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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
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Shell & Setup Programming
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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)

There's no other game like this.

The Good
Imagine a virtual game-world where you can explore kilometer-sized levels where every stone, every crate, every piece of wood lying around has a detailed physics model applied to it. Imagine dinosaurs that try to attack you as a group, sneak up behind you and bite the gun out of your hand before you even get to shoot.

You play Anne, a woman stranded on a mysterious island after a terrible plane accident. Soon you find out that this island is "Site B" where InGen built their dinosaur-breeding facilities. Your only mission is to get away from this raptor-contaminated island as soon as possible.

Trespasser was the only game ever created that features exploration gameplay in a detailed, physically correct environment. No HUD, no stats only your right arm which you have to use to pick up, throw and push things. And, well, your left breast with a little heart-shaped tattoo on it that acts as a "health-indicator". Because everything in Trespasser is part of the game-world you can even see your own body in first person view.

Trespassers graphics were quite remarkable by the time it was released. Huge outdoor environments, unusual special effects like bump-mapping, real-time shadows and realistic water created an incredibly realistic-looking world.

But the most interesting part of course was the physics-engine. I first realized how powerful it was when I came to a small cliff with a pack of velociraptors approaching me. I only had a few shots in my gun and there were at least two of them left. I thought I'm already as good as dead when I looked up and saw the rusted wreck of a jeep lying on the edge of the cliff just above the raptors. So I aimed high and shot the wreck. Slowly it started moving, then it rolled down the cliff hitting both of the raptors with full speed and just smashed them. It looked just amazing like a scene from a movie. Later on I read that this particular scene in the game was the idea of Steven Spielberg himself, who visited the Dreamworks Interactive studios from time to time. Well it looks like making movies isn't his only talent. :)

It's quite surprising that an official movie-licensed game has such an unique gameplay concept. Trespasser features the voices of Minnie Driver (Anne) and Richard Attenbourgh (John Hammond) who is reading from a fictitious book he wrote which Anne seemed to have read and remembers during her trip. The game however doesn't have many connections with the story of The Lost World which is probably a good thing. The Music is very good, it sounds like a real movie score and adds a lot to the feeling of playing an interactive movie.

The Bad
There is a reason why big gaming companies avoid making original games. It's much easier to make a game that just copies the gameplay of an existing genere than inventing and balancing a totally new gaming concept. Few things in Trespasser have ever been there before. Even the first person shooter elements are different as your gun is just a physical object like any other. This brings a lot of problems.

First controlling your virtual hand using your mouse is a nearly impossible task for someone who never played the game before and a lot of gamers already give up at this point, calling the game unplayable. The next thing is the physics-engine itself. Though its very impressive and well-working most times it has dozens of annoying bugs, like objects falling through walls, raptors falling through walls and you getting stuck IN a wall.

The system requirements are a bit extreme too. I have an Athlon XP 1800 with 512MB ram and a geforce2MX and the game still runs quite slowly at some spots for a six-years old game! I remember not being able to play it by the time it came out although I had a pretty high-end system then.

The Bottom Line
Maybe this game could have been a big hit if the developers had the time to actually finish it... Many people see it as a good example for "unused potentials". The physics engine, the huge outdoor environments, the incredible atmosphere, Trespasser has many elements of a gaming masterpiece but lacks of true perfection. Despite all it's flaws Trespasser is an incredible game and one of my all-time favorites because there's simply no other game like this. Once you've mastered the funny controls (which requires you to play it through at least once) Trespasser is a truly wonderful game with an awesome atmosphere.

Windows · by Lumpi (189) · 2004

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

Really cool experiment.... major letdown as a game

The Good
Every good thing that you heard about Trespasser is basically true, if there ever was a game that was ahead of it's time then this is it. I don't know the details, but the story behind the development of Trespasser must have been something special, as In the days when Quake was king the fact that someone decided to take a major license and do something like this is admirable to say the least.

The game takes place in The Lost World's Site B dino-infested island but, (first bold move) completely forgets the movie and the novel's plot and instead casts you as the lone survivor of a plane crash that gets stranded on Site B. As you leave the beach you start the game in, you are confronted with the truth behind those dinosaur rumours and set forth in a quest to escape the island while Hammond's voiceover introduces the locations and sets the stage for whatever you are going to find at the next corner (as your character recalls quotes from his autobiography) and adds some intrigue and subplots to what's essentially a "get the hell out of there" plot.

The real star of the show however, is the gameplay. Instead of opting for a typical run 'n gun approach, the developers instead opted to create a realistic, free-roaming simulation of the island where the emphasis was on exploration, realistic environment interaction and survival instead of pure action. To achieve this they created huge, incredibly detailed (for the time at least) 3D jungle environments that your character could easily explore and threw into the mix what has to go down in history as the first really impressive physics simulation for a game of it's kind. Every object in the game can be picked up, pulled, pushed, rolled, etc. and it reacts realistically with the environment according to it's mass, which enforces a sense of realism hardly ever seen in a videogame (both before and since).

