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History Trivia / JurassicParkTrespasser

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** WebVideo/TheAngryVideoGameNerd [[https://youtu.be/15pi8vrUx9c?t=18m20s got in touch with Seamus Blackley, the game's executive producer.]] According to Blackley, the major reason why the game wasn't good was due to several factors; him being inexperienced and arrogant, the mismanagement of the publisher, and the lack of time and budget to get everything done properly. Not only was Blackley [[CreatorBacklash completely ashamed of the final result]], he also thought the game was going to [[CreatorKiller sink his career]]. ([[UsefulNotes/{{Xbox}} It didn't.]])

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** WebVideo/TheAngryVideoGameNerd [[https://youtu.be/15pi8vrUx9c?t=18m20s got in touch with Seamus Blackley, the game's executive producer.]] According to Blackley, the major reason why the game wasn't good was due to several factors; him being inexperienced and arrogant, the mismanagement of the publisher, and the lack of time and budget to get everything done properly. Not only was Blackley [[CreatorBacklash completely ashamed of the final result]], he also thought the game was going to [[CreatorKiller sink his career]]. ([[UsefulNotes/{{Xbox}} ([[Platform/{{Xbox}} It didn't.]])
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* WhatCouldHaveBeen: The game at one point would have been an original IP but it was changed to a Jurassic Park IP after talks with Spielberg.
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** WebVideo/TheAngryVideoGameNerd [[https://youtu.be/15pi8vrUx9c?t=18m20s got in touch with Seamus Blackley, the game's executive producer.]] According to Blackley, the major reason why the game wasn't good was due to several factors; him being inexperienced and arrogant, the mismanagement of the publisher, and the lack of time and budget to get everything done properly. Not only was Blackley [[OldShame completely ashamed of the final result]], he also thought the game was going to [[CreatorKiller sink his career]]. ([[UsefulNotes/{{Xbox}} It didn't.]])

to:

** WebVideo/TheAngryVideoGameNerd [[https://youtu.be/15pi8vrUx9c?t=18m20s got in touch with Seamus Blackley, the game's executive producer.]] According to Blackley, the major reason why the game wasn't good was due to several factors; him being inexperienced and arrogant, the mismanagement of the publisher, and the lack of time and budget to get everything done properly. Not only was Blackley [[OldShame [[CreatorBacklash completely ashamed of the final result]], he also thought the game was going to [[CreatorKiller sink his career]]. ([[UsefulNotes/{{Xbox}} It didn't.]])
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* AccidentallyCorrectWriting: Possibly not the case but this game predicted the I-Rex (Indominus Rex) from Film/JurassicWorld, or, better yet, the Indoraptor from Film/JurassicWorldFallenKingdom, seeing that the final boss is an oversized super raptor.

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* AccidentallyCorrectWriting: Possibly not the case but this game predicted the I-Rex (Indominus Rex) from Film/JurassicWorld, ''Film/JurassicWorld'', or, better yet, the Indoraptor from Film/JurassicWorldFallenKingdom, ''Film/JurassicWorldFallenKingdom'', seeing that the final boss is an oversized super raptor.
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* CelebrityVoiceActor: Alongside Richard Attenborough reprising his role as John Hammond, Creator/MinnieDriver voices main lead Anne.
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* DummiedOut: The discovery of an internal beta (which was subsequently dumped and uploaded the internet) shows what kind of a game ''Trespasser'' could have been if it hadn't been subject to a bunch of quick fixes to get it out the door - before its release, most of the cut content could only be accessed through the game's internal code. The beta runs twice as fast as the retail version and includes additional parts of levels, the fabled "Pine Valley" level (that was inaccessible in the final version), longer voiceovers, more dinosaurs, etc. There's also various cut weapons, both left in the game but never spawned anywhere the player can reach (an M1911, a longer cattle prod) and actually removed (a version of the MAC-10 with a suppressor and extended stock, an M16).



** WebVideo/TheAngryVideoGameNerd [[https://youtu.be/15pi8vrUx9c?t=18m20s got in touch with Seamus Blackley, the game's executive producer.]] According to Blackley, the major reason why the game wasn't good was due to several factors; him being inexperienced and arrogant, the mismanagement of the publisher, and the lack of time and budget to get everything done properly. Not only was Blackley [[OldShame completely ashamed of the final result]], he also thought the game was going to [[CreatorKiller sink his career]]. ([[UsefulNotes/{{Xbox}} It didn't.]])

to:

