Bluepixie
28th January 2006, 20:21
Immersive, atmospheric and vastly unappreciated. Technologically impressive as well as being a joy to explore.
http://img202.imageshack.us/img202/4379/trespass211si.th.jpg (http://img202.imageshack.us/my.php?image=trespass211si.jpg)
Set several years after Jurassic Park: The Lost World, the game puts you in the role of a plane crash survivor stranded on the dinosaur-infested island from the film. It is the player's job to survive long enough to get off the island.
Sounds great?
Well it is. Straight off the bat is the presentation, with the intro sequence narrated by none other than Richard Attenborough playing John Hammond; the creator of Jurassic Park. You are then introduced to Anne, played by Minnie Driver, who is the unfortunate tourist that crash lands off the coast of Isla Sorna. Now, compared to modern standards this game looks pretty primitive, however it still has a lot to offer. Bumping the resolution up 1280x960 and putting the view distance up makes a huge difference. The island has a lot of detail, the engine even uses specular bumpmapping on the dinosaurs skin. Orchids can be found amongst the undergrowth, old unwanted pictures in abandoned houses, the rusting shells of hunting jeeps and huge skeletons. Little things like the way Hammond and Anne talk to you about their personal feelings, hopes and dreams makes them real. Exploring the hollow shell that used to be the science team village and the abandoned labs full of derelict equipment is eerie and unsettling. These little details make the game so involving. They really put a lot of time and effort into this game. It deserves so much more that people realise. The feeling of isolation is very strong, only likable to Terminator Future Shock and System Shock. The game world feels coherent and solid which makes it such a joy to explore, which is what this game is really about, and messing up raptors with a shotgun.
http://img202.imageshack.us/img202/9819/trespass139vw.th.jpg (http://img202.imageshack.us/my.php?image=trespass139vw.jpg)
Yes, there are plenty of raptors on the island, and they generally mess you up. They are well animated, this goes for all of the dinos. In the early parts of the game you’ll only meet one or two at a time and have a habit of sneaking about, scaring the crap out of you, then eating you. However in the later stages you have to take on up to 4 or 5 sometimes and its hard work. Then there is the T-Rex’s. This is 2006, and they were very impressive, I can’t imagine what going up against one of these beasts must have been like in 1998. Best to let them come into contact with herbivores to kill and feed, which can work in your favour as long as they don’t notice you shuffling off. The herbivores unfortunately don’t crop up in the game as much I would have liked, but considering this game is pre T&L it’s not surprising that the dino count is kept low in most areas.
http://img202.imageshack.us/img202/8792/trespass179zl.th.jpg (http://img202.imageshack.us/my.php?image=trespass179zl.jpg)
Which brings me to the next and probably most important part of Trespasser. I take it you’ve all played Half-Life 2? Think the physics were amazing and ground breaking? Love the smart little puzzles involving your environment? Well, Trespasser did it first. Trespasser has a full physics engine; everything has weight, material, and is effected by gravity. Want to pile up some boxes to get up a broken staircase? Sure go ahead. Need to get on top of a hut on stilts? Shoot out the supports. Raptor coming for your ass, got no guns? Grab a stick and smack him one, may not do much good but it’s worth a shot.
http://img21.imageshack.us/img21/6937/trespass086yy.th.jpg (http://img21.imageshack.us/my.php?image=trespass086yy.jpg)
Combat and interaction is the strangest aspect of Trespasser. You don’t just run over weapons to pick them up, you actually have an arm. Yes, an arm, which you can control fully. To pick up a weapon, you extend your arm then grab it, then move your arm until you’ve lined up the sights. Which looks comical at first, seeing this arm sticking you in front of you, but you get used to it. The weapons actually are models so if you get close to object and hit them too hard with your gun, you may drop it. It really adds to the immersion. For example, you are lining up a shot on a dino at long range, you really have to be steady and line it up properly, which makes the kill all the more satisfying. Heck you can stick your MP5K to the side gangsta style and mess the raptors up close and personal or just grab a big metal hammer and smash their skulls in. Combat in Trespasser is much slower than we are used to these days, but nothing is more terrifying than when a raptor gets so close that it whacks you guns out of your hands. You are franticly trying to pick it up again as big nasty jaws bite your butt. You can only hold 2 weapons at a time, and there is no reloading, so you have to make every shot count. It also makes searching your surroundings for weapons a constant pass time, which is a little strange considering the games realistic styling, you would think you’d have a bag for extra ammo. However, I can see why they didn’t do this as a bag would require an inventory system, breaking the immersion. Which is why there is no HUD. You have to listen to Minnie count out the rounds left in the gun she is holding. Want to see how much health you have left? Look down and check out the tattoo on the impressive rack Anne is packing.
http://img52.imageshack.us/img52/5120/trespass098iu.th.jpg (http://img52.imageshack.us/my.php?image=trespass098iu.jpg)
Don’t get me wrong this game has its faults. The physics engine has its problems and the level and dinosaur design are limited by the technology of the time. The major failing of Trespasser is that its sights were aimed so high. To create a true living breathing world full of creatures with their own agendas and life cycles is only now in 2006, becoming achievable. Despite its failings, Trespasser is a good game and will be enjoyed by the gamer that can explore and indulge in a finely crafted atmosphere, as well as for its technological achievements.