To enhance the level of simulation the gameplay toned down your character's abilities to realistic levels. Your character isn't a super-woman that can run around, perform acrobatic stunts and shoot everyone with deadly accuracy a-la Lara Croft. Instead she has trouble running at a decent speed, and barely can jump. Furthermore, you don't have a handy-dandy health bar or any stuff like that, instead you have to look down and check out your model (!!) to see how you are doing, and while the notion that she automatically regenerates over time can be somewhat stupid, it's compensated by the fact that there are no health-pickups, powerups or stupid "videogamy" stuff to pick up.

As you would have expected however, you will run into dinos, and you are going to have to keep them at bay with some firepower, and this is another area where the game excels. You don't go around collecting weapons as a female Rambo, weapons are scarcely spread through the abandoned installations and are mainly pea-shooters, cannot be reloaded, and most dinos shrug off their hits easily. And their handling doesn't boil down to you centering a magic crosshair on a dino and pulling your handy "fire button". Instead the game's interface includes a simulated "arm" that's hard to describe (just go ahead and play to see what I'm talking about) which has wrist/hand controls and which comes into play whenever you interact with the gameworld. Be it stacking crates, activating switches, opening doors and handling weapons. Translation? Handling anything in the game isn't a matter of pressing a generic "use key" but instead you have to actually reach out and grab the item you want to. Using a weapon works the same way, and calls for you to pick it up, aim it MANUALLY by using the weapon's actual sights and shooting takes into consideration your lead, recoil, etc.

Taking the concept further you can only take with you 2 items at any given time, be it an AK-47 or a keycard... Not even Silent Hill, with it's intentionally clumsy combat and realistic touches such as tripping goes as far as Trespasser in terms of desperation-inducing realism, and when you trow on top of that a free-roaming virtual island (probably the first really extensive virtual landscape developed for any game) and the realistic physics model you have one of the most interesting "real life" simulations ever conceived.

With added dinos of course.

Oh and if you remember this was the launch title for Dreamworks Interactive, so they poured all their production values into it, which can be most admired in the music and voiceover departments.

The Bad
Unfortunately all the bad stuff you heard about the game is also true. The problem with Trespasser is that while it might have been an incredibly groundbreaking experiment in realistic and innovative game design, it's an utter failure as a game.

There are problems everywhere you look at, but I'll try to be as concise as I can. Basically all the creativity seems to have been poured into the design and features explained above, but what good are they if they only get used into a game where you are all the time stacking crates, chasing colored keycards and pressing assorted buttons?

All you get to enjoy then is the "escape the dinos" survival-horror aspect, and while the realism in the game goes a long way to create a genuine sense of tension and despair, the game drops to it's knees when you notice the braindead AI which allows you to easily exploit it's many holes and brainfarts to your advantage and the really slow pace of the dinos. Sure, they can outrun you, but that hardly means anything, and when you look at the movie's blindingly fast raptors coming out of nowhere and making mincemeat of whatever they can find you can't help but feel extremely let down with the dinos in Trespasser. They can still make mincemeat out of you, but they take about an hour to slug their butts to where you are and all they do is press their snouts towards you as you hear a biting noise for an attack animation.... niiiiiice.

Also, given the lenghty and groundbreaking process of developing the new technologies for the game, the game falls quite behind in terms of QA. There are as many bugs in this game as in the jungle it's supposed to take place in, and they often hinder the gameplay as you get weird reactions from the collision detection routines, clipping errors galore and millions of mishaps involving your arm.

And aside from all that you have the good ol' bitching. Stuff that some gamers might ignore but I just find annoying. Such as the stupidity behind making revolving doors that ALWAYS manage to find a way to knock the weapon out of your hands, the weapons disappearing whenever you enter a new scene, the "I only have one arm" approach that causes your character to handle ANYTHING with just her right arm (she must put some serious hours at the gym, as she can fire assault guns and shotguns with just her right hand and not even flinch!), etc. etc.

Oh and there are some shitty hardware issues that make it a problematic title to this day... watch out.

The Bottom Line
The only real way to define Trespasser is as an incredibly cool showcase of new ideas stuck in a shitty game. Make no mistake, I have a profound admiration for what the guys behind Trespasser did, but there's no denying it's a rather mediocre game.

Most hardcore gamers should take a look at it to see one hell of an amazing achievement way ahead of it's time, but don't expect it to be an enjoyable gaming experience on top of that.

Windows · by Zovni (10504) · 2004

[ View all 10 player reviews ]

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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.