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íÎÏÇÏ ÐÒÏ Trespasser (ÐÒÅ×ØÀ [2/2])

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Konstantin Baydak

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Sep 23, 1998, 3:00:00 AM9/23/98
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All!?

Another great example of the detail that went into making Trespasser as
believable as possible would have to be your little utility belt. When you look
down, you will actually see your utility belt. While this may not be something
new or totally ground breaking, it sure is cool to see certain knick-knacks like
that in the game which attribute to a greater sense of 'Being there.'

>Rockin' your world

For a long time now, there have been no huge advances, or execution, of superb
audio. Granted, there is now 3D Audio, and while it's very cool, that won't fix
a game with bad audio. The last game I remember where I actually took notice to
the Audio was C&C (original). The guys were screaming all while 'Hells March'
blasted through my speakers. But, sadly, with most games, audio will be the
first to experience cutbacks and ultimately only achieve mediocre quality.

With Trespasser, however, you will definitely notice the sound FX and audio.
Why? Well, that's because it's based on that buzzword you have heard numerous
times over in this preview so far - that's right, physics. No, that's not a
typo, and yes, I do know what I am talking about. The audio in this game is
indeed physics based.

The development team for Trespasser sat down and pondered, why in the world do
you hear the same exact sounds when you use the same items in different
conditions. Go ahead, try this one out. Let's say you tap your monitor with a
bat. It makes a soft 'Tink', doesn't it? Well, would the same sound be heard if
you beat the hell out of it with the bat? Of course not. So why do they make the
same noise in other games? Because other games aren't based on the physics
engine!

Another example of the physics-based sound, you see a Velociraptor at the
bottom of a hill. You quickly dislodge the boulder next to you with your crowbar
and send it rolling down at the dinosaur, crushing him. What do you hear? In any
other game you might hear a thump and a default scream. What do you hear in
Trespasser? The crowbar making contact with the rock, the rock slowly rolling
down the hill, gaining speed as it moves faster, the rock hitting the raptor,
the raptor's bones breaking, and finally the raptor screaming for help.

Basically, when you do something in the world, it will register with the
physics engine. Then the physics engine tells the sound what you did, and the
sound makes a whole bunch of calculations, and then spits out the appropriate
playback. The sound is played based on thickness, type, and other properties of
whatever you interacted with in true, 3D space. "...You will have to struggle to
hear the same sound twice."

>Conclusion

DreamWorks has really out done themselves with this one. It is definitely the
game to look for when it comes out this holiday season. It has practically
everything a gamer could want, and some pretty cool, if not revolutionary,
interactive features. A physics engine to die for, AI and gameplay unsurpassed
by anything, and what looks to be extraordinary audio, all wrapped up nice and
neat in a little package called Trespasser.

The game will be machine-intensive, however. And right now they are saying that
it will probably run fine on a system with 64 Megs of RAM, a P200, and a solid
3D Card. That's only at this current stage in development though, and they still
have a lot of code tweaking and refining to do before the final version hits the
shelves.

Bottom line is this. When Trespasser comes out, you had better hope you have a
box of diapers ready, because you're going to need them...

-Tim Krupinski

>http://www.3dgaming.net/features/trespasser/preview.shtml

MERliN
[Russian Team The X-Files]

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