By: DaHitman
Dreamworks Studios brings us what could be quite possibly
the greatest simulation ever
created. Jurassic Park Trespasser ("Trespasser") takes place
on Isla Sorna ("Site B") several years
after the events that occurred on Site A. The main character in
the game, obviously yourself, is a
scientist named Anne who, while traveling on a plane trip
across South America, gets stranded on
an unknown island since her plane has crashed. It is unknown
whether the rest of the crew is alive,
injured or even dead. As the game begins Anne finds herself
on a small sea shore with no one around
her, or so it seems. Within this lonely escape from the rest of
the island Anne finds the tail of the
small sea plane she was traveling on and calls for help, but
this is to no avail when she realizes that
she could be the only person that has been fortunate, or at
least it seems, to have survived. She
makes it to her feet and keeps walking until she finds herself at
a supply site with oil barrels, crates
and cans of food. This is where Trespasser begins and where
it ends is up to you to decide.
The graphics in Trespasser are top notch in terms of
features and executions. Finally after
months of waiting we are treated to such advanced effects as
hardware generated trees, not just 2D
objects, spectacular physical water, truly dynamic for the
ground that you walk on, meaning that no
other spot of land will be the same as the one that is currently
being seen and a slew of other effects
such as the much talked about, hardly seen, bump mapping, a
16-bit texture pallet, amazing weather
effects and even the odd baseball bat.
The graphics and
feature level in Trespasser bring up two very
important questions, the first of which deals with the
complexity of the engine compared to the 3D
video hardware that is out on the market today. I will be the
first one to admit that Trespasser will
require a top of the line machine to run very well. I'm also not
afraid to say that despite running it
on a P200, like mine, I played the game at 800 x 600 and
experienced what a low frame rate truly is
when I played at 15 frames per second. The graphics on a
high end machine will also be at a medium
to low medium rate on a Voodoo2 graphics card. Trespasser
will require an AGP card to run at a
good speed. Despite the features of the Voodoo2 chip set and
the fact that an SLI setup could take
this game up to 35 frames per second at 1024 x 768, at medium
to high action areas, an AGP video
card will truly make this game a good experience since it is
not very polygonal, but rather very
textural. The game will run alright on an 12 MB SLI setup, 16
MB texture RAM, however, a card
like the Intel i740, Matrox G200 or the fabulous Riva TNT will
take this game to new heights.
The second issue deals with value for your graphics card. Now
supposing you do have a very good video
setup, an AGP or even a Voodoo2, you will still find yourself
wondering why the game's graphics
are not everything you've wanted, moreover, why you have not got
any 'bang for your buck'. Despite
its graphic engine capabilities, Trespasser still lacks value in
terms of the most popular buzzwords in
3D graphics today, eye candy. However, I feel that all things
happen for a reason and Trespasser
should be played at this graphical level. It's two fold. You
have to play the game via your visual
sense, moreover, you also have to use your imagination. This
makes for a great gaming experience.
When you first enter the game you will find yourself doubting
what you are seeing. Personally I
found myself asking what all the hype is about. I saw a few
non anti-aliased trees, some rocks that
simply looked ground shaded and water that looked dithered
all of this being most unimpressive. As
I approached the training facilities I found eager for the game
engine to impress me, however this was
not meant to be. As I approached some cans I found textures to
be nothing more than non-bilinear
filtered, a baseball bat that was poorly alpha blended and a
sky that was most likely just a two-colour
texture. As I leveraged myself up a path of semi-steep hills
and rocks I started to notice that the
ground was different. The ground was not the same as I had
seen near cans, moreover, not even near
the beach. The dynamic textures really made a big difference.
