.

Preview
Intervew
On-Line Chat
Screen Shots
The first person shoot 'em up genre. When you ask any knowledgeable gamer about 3D Shooters, you will probably get a response in terms of Doom. Alien worlds, one marine against the onslaught of evil monsters that threaten the Earth or some remote military installation. And, in turn, when you ask somebody to think of a 3D Adventure game, you will probably receive a reply talking about Tomb Raider. Run around with your pistols and intimidate monsters with your huge breasts. Alright, maybe not the latter, but you get the idea. Mix the two, add more gameplay options than you can shake a stick at, rev it up with a physics engine that would force your Trig and Calc. teachers to ponder, and what do you get? Trespasser, from DreamWorks.
Both Doom and Tomb Raider alike were huge hits, as well as milestones, for the computer gaming industry. Why? They offered the next level in gameplay as well as a good sense of intuitiveness. However, in the past few months, or even years, 3D Shooters have been dry and lacking in a sense. Not to say that Quake 2 sucks, but it uses the same basic gameplay formula that made Doom a hit - the same weapons, virtually the same plot, and all in all is not a whole world apart from Doom. Yeah, Valve is working on Half-Life which should please story-goers, and Ritual with SiN's real-world levels that bring back memories of Duke Nukem 3D. However, DreamWorks plans to take Trespasser to the next level - all while leaving competitors in its virtual dust.

Mind-blowing, Nut-Blazing, InterAction
Trespasser will be set up like any normal first person shooter. You progress from level to level, or in this case Region, to ultimately get off of the dinosaur-ridden island. To accomplish this goal, you need to fight, run, sneak, or do just about anything feasible to get off of the island. And this is where the real fun starts, and the game leaves the immutable FPS genre behind.

Two words can describe the heart and soul of this game - physics engine. If you check out any interview, preview, or even talk to the designers about the game, they will probably mention something about their physics engine. That is because it controls the entire world of Trespasser. And this isn't some lame attempt at a physics model, either. *Cough* *Cough* Quake *Cough* *Cough* This physics model is the environment. It controls the world. Everything in the world, right down to the hinges on a door, is affected and influenced by the physics. That's what makes this game so cool… and unpredictable.

For example, in an exclusive interview with Seamus Blackley, project lead on the Trespasser team, he stated an instance when he killed himself. No, he didn't fall into a pool of lava in some sky-high military base. No, he didn't pull the wrong lever and have a wall crush his arse. He was reaching for a rifle, but the supports weren't steady and a crate fell on his head.