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)

I wouldn't buy it for 5 dollars...

The Good
Just about the only thing I liked about the game was the novelty of the arm technology which directly correlates to your mouse.

The Bad
The aformentioned "novelty" of the hand-mouse gimmick became all too cumbersome when it was crunchtime and the raptors started running at me, it took me forever to aim my weapon well enough to actually HIT that speeding raptor and by that time he was all over me.

And speaking of weapons... I thought it really stunk that there wasn't such a thing as a RELOAD to the designers of this horrid game. Even if I found the exact same weapon as I was already carrying it would not allow me to transfer ammunition or to carry any in my pocket so i'd drop two good rounds in one revolver for one loaded with six.

Also, it appears dinosaurs are made of soild, bulletproof steel because it will amaze you just how many rounds it can take to down even the smallest Dino and then, you're out of ammo and must proceed to throw rocks at those mean raptors (ooh rocks, aren't you frightened? Didn't think so.) and of course the character you play has the worst hand-eye coordination on earth and has never heard of leaning her arm back to gather more momentum, making your throwing attempts pathetic and futile.

And lastly, probably the thing i hated most about Trespasser was it's ludicrous hardware demands and it's absolutely horrid 3d engine. I was playing on my Pentium 2 333mhz with a Diamond Monster Fusion 3d card (which was high technology at the time.) and my framerate was in the single-digits most of the time, not to mention that it just plain looked bad. And to make things worse 3d acceleration actually LOWERS the image quality when turned on, so the only person who could possibly run this game smoothly was someone with about a 700mhz AMD Processor (because the unusual 3DNow! technology is endorsed with Trespasser) and Dual Voodoo 3 boards set in SLI mode and at the time this game was released neither existed.

I found myself throwing this game away the next week in disgust, DO NOT BUY IT!

The Bottom Line
A really lousy attempt for Dreamworks Entertainment to cash in on The Lost World's financial sucess.

Windows · by Andrew Romig (10) · 2000

an incredible game, innovative, and immersive

The Good
Its not like any other First person 3D game, the unique engine gives it great graphics (look at its rendering of water !) and the physics allow for true to life puzzles. Totally immersive and really big. I bought it in spite of the bad reviews and am not sorry at all.

The Bad
the requirements are a little steep and the resolution doesnt go above 800x 600 and some of the puzzles are of the get the key type ( not many though)

The Bottom Line
If you want a unique experience that in my opinion kicks Half-Lifes butt, you cant go wrong here.

Windows · by khaled f (2) · 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

[ View all 10 player reviews ]

Discussion

Subject By Date
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.