This was like a REAL world where
no two things are alike and, certainly, this was a real treat to
see and experience. I made my way
across a few other training areas, which I will talk about later,
and soon found myself in front of what
looked two steep hills, a certain dead end. I tried to climb
them, however, I was unfortunate to fall
right to the bottom. I soon discovered, with the help of some
great textures, a hidden path of sorts
buried to the left. I made my way up the path and turned my
head and put down my mouse as my
CD-ROM drive started to buffer something. John Hammond's
voice came over my speakers with
an echo, a voice-over, and he said the word Brachiosaur
("Brachs") which caught my senses by
storm. As I picked up my mouse once again I raised my head
only to see one of the most amazing
sights I have ever seen. There were two of them, two Brachs,
and it shocked the hell out of me. I
could not believe how real they actually looked. After months
of screenshots this was the real McCoy
and man, did it look amazing. I approached them and found
them to be perfectly recreated in colour,
form, movement and appeal. One of them was chewing away
at the top of a long tree while the other
was walking towards me, however he was not concerned with
me. I made my approach wondering
what would happen next. As I stopped by for a closer look under
the brach that was grazing, I saw what
I had only heard about for sometime. This guy was bump
mapped! It was awesome to see what this
really was. There was no 'edginess', to the naked eye, and this
made the dino look very real.
Moreover, the textures used for the brach were also very real.
It seems like Dreamworks had split
into a variety of poly groups for added realism. The body was
split into two areas, the upper and
lower. The upper part was created using a darker, rougher
looking texture. The texture for the
bottom underbelly was a continued dark from the top,
but as your eyes move further down you
can see it change into a white of sorts, however, still rough
looking. The animations are also done
really well. The knees of the dinos bend at the right places
and the head and neck movements are just,
wait let me pull out my thesaurus, astonishing
Like the graphics, the sound in Trespasser is very good. As
I first found myself on the island
I started to walk around and heard my footsteps 'swishing' in
the water and almost silent on the
beach. The sounds are almost as dynamic as the textures, in
that they change in almost every area
you visit, however, unlike the textures which are recreated via
the CPU every time, there is a limit
to how many there are. I played the game with my
SoundBlaster AWE64 and found the sounds to
be quite realistic and the quality was perfect as well.
Trespasser does a good job by taking advantage
of Direct Sound 3D. This means that even truly non-audio users
such as myself can experience Direct
Sound 3D, at least, which is not that bad at all. If you are one
of the people who have bought a
Sound Blaster Live! audio device or an Aureal Vortex chipset
based card then you are in for a real
treat. Trespasser takes full advantage of the features and
extensions of both cards. The people who
I have talked to say that the support is very effective. The
famous beach that I have described earlier
sounds very real from the back speakers. Footsteps through
various areas are carried through the
front speakers. As you move your head down, the audio is
truly positional, the sound increases in
the front speakers because your ears are closer to the ground.
Shooting the gun gives a very loud
echo almost as if it actually went off in your room and your
ears are ringing. Moreover, the sounds
and 3D support in the game are done in a way that they are
VERY obvious. The sounds are not very
loud in that to show off the 3D positional audio and they are
not low enough in that you do not hear
them at all.
The sounds also contribute a lot to the gameplay,
in that they have an effect on what
happens on the action in the game. I once entered area in
which there was a destroyed truck. As I
walked around the truck I noticed a baseball bat in the bat.
Since I had practiced using the bat earlier
I decided to give it another shot, however this time I was
looking for an object to hit just for the fun
of it. I saw a tree nearby and decided to investigate, this
turned out to be a big mistake. As I looked
up and down the tree I discovered that it was just an ordinary,
and slightly old tree. Innocently I took
a practice swing and was mistakenly not satisfied. I then
proceeded to hit the tree once with the bat. The
sound was very real, almost like hitting dead wood. Although
it sounded really cool I then lost my
faith in the physics engine. If I was to swing the bat across a
huge tree trunk in real life across a
massive hard tree trunk surely the bat would break, maybe it's
because I'm a lady (NOTE: This is a
joke! Sorry Phire for offending your kind). I came up with the
notion that to equal a man's ("Typical
Human") strength I would have to hit the tree a number of
times. As I repeatedly swung the bat
across the tree I heard the same noise of dead wood. However
after a few sing I started to hear an
echo. Now I just thought that it was an echo from the tree,
since I hit it to many times. I continued
my assault and found myself hearing the echo once again. I
stopped for a second and discovered the
echo itself had not stopped. As I moved my mouse I noticed a
pool of water next to me. Can you
guess what happens next? The water was actually moving
with the echo, and the 'splish-splashy'
sounds could be heard from my speakers. I knew I was in for
trouble and I started to become
nervous. As I started to turn my head the only sound I heard
was a ferocious roar than put me in
such a shock that it made me take my hand off my mouse.
