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Fired up Trespasser the other day...

slag

Lifer
and remembered why it sucked so hard. Sure, I finished it the first time around, but man, the combat system sucked. Just learning how to pick things up and hold a gun, position your arm.. BLAH

Often I would go into a building, raptor following close behind, and my outstretched arm would bang into the doorjam and drop my rifle and stop me from entering, thus getting me killed.

Anyone else play it?
 
Tried the Demo a couple times. Arm Controls were ill conceived and pointless. Difficulty for the sake of Difficulty rather than Challenge due to AI or some other Fun Factor.

It would be like CS requiring you to take out your Wallet, reach in for Cash and hand it to a Clerk when Buying Equipment. Then you would have to place it on your Body or in the Pockets or over your shoulder. Do up the Zippers, buttons, snaps, tie laces, reposition Helmet/Hat. It would be Uber Realistic!!!!!
 
I remember this game... it was soooo hyped up to be the latest thing in graphics with regards to an interactive environment. I remember Spielberg playing the beta and showing how you could pick up a single blade of grass from the terrain. I also remember that this type of interactivity didn't make it to the final release. The idea for the game was really cool. It was the implementation that sucked.

I replayed it a couple years after it first came out, when the graphics cards caught up with the game, but that fricken arm/wrist/hand rotation was still just plain goofy! I actually still have the game... LOL!

I'm hoping the new Jurassic Park series of games is similar to what Trespasser was supposed to be... we'll see.
 
I read your title and instantly said to myself, "Was that the game that you could look down at your cleavage?"

I'm pretty sure it is, and if so, it probably wasn't that good of a game if that's the first thing I remember.
 
I never played this game, heard a lot about it though, but I have to give it props for trying something new with an interface. We've been using basically the same one since build/quake engine days. Oftentimes when you try something really new it fails bad though. I still feel like the idea behind the controls could be made to work.
 
I never played this game, heard a lot about it though, but I have to give it props for trying something new with an interface. We've been using basically the same one since build/quake engine days. Oftentimes when you try something really new it fails bad though. I still feel like the idea behind the controls could be made to work.

No
 
Theres a lengthy essay on a web page somewhere out there, where one of the developers discusses why it didn't work and what went wrong.
 
I read your title and instantly said to myself, "Was that the game that you could look down at your cleavage?"

I'm pretty sure it is, and if so, it probably wasn't that good of a game if that's the first thing I remember.

Me too, that was pure win!
 
I remember trying a demo of it on a P233 w/32MB RAM with a crappy S3 ViRGE something and it brought the machine to its knees. From what I remember of the game, the developers were trying to implement too many revolutionary ideas at once. The AI for the dinosaurs were supposed to have moods so they wouldn't just chase you indiscriminately, the sound effects were generated on the spot pending on where your character was and what she was doing, there was a pseudo physics engine with environmental interaction, and there was no HUD of any sort. The developers ran out of time and money and had to release a buggy, unfinished, and difficult game without any fun redeeming qualities.

Haha, I was actually pretty close! Check out a fairly comprehensive Wikipedia article on it:

http://en.wikipedia.org/wiki/Trespasser_(computer_game)

If anyone is interested check out an actual speedrun of the game here:

http://speeddemosarchive.com/Trespasser.html

This game came out back when I was really into PC gaming, so I remember a lot of misplaced hype about it before release.
 
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