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Trespasser (video game)

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Last Updated: 18 January 2022

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Trespasser (video game)

Developer(s)DreamWorks Interactive
Publisher(s)Electronic Arts
Producer(s)Seamus Blackley
Designer(s)Austin Grossman
Programmer(s)Andrew Grant Mark Langerak
Artist(s)Terry Izumi Kyle McKisic Philip Salas
Composer(s)Bill Brown
SeriesJurassic Park
Platform(s)Microsoft Windows
ReleaseOctober 28, 1998
Genre(s)Action-adventure , first-person shooter
Mode(s)Single-player

Jurassic Park: Trespasser is infamous First-Person Shooter game released in 1998 for PCs by Dreamworks Interactive, developed as tie-in to film Lose World: Jurassic Park. Game Stars Anne, Plane Crash Survivor Who Finds Herself On Shores Of Isla Sorna, Also Known As Site B, Two Years After Events Of Lose World, And Desperately Needs To Find Her Way Off Island, Armed With Nothing But Her Wits And One Lone Noodly Arm For Her To Pull Boxes And Throw Rocks Around With. Trespasser was extremely ambitious project, flaunting skilled development team, fully three-dimensional game engine with incredible draw distances, massive, sprawling outdoor environments, full physics engine to simulate objects realistically, and artificially intelligent dinosaurs that would react accordingly to player's actions. Or that was plan anyway. In practice, Trespasser was much less impressive: developers were strapped for time and had to delay game again and again, until they were forced to cut back on features and quality assurance just to get game to ship on time, and game that was released in 1998 was glitchy, broken mess that was nearly impossible to play on most computers at time. Initially considered massive disappointment, most consumers eventually forgot about game when, within few years, their attention was drawn to spectacular Half-Life 1 and even-more-awful Daikatana. Game's Legacy Lives On, Though, Because Trespasser Still Has Active Mod Community, Dedicated To Ironing Out Game's Problems, And Game Essentially Lay Groundwork For Later Developers In Terms Of Game Engines And Interactive Physics: Valve Software In Particular Consider Trespasser Major Source Of Inspiration For Half-Life 2 And Its Physics Engine. If you'd like to try it out for yourself, good luck: game sold only 50 000 copies at its time of release, and even if you find copy, don't even bother running it on old games box. What it did in 1998 made it unplayable, far moreso than what Crysis does to 2007 computers.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Plot

Before release of game, it was announced that Jurassic Park: Trespasser would revolutionize PC gaming. Unfortunately, after game's release, reviews note that it failed to impress. Trespasser was commercial failure with only 50 000 copies sell. Reviews of game were mostly negative; however some reviewers felt game had few positive elements. Few reviewers were impressed by title's originality and scale. Many reviewers dislike poor graphics performance on even fastest, graphically accelerated PCs available upon game's release. Despite anticipation over many first attempts at within game's original development scope, reality does not match hype. Instead of awe inspiring game, people got what they felt was unfinished and rushed game, that not many people enjoyed. Computer and Video Games review thought game was dog and gave it score of 1 out of 10. Gamespot review by Elliot Chin described it as most frustrating game he had ever played with boring gameplay and annoying bugs. Some of complaints include physics engine is needlessly complicating, levels were over-fill with box-stacking puzzles, exploration was tiresome because movement speed was far too slow, landscapes were barren with few dinosaurs, too many collision detection bugs, poor voice acting and clumsy arm interface. IGN Review Was More Favourable, Describing Plot As Super-intriguing With High Praise For Realism Of Game's Physics Engine. Despite featuring blocky and heavily pixelated environment that offered limited interaction, dinosaurs were convincing and looked and moved really well. Overall, reviewers felt game was badly implemented but still ground-breaking. One GameRevolution review described game's graphical engine as gorgeous with impressive real-Time shadows and good water and particle physics. On downside, gameplay was very basic with usual key-finding, enemy-killing, button-pushing of FPS genre and when there was more than one dinosaur on-screen, game slow considerably. Allgame reviewers didn't like bugs and graphical glitches or slow frame rate, but concluded game was ground breaking title that offered some great thrills, challenges, puzzles, and rewarding gameplay. PCGamer think games get atmospherics right. PCZone felt game could be quite frightening but that there were too many guns scattering around island. Adrenaline Vault review like game originality and some tense moments, but dislike critically bad flaws such as slow treks, lack of real inventory system, frustrating interface and there too many guns lying around.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Development

Trespasser was brainchild of Seamus Blackley and Austin Grossman, two former employees of System Shock creators Looking Glass Studios. Seamus Blackley had worked on bipedal animation model for game Terra Nova, and felt it would work perfectly with raptors. This evolved into vision of what was effectively Crysis of its day, game featuring vast, open jungle for players to explore, filled with hundreds of trees and populated with dinosaurs that would act like living animals. Game Would Have Advanced Physics Engine, Handling All Movement Using Kinematic Calculations Rather Than Can Animations, And Players Would Have Virtual Body They Control Rather Than Just Being Floating Gun As In Previous Shooters. This pitch gained interest and team got licence to Lose World: Jurassic Park, along with cooperation from Steven Spielberg and access to late Sir Richard Attenborough to reprise his role as John Hammond, delivering story exposition about island, Isla Sorna. With this in hand, they pitched game to several Studios, ending up being hired by DreamWorks Interactive with Electronic Arts as publisher. Game Was Three Years In Development, And Constantly Behind Schedule And Over Budget. It was supposed to be released to coincide with release of Lose World: Jurassic Park in 1997, but was delayed further year. As interviews were conduct, list of promised features ballooned while dev team was struggling to get physics engine and open World to function: when original deadline pass, team had yet to even get dinosaur functioning within actual game map. Many systems were designed in separate applications by teams that had little with one another and could not be buy together in game's actual engine. Ultimately, many had to be trimmed down: most obviously, rather than dinosaurs using complex modelling System which would know how to stand, leap, and move around believably, they are basically balls that roll around world with model stuck to it trying to animate itself to keep up and invariably failing. Without modern game engine, even simplest functions were painstaking: placing objects on ground, for example, required they be placed manually in 3DS Max and then game loaded to make sure they were not hovering. Even worse, computers of Time could barely handle Max running with number of objects in one of Trespasser's levels: action as simple as clicking on object to select it could take 30-60 seconds to resolve. Eventually, EA had enough and demanded game be finished as quickly as possible, causing removal of many features and release of buggy and obviously unfinished mess. Game Essentially Had Entire Year Of Crunch Time Which Leave Staff Utterly Exhaust: That It Ship At All Is Minor Miracle.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Sources

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

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