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)

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

Minnie Driver Simulator

The Good
Ah, this kind of thing comes around once in a blue moon. It's a good, old-fashioned disaster of a game, modestly hyped before release, accompanied in pre-release with some slightly misleading screenshots, a brave stab at innovation which failed in a spectacular and interesting way. It was going to revolutionise the gaming world, with its physics engine. And like Tesla, it has its fans. I actually enjoyed it; but then again, one of my favourite films is 'Zardoz', a pretentious sci-fi film in which Sean Connery runs around in a red nappy.

You play a character called Anne who is voiced by Minnie Driver stranded island dinosaurs Richard Attenborough wise - but misguided - man voiceover escape keycards big levels run about raptors rat-a-tat! And that's the plot. Driver has a passable American accent and Richard Attenborough, star of 'Guns at Batasi' and director of 1978's 'Magic' cannot help but sound commanding. The musical snippets are effective, although they don't seem to have been done with a real orchestra.

The crux of the game was its physics engine. You pick things up, throw them about, stack them and so forth, and they act like real-life objects. When you pick up a gun, you have to aim it with the gunsights, rather than an imaginary heads-up-display crosshair; this innovation has subsequently appeared in some of the more serious action games, viz 'Operation Flashpoint' and 'Hidden and Dangerous' etc. You can carry something on your back and something in your hand, and no more. You interact with the environment by using your right arm, and if you want to press buttons you actually have to make your on-screen hand physically press the buttons, rather than just using a 'use' key. All in all it was an iconoclastic game, designed by people who wanted to make something innovative and different. The game is ahead of its time, in fact, but things which are ahead of their time are nonetheless still out of their time, and Trespasser suffers from being a pioneer.

Trespasser takes place in a set of mostly outdoors locations, all of them large; there is an effectively creepy atmosphere, and the game is reminiscent of old-fashioned exploration games such as 'Damocles', 'Myst' and so forth.

Furthermore, when Minnie Driver hurts herself or falls off something, she moans, and I like that. I like that a lot. Minnie Driver is a nice lady. I like her. She is good and pure. She wasn't famous when this game was made, but she is famous now. An actor, and a singer. Or, more accurately, an 'actress', because she is a woman actor.

The Bad
Imagine a game designed by a physics professor who has never played a computer game in his life; a games designer who was impressed with Tomb Raider but who can only contact the physics professor by post; and a man who likes guns a lot and will go to great lengths to model guns and make them have the right amount of ammunition, fire in the right way, etc, but who is again only barely in contact with the others. And there is a further man who designs monster AI, but he was off sick and could only provide his input by posting some sheets of paper with machine code written on them, in pencil. Voila! Trespasser.

The graphics are very poor. They give the impression of great size and distance, but look very poor; trees and buses are blocky and ugly until you get close to them, and walls tend to flicker in and out of existence as you approach them. The textures are small and repeat in a grid-like fashion. Even in 1998, the game was ugly; reminiscent of 'Delta Force 2' in its combination of ugliness and extreme system requirements due to the great quantity of ugliness that the engine has to render. Nothing feels substantial, and you often fall partially through the floor, or witness dinosaurs doing the same. The dinosaurs rampage around as if drunk, approaching you before running off to the side, running away, slowly approaching you again, falling over(!), running into objects and killing themselves. They slur around like drunken bums.

The press screenshots masked an important factor; the arm. You interact with the environment with your right arm. In the screenshots it looked relatively ordinary. But in the game it is like an elephant in the living room; huge and hard to ignore. You have no left arm. When you hold a rifle, you hold it at arm's length, directly away from your chest (a chest which you can see, if you look downwards; a tattoo on your left breast acts as a health meter(!)).When you are running around with a keycard or rock in your hand, you hold it at arm's length, your arm flopping around like a Dalek's eye-stalk. Your arm is clumsy. Your body is clumsy. The impression I get is that the aforementioned physics professor had some clever ideas, but was either too blind to see that they did not work, or too much of a megalomaniac to care. God damn, he must have thought, I am right and the doubters are wrong; but I will have the last laugh! The arm could have been taken out, and Trespasser would be no worse; Trespasser should have been about running and hiding from dinosaurs, achieving substantial things with clever tricks, using objects in novel ways, killing the dinosaurs with hard-to-find weapons; instead, it is about using an arm to manipulate things, as it it was 'Trespasser: The Robot Arm Simulator'. Do deep-sea explorers, as they explore the deep with their submersibles, do they think of their work as deep-sea exploration, or arm manipulation?

The environment is interactive, in that you can pick things up and throw them. But no more. If you find a helmet, you cannot wear it; instead, you can throw it, and I managed to kill a dinosaur this way, by throwing a helmet at it. If you find boots, you cannot wear them. Apart from keypads and card slots, which you must tortuously operate with your remote-controlled arm, there is nothing in the game with which to interact significantly. You can hold door handles, and try to open them, but it does not work properly.

At one point you can shoot a car, which is stuck at the top of a canyon wall, and the cars fall onto the head of a dinosaur and kills it, thus saving you a shot; the reviews made much of this moment, as if the game was filled with them. But it is not, there are no other moments like that. Sometimes you are allowed to operate static machine-guns, but you cannot; your arm flops around aimlessly, and you cannot see to aim anyway, because your head flops in the wrong direction.

Essentially, everything in this game fails. It is ugly. The AI does not really work. Things fall into the floor, get stuck on doors. Your arm is ludicrous, ridiculous, an autistically literal mistake.

Guns. The game's main gameplay element is the pursuit of guns; they are the only technological items in the game's world that you can pick up and use. There are lots of them, and they seem out of place, as if a gun fetishist had infiltrated the design team in the dead of night. The pistols aren't too bad, but the rifles and shotguns - particularly the shotguns - are almost impossible to aim beyond a few feet, as you have to line up the tiny sights, which you are holding at arm's length. In the screenshots, the guns were show in a standard action game pose - emerging from the bottom-right of the screen, pointing towards the middle - but in the game itself you have to aim them by holding them at right-angles to your chest, as I have mentioned. You end up staring at the weapon's butt-plate, as you hold it with your right arm fully extended. It is ridiculous to see.

The Bottom Line
As I recall this game topped the software charts in the UK for the briefest period of time, on pre-orders perhaps, before being scrubbed from history. It's a fascinating failure, and the atmosphere of being alone on a big island is effective; the feeling of being stalked by dinosaurs works, or rather would work if they were not so stupid (when you are far away from them, they stand stock-still; when you kill them, they all die in a strange belly-down position, every single one of them). The physics engine is very clever, and if the designers had been able to finish the game - and show it to some people who had played computer games before - it might have been a legendary hit. It could have been a classic. Instead it is memorable for other reasons.

Windows · by Ashley Pomeroy (225) · 2005

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

[ 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.