Niall Macdonald
http://img202.imageshack.us/img202/4379/trespass211si.th.jpg (http://img202.imageshack.us/my.php?image=trespass211si.jpg)
Set several years after Jurassic Park: The Lost World, the game puts you in the role of a plane crash survivor stranded on the dinosaur-infested island from the film. It is the player's job to survive long enough to get off the island.
Sounds great?
Well it is. Straight off the bat is the presentation, with the intro sequence narrated by none other than Richard Attenborough playing John Hammond; the creator of Jurassic Park. You are then introduced to Anne, played by Minnie Driver, who is the unfortunate tourist that crash lands off the coast of Isla Sorna. Now, compared to modern standards this game looks pretty primitive, however it still has a lot to offer. Bumping the resolution up 1280x960 and putting the view distance up makes a huge difference. The island has a lot of detail, the engine even uses specular bumpmapping on the dinosaurs skin. Orchids can be found amongst the undergrowth, old unwanted pictures in abandoned houses, the rusting shells of hunting jeeps and huge skeletons. Little things like the way Hammond and Anne talk to you about their personal feelings, hopes and dreams makes them real. Exploring the hollow shell that used to be the science team village and the abandoned labs full of derelict equipment is eerie and unsettling. These little details make the game so involving. They really put a lot of time and effort into this game. It deserves so much more that people realise. The feeling of isolation is very strong, only likable to Terminator Future Shock and System Shock. The game world feels coherent and solid which makes it such a joy to explore, which is what this game is really about, and messing up raptors with a shotgun.
http://img202.imageshack.us/img202/9819/trespass139vw.th.jpg (http://img202.imageshack.us/my.php?image=trespass139vw.jpg)
Yes, there are plenty of raptors on the island, and they generally mess you up. They are well animated, this goes for all of the dinos. In the early parts of the game you’ll only meet one or two at a time and have a habit of sneaking about, scaring the crap out of you, then eating you. However in the later stages you have to take on up to 4 or 5 sometimes and its hard work. Then there is the T-Rex’s. This is 2006, and they were very impressive, I can’t imagine what going up against one of these beasts must have been like in 1998. Best to let them come into contact with herbivores to kill and feed, which can work in your favour as long as they don’t notice you shuffling off. The herbivores unfortunately don’t crop up in the game as much I would have liked, but considering this game is pre T&L it’s not surprising that the dino count is kept low in most areas.
http://img202.imageshack.us/img202/8792/trespass179zl.th.jpg (http://img202.imageshack.us/my.php?image=trespass179zl.jpg)
Which brings me to the next and probably most important part of Trespasser. I take it you’ve all played Half-Life 2? Think the physics were amazing and ground breaking? Love the smart little puzzles involving your environment? Well, Trespasser did it first. Trespasser has a full physics engine; everything has weight, material, and is effected by gravity. Want to pile up some boxes to get up a broken staircase? Sure go ahead. Need to get on top of a hut on stilts? Shoot out the supports. Raptor coming for your ass, got no guns? Grab a stick and smack him one, may not do much good but it’s worth a shot.
http://img21.imageshack.us/img21/6937/trespass086yy.th.jpg (http://img21.imageshack.us/my.php?image=trespass086yy.jpg)
Combat and interaction is the strangest aspect of Trespasser. You don’t just run over weapons to pick them up, you actually have an arm. Yes, an arm, which you can control fully. To pick up a weapon, you extend your arm then grab it, then move your arm until you’ve lined up the sights. Which looks comical at first, seeing this arm sticking you in front of you, but you get used to it. The weapons actually are models so if you get close to object and hit them too hard with your gun, you may drop it. It really adds to the immersion. For example, you are lining up a shot on a dino at long range, you really have to be steady and line it up properly, which makes the kill all the more satisfying. Heck you can stick your MP5K to the side gangsta style and mess the raptors up close and personal or just grab a big metal hammer and smash their skulls in. Combat in Trespasser is much slower than we are used to these days, but nothing is more terrifying than when a raptor gets so close that it whacks you guns out of your hands. You are franticly trying to pick it up again as big nasty jaws bite your butt. You can only hold 2 weapons at a time, and there is no reloading, so you have to make every shot count. It also makes searching your surroundings for weapons a constant pass time, which is a little strange considering the games realistic styling, you would think you’d have a bag for extra ammo. However, I can see why they didn’t do this as a bag would require an inventory system, breaking the immersion. Which is why there is no HUD. You have to listen to Minnie count out the rounds left in the gun she is holding. Want to see how much health you have left? Look down and check out the tattoo on the impressive rack Anne is packing.
http://img52.imageshack.us/img52/5120/trespass098iu.th.jpg (http://img52.imageshack.us/my.php?image=trespass098iu.jpg)
Don’t get me wrong this game has its faults. The physics engine has its problems and the level and dinosaur design are limited by the technology of the time. The major failing of Trespasser is that its sights were aimed so high. To create a true living breathing world full of creatures with their own agendas and life cycles is only now in 2006, becoming achievable. Despite its failings, Trespasser is a good game and will be enjoyed by the gamer that can explore and indulge in a finely crafted atmosphere, as well as for its technological achievements.
Niall Macdonald