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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.    
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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.
 
 
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