** WebVideo/TheAngryVideoGameNerd [[https://youtu.be/15pi8vrUx9c?t=18m20s got in touch with Seamus Blackley, the game's executive producer.]] According to Blackley, the major reason why the game wasn't good was due to several factors; him being inexperienced and arrogant, the mismanagement of the publisher, and the lack of time and budget to get everything done properly. Not only was Blackley [[OldShame completely ashamed of the final result]], he also thought the game was going to [[CreatorKiller sink his career]]. ([[UsefulNotes/{{Xbox}} It didn't.]])]])
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** WebVideo/TheAngryVideoGameNerd [[https://youtu.be/15pi8vrUx9c?t=18m20s got in touch with Seamus Blackley, the game's executive producer.]] According to Blackley, the major reason why the game wasn't good was due to several factors; him being inexperienced and arrogant, the mismanagement of the publisher, and the lack of time and budget to get everything done properly. Not only was Blackley [[OldShame completely ashamed of the final result]], he also thought the game would have [[CreatorKiller sunk his career]].

to:

** WebVideo/TheAngryVideoGameNerd [[https://youtu.be/15pi8vrUx9c?t=18m20s got in touch with Seamus Blackley, the game's executive producer.]] According to Blackley, the major reason why the game wasn't good was due to several factors; him being inexperienced and arrogant, the mismanagement of the publisher, and the lack of time and budget to get everything done properly. Not only was Blackley [[OldShame completely ashamed of the final result]], he also thought the game would have was going to [[CreatorKiller sunk sink his career]].career]]. ([[UsefulNotes/{{Xbox}} It didn't.]])
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* AccidentallyCorrectWriting: Possibly not the case but this game predicted the I-Rex (Indominus Rex) from Film/JurassicWorld, or, better yet, the Indoraptor from Film/JurassicWorldFallenKingdom, seeing that the final boss is an oversized raptor.

to:

* AccidentallyCorrectWriting: Possibly not the case but this game predicted the I-Rex (Indominus Rex) from Film/JurassicWorld, or, better yet, the Indoraptor from Film/JurassicWorldFallenKingdom, seeing that the final boss is an oversized super raptor.
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None


** As noted in [[http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php a Gamasutra feature published in 1999]], the development team went up against incredibly serious challenges trying to get the game to even ''run properly''. Aside from going into production with only a vague pie-in-the-sky idea of what they wanted, the developers faced serious problems with the AI coding (which necessitated dropping in quick fixes a short time before the release date), physics system (all the melee weapons hurt the player when they were holstered, so all mass was removed from most of them), music clearance problems (the team couldn't '''license any of John Williams' iconic score!''') and total [[ExecutiveMeddling ignorance]] and mismanagement within the development company. The final product was nowhere near finished.

to:

** As noted in [[http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php a Gamasutra feature published in 1999]], the development team went up against incredibly serious challenges trying to get the game to even ''run properly''. Aside from going into production with only a vague pie-in-the-sky idea of what they wanted, the developers faced serious problems with the AI coding (which necessitated dropping in quick fixes a short time before the release date), physics system (all the melee weapons hurt the player when they were holstered, so all mass was removed from most of them), music clearance problems (the team couldn't '''license any of John Williams' iconic score!''') and total [[ExecutiveMeddling ignorance]] and mismanagement within the development company. [[ObviousBeta The final product was nowhere near finished.finished]].
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* AccidentallyCorrectWriting: Possibly not the case but this game predicted the I-Rex (Indominus Rex) from Film/JurassicWorld. Seeing that the final boss is an oversized raptor.

to:

* AccidentallyCorrectWriting: Possibly not the case but this game predicted the I-Rex (Indominus Rex) from Film/JurassicWorld. Seeing Film/JurassicWorld, or, better yet, the Indoraptor from Film/JurassicWorldFallenKingdom, seeing that the final boss is an oversized raptor.
Is there an issue? Send a MessageReason:
None


** WebVideo/TheAngryVideoGameNerd [[https://youtu.be/15pi8vrUx9c?t=18m20s got in touch with Seamus Blackley, the game's executive producer.]] According to Blackley, the major reason why the game wasn't good was due to several factors; him being inexperienced and arrogant, the mismangement of the publisher, and the lack of time and budget to get everything done properly. Not only was Blackley [[OldShame completely ashamed of the final result]], he also thought the game would have [[CreatorKiller sunk his career]].

to:

** WebVideo/TheAngryVideoGameNerd [[https://youtu.be/15pi8vrUx9c?t=18m20s got in touch with Seamus Blackley, the game's executive producer.]] According to Blackley, the major reason why the game wasn't good was due to several factors; him being inexperienced and arrogant, the mismangement mismanagement of the publisher, and the lack of time and budget to get everything done properly. Not only was Blackley [[OldShame completely ashamed of the final result]], he also thought the game would have [[CreatorKiller sunk his career]].
Is there an issue? Send a MessageReason:
None


* AccidentallyCorrectWriting: This game predicted the I-Rex (Indomodes Rex) from film/JurassicWorld. Seeing that the final boss is an oversized raptor.

to:

* AccidentallyCorrectWriting: This Possibly not the case but this game predicted the I-Rex (Indomodes (Indominus Rex) from film/JurassicWorld.Film/JurassicWorld. