beginning of each area that would make Heston proud? Did the guys from "Deer Hunter" get bored with the ten point bucks and decide to find themselves some bigger game and just left their spares lying around? And for such an advanced physics engine, why is it possible to die when you just jump off the back of a pickup truck? Granted, I had one cool moment in this game when I slammed a door on a dino's head, but after that I just started to notice that they all looked a little embarrased to be appearing in this game. And that life meter! "Oh, 'scuse me, I need to check my left boob to see how hurt I am. Just wait a sec' while I pop this baby out..." I felt dirty. The Lara Croft thing no-no me.

The Bottom Line
I didn't have to pay for this game and I still felt raped. Dreamworks is the Extreme Headgames of the adventure genre, and we should wait for somebody competent to pick up this great idea.

Windows · by Vance (94) · 2000

Much Underrated Game, a real sense of fear

The Good
This game was ambitious, very ambitious, and that shows through. The concept of controlling an arm and picking objects up really does add to a sense of presence in the world. One that counts. The physics, when they work properly, add a great deal to the gameplay, after all there's nothing like pushing a car onto a dinosaur to kill it. The stereo sound is fantasic, sometimes the first hint you have of the dinosaur, is the sound of its breathing. Then you run, and without health packs to run to, it can get hairy, which is fantastic. Later games have ignored this, that in real life you don't get health packs, and this game reminds you.

This is backed upby the dinosaur AI, yes it has problems. However when it works, it really does, giving the feeling that the dinosaurs are indeed after your blood.

The Bad
Of course there are many faults with the game. I could list them, the funny AI (nothing like seeing a dinosaur run off a cliff in an act of sheer stupidity), the poor level design (really poor). These all add to create the effect of a game that began with high concepts, but did not get the time to realise them. Which is a shame, as the public looks at the game for the aesthetics first of all, which is where the game falls down on. Once you get past the poor elements, that game does have some magical moments, which cannot be recreated, due to the emergent nature of the dinosuars.

The most telling fault is the level design, really. There are sections are fiendishly complex, and the town level left me wandering backwards and forwards, only to be confronted with buildings which were out of scale with themselves and me. All problems which stem from an apparent rush job, which with more time the solid engine could overcome.

The most obvious flaw is the manipulation system, guns that can't reload, and which drop from the hand at the slightest touch, but hey, the game is an experiment in my view.

The Bottom Line
This game has to be used as a design example for the future. Only now (2003) are we seeing games truely looking to real physics engines again, this game was five years ahead of the pack. The sheer reality which the game gives is warrant of play, and many people gripe about it, but the game is an experiment in my view, and one that partially worked. It's a shame the engine was never used again (to my knowledge). So much work let down by last minute rushes, possibly due to the franchise nature of it being a Jurassic Park game. Which, it has almost nothing to do with, but never mind.

Play this game, for the experience, you may not be dissapointed. A classic game in my view for the sheer attempt of what it was trying to achieve.

Windows · by RussS (807) · 2003

White girl can't jump

The Good
The graphics are pretty nice; though they lack intense detail they still cut it. Guns are plentiful and placed just where you need them most. Looking down and seeing a big pair of jugs is always a nice thing, too bad the tattoo wasn't on her rear end huh? LOL The dinosaurs aren't dumb, they get right in your face and if a near by dino pisses them off they wind up attacking one another. i also found that Minnie Driver has a rather sexy voice, she does the voice over rather well.

The Bad
She can't jump! i mean she can and does jump but she's awful at it. [Rule of thumb for future players: Before making a potential life ending jump make sure to save your game because she'll most likely ignore the fact that your hitting the jump key and fall to her demise]. Raptors, cool looking? yes. monotony from their over abundance? you bet your sweet ass. The game needed a wider variety of dinos. The task of picking up boxes is what annoyed me the most.. well, it's a tie between that and her feeble attempts at jumping, she constantly contorts her arm like a circus freak. When you finally get the box where you want it she usually knocks it over when trying to climb on top of it. And forget about stacking boxes on top of each other... it will drive you mad!

The Bottom Line
Not a bad game but not a good game, it's worth a try. If your asked to pay more than $5 for it you'll be getting the screw job.

Windows · by MrSuperGod (54) · 2004

[ View all 10 player reviews ]

Discussion

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Check out this excellent Let's Play! Mobygamesisreanimated (11069) Sep 17, 2009

Trivia

Basketball

Project leader Seamus Blackley and designers Austin Grossman, Andrew Haydn Grant and Richard Wyckoff had previously worked for Looking Glass studios. 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.

Development

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.

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. Close to Trespasser's release, some sources said computer technology wasn't advanced enough to run it decently.

Music

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. Dreamworks Interactive used several music scores from Trespasser in their next game, Undying. This explains the odd fact that Undying's boss battle music is so heavy on jungle drums and elephant trumbones.

Physics

This game proved that technology didn't cause gameplay. The engine had very difficult and never-seen-before features. like every object had its own material and weight and on this way collisions could be calculated very realistic. Also the sounds in this game aren't pre-programmed as some sources say, but they are real-time-calculated based on the speed of collision and the materials of the objects.

You were carrying a body with the camera all the time time which you could see when you looked down, but then you could also see you're actually too close to the ground which means this woman doesn't have legs below her breasts.

User interface

The game has no in-game user interface. But it still uses a traditional health system and presents Anne's health in form of a tattoo on her breasts.

Awards

  • Computer Gaming World
    • April 1999 (Issue #177) – Coaster of the Year

Information also contributed by Alan Chan, Ashley Pomeroy, Erwin Bergevoet, Lumpi and Zack Green

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Contributors to this Entry

Game added by Alan Chan.

Additional contributors: Kasey Chang, AdminBB, Lumpi, Patrick Bregger, Sun King.

Game added March 15, 2000. Last modified March 3, 2024.