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I think not. Games aren't really trying to be innovative anymore these days (except indie games, but they never get any attention.) It's all about rehashes, dumbing down for the masses and getting money.
I mean why would a developer want to try to make an original game, when they can just make a generic, rehashed shooter for the Xbox 360 and get lots of money?
I don't see why not. The game was kinda inventive for its time. If only the features implanted were put to better use.JangoWuzHere
Indeed it was very innovative and quite a fun game
games that you can suicide by shooting your legs you mean?thenewau25You didn't have legs in Trespasser-your character model was basically a right arm and a pair of breasts, the left one having a heart tattoo that indicates your health.
Even a trackball wouldn't be quite right for the arm mechanic. However, there are some input devices that would work well with it: -P5 glove -Wiimote + MotionPlus -Novint Falcon Anyway, for those of you who don't know how a 1998 game like Trespasser could be advanced, let me note some of the features: -Fairly realistic (for the time) object physics. You know how when you picked up an object in some other game from the same timeframe or a few years later and threw it, it wouldn't really tumble in flight? Not so in Trespasser-it was essentially a precursor to all of those Havok-powered games like Half-Life 2 that would show up years later (though all those later games have much more accurate physics engines). Too bad this game didn't have a gravity gun to make innovative use of the physics engine. -Inverse kinematics-based animation. You know how most games nowadays have animation that feels canned, robotic, and pre-recorded? In Trespasser, all the dinos you inevitably meet had to take proper steps to move around, glared at whatever held their interest before charging at it, etc. I can't really describe it, but it's as if it worked in tandem with the physics engine. Unfortunately, they didn't spend enough time tweaking it, and all the dinos moved as if they had 200-proof alcohol for blood. -Real-time sound synthesis of colliding objects. Not really a major feature, but the game engine would calculate and output sounds based on the speeds, materials, and whatnot of any objects that hit each other. -The game was going to have more detailed AI for the dinos, but the programming was bugged to the point where they'd switch though moods so fast that they just stood still. As the release date was approaching fast (the game was intended to be a tie-in for the upcoming Jurassic Park movie), they decided to quickly correct this by locking all their anger levels at maximum and setting all other emotions to zero, effectively nullifying all the hard work spent here. -As for that arm mechanic we're referring to, you actually had to manipulate your arm with the mouse to use keypads and pick up objects. You also had to adjust it so that whatever gun you were holding has its iron sights aligned-there are no crosshairs or laser sights to help you aim. The only issue I have here is that the arm is a little flimsy when you're trying to aim around with whatever gun you're holding. I have a feeling that the game could've been improved quite a bit if it wasn't rushed-for instance, the flimsiness and drunkenness of the character animations could've been tweaked to look more realistic.The arm mechanic would work if trackballs somehow became common.
Buffalo_Soulja
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