Jurassic Park Halo

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Jurassic Park: Trespasser From Wikipedia, the free encyclopedia Jump to: navigation, search Jurassic Park: Trespasser

Developer(s)

DreamWorks Interactive

Publisher(s)

Electronic Arts

Designer(s)

Seamus Blackley

Composer(s)

Bill Brown

Engine

Proprietary/Custom

Platform(s)

Microsoft Windows

Release date(s)

October 28, 1998

Genre(s)

First-Person Shooter/Action

Mode(s)

Single Player

Rating(s)

ESRB: Teen

Media

CD-ROM

System requirements

Win95, Pentium 166 MHz, 32 MB RAM, 120 MB free disk space, DirectX 6.0 (included), 4x CD-ROM, 1 MB Video Card and Sound Card, or higher.

Input methods Mouse and Computer keyboard Jurassic Park: Trespasser (also known as Trespasser) is a video game, which was released in 1998 for Microsoft Windows after much hype and anticipation. The player assumes the role of Anne, the sole survivor of a plane crash on InGen's "Site B" one year after the events of The Lost World: Jurassic Park. With a fractured arm and only her wits, Anne must escape the remote island by solving puzzles and evading dangerous dinosaurs. Trespasser's game engine was advanced for its time and required a fast computer to adequately display the game's detailed graphics, otherwise scenes appear pixellated.[1] The game disappointed many reviewers and is often mocked.[2] [edit] Plot

The game opens with John Hammond reading an excerpt from his memoirs. Hammond is a rich industrialist who used his wealth to assemble a scientific team which cloned dinosaurs. Intent on creating an amusement park showcasing his biological attractions, Hammond's park ultimately fails when the dinosaurs escape.[3] While Jurassic Park was built on Isla Nublar, off the coast of Costa Rica, the animals were raised at an alternate location, Isla Sorna also named "Site B".[4] Trespasser takes place a year after the events of The Lost World: Jurassic Park, where the general public has learned about the existence of Jurassic Park.[3] A sightseer named Anne is in an airplane in the Pacific when a malfunction occurs and the plane crashes.[5] Anne awakens on the shores of an island, and proceeds to explore.[3] Anne learns she is on Site B, InGen's dinosaur breeding facility. Pursued by dinosaurs, Anne makes use of weapons left behind to defend herself as she explores. Following a monorail track into the island interior Anne encounters dinosaurs such as Stegosaurus, Triceratops, Velociraptor and Tyrannosaurus. After recovering security cards from an InGen town, Anne proceeds past a dam and to a large mountain. At the summit, Anne battles a Utahraptor and is rescued by helicopter. Later on, she's in her apartment. A friend of Anne's, Jill calls and the message goes to the answering machine, saying she "better have a good damn reason for not calling," and responds by throwing a raptor claw on her desk.

[edit] Gameplay The entire game is played through the eyes of Anne (voiced by Minnie Driver).[6] There are almost no cut scenes. There is occasional orchestral music, scored by Bill Brown. As she traverses the island, Anne will often talk to herself or remember clips of John Hammond's memoirs (voiced by Richard Attenborough) (hint hint SIMILAR TO CORTANA) describing the creation (and downfall) of Jurassic Park.[4] There are no time limits or difficulity settings to adjust and only the first level has text prompts to aid players that are new to the game. [edit] Realism This game features no HUD.[2] Anne's health is represented by a heart-shaped tattoo on her breast that is filled in depending on the amount of damage she has taken; when it is completely full, and a chain appears around it, Anne is dead.[7] Anne's health regenerates quickly over time as long as she does not take further damage. The only way for the player to know how much ammunition is left in a particular weapon by weighing the weapon and specifically saying things such as, "About eight shots.", "Feels full.", "Hasn't been used."[2] The actual level of realism has been debated because a number of Anne's characteristics, such as her ease at dropping items from her hand, is not very realistic. This example of not holding items is something that in real life is easy, yet difficult in the game.[8] [edit] The arm By pressing a key, Anne will extend her arm out in to the game world, allowing the player to pick up, swing, push and throw objects. This allows the player to create improvised weaponry, for instance: grabbing a large rock off the ground and bashing a velociraptor with it. However, this feature is extremely cumbersome, as it requires up to five buttons (maximum) to be pressed to fully manipulate the arm (picking up, dropping, moving, swinging, and rotating). This makes utilizing the arm in the heat of battle somewhat frustrating.[7] Anne can only carry two items at once and when bumping into things will often drop items.[4] Further problems with the arm included a contribution to logical flaws in the promoted realistic portions of the game. For example, Anne could pick up steel girders that theoretically weighed a ton or more, and swing them around or toss them several feet with ease, but could not use this same arm to pull herself over a 3-foot (0.91 m) high embankment. The wrist mechanics had the capabilities of a contortionist, able to rotate 360 degrees several times over, yet Anne had no elbow, and often appears to flop about stupidly.[1] In addition to picking up objects off the ground to use as weapons, Anne can find and use various other armaments. In keeping with the "hyper realistic" vision of the game, firearms have no crosshairs causing the player to align the gun by adjusting Anne's wrist, and Anne must manually move her arm to aim at dinosaurs.[2] This can make firing weapons especially difficult for inexperienced players. Anne can carry up to two weapons at a time. Weapons have been made to incorporate realistic recoil as if being held with two hands. Once each firearm is empty, it serves little use except as a club when swung. Empty weapons cannot be reloaded, and so must be discarded and another one found. In addition to the first use of a real physics engine for puzzle based objectives, the arm would also be expanded upon in Half-Life 2, with the use of its Gravity Gun to manipulate the environment in a much more intuitive fashion. [edit] Artificial intelligence Andrew Grant was Trespasser's chief artificial intelligence programmer.[13]Trespasser was designed to have a complex artificial intelligence routine, giving each creature on the island its own set of emotions; fear, happiness, hunger, among many others. Dinosaurs will fight together, enemy to enemy.[2] Dinosaurs would react to the player differently depending on what mood they were in.[13] Unfortunately, system bugs in the artificial intelligence routines made it so that dinosaurs would have drastic mood swings and would switch between mood-based actions so quickly, they would actually stop moving, unable to do anything at all. A quick fix was

hard-coded in to the game that locked all dinosaurs’ anger at maximum, leaving all other emotions at zero. [9] This fixed the bug, but also negated all the work the team had done on programming the AI, leaving the dinosaurs ultimately simplistic in their goals.

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