When I picked it back up I saw a raptor
staring at me. It started to roar and make its approach. I took
my bat and once again hit the tree,
the sound certainly making it hide behind the deserted and
destroyed truck. With one leap it jumped
and attacked me quite fiercely. I could not do anything else,
since I had no gun, if it would help, so
I tried swinging the bat. This was no to avail, however,
since I found myself lying on the
ground dead. The audio made a BIG difference in my
experience of this title and I'm sure if I had
a better sound card it would elevate my experience further.
Now we get down to the much talked about physics of this
game, in other words "how real
is real?" One of the big selling points of Trespasser is the fact
that its engine is based on real-world
physics. Now I know there are going to be numerous critics but the fact is that nothing
is perfectly real. There are always things that are odd, strange
and certainly would not be possible
in real life. Trespasser, is to my knowledge, the most realistic
simulation experience I have ever
played right down to the fact that dinos have different emotions
based on hunger, happiness,
aggressiveness, position and more. The first time I noticed this
was when I started to walk. It was
not the same walk that was predominant in most first person
shooters out there such as Half-Life, Sin
and Quake 2. The character was actually walking at a normal
speed. You can actually feel yourself
experiencing the time as you walk from one way-point to
another, not that way-points exist in the
game by any means. A run option does exist in the game,
and since I am a first person
shooter fan I found myself assigning that as my forward key
since I was not used to the slow speed.
As the game progressed I soon changed the key back to the
walk key, it just made more sense and
looked real.
As far as human capabilities go the subsequent
processes are also top notch. The
difference in walking around with a light object as opposed to
a heavy piece of metal is astounding.
I picked up a rock and started to walk around with it with no
effect, however, after a while I guess
I got tired and dropped it. Then when I tried to pick up a
heavy oil drum I managed to only carry
it one step before I dropped it. As you climb up
small hills you will notice that if you do
not react fast enough you will fall off. If you
find yourself unable to climb up a small
hill, sidestep a bit to the left, or right, and try again. You might
actually put your foot in a position
for leverage. This is how real it is! Shooting off the guns in the
game are quite realistic as well. The
reaction time between the trigger going off and the ability to
fire the next shot is also quite realistic.
In one training exercise there is a pile of rocks and a set of
cans. Your instructions are to pick up the
rocks and try to knock down the cans. Every shot I made was different, even from the same position.
As you look from a different perspective and try to hit a can
the trajectory changes and I got
frustrated enough to run up to them and wack away at them
with a 2 x 4. And I do not even want
to start mentioning how fun it was to skim stones across
puddles. Hours of fun standing in one spot.
Since dinosaurs are not obviously around now it is difficult to
picture how they would move or react.
Through scientific research the Dreamworks team has recreated
the best motions possible for each
different dinosaur. The Brachs almost ignore the sight of Anne
since she is so small compared to them,
even when standing right under them. As the hungry Brach
lunged at the tree top he whipped his
head back to eat his selection and then moved it forward again
for another morsel. The same can be
applied to the raptor. I could not believe it that it hid behind
the destroyed truck when I hit the tree
a couple of times and when I stopped it took its chance and
took a leap forward and ended my
adventure. I have yet to experience what else this game has
to offer, but one thing is sure, I look
forward to it with great anticipation.
Jurassic Park Trespasser is here and it will raise the bar
very high for any subsequent game
that will call itself a simulation. It sets new heights for its
competition to rival and, moreover, surpass.
At the beginning I found myself quite bored eager to 'shoot'
dinos as fast as I could. When I saw my
first Brach, however, this all changed. Trespasser will open
eyes if you give it a chance to. You will
appreciate playing the game on a P200/V2 at 10 frames per
second because it will stir up a feeling
of realism that has never been felt before while playing a
simulation game. The experience is one that
you will never forget, if you only give it a chance. This is
Jurassic Park, Site B. This is an adventure
you will never forget because it is just not a level, it is a world.
Take your time, do not rush it, and
you'll be just fine. Enjoy the game because there will not be
an adventure like this for a long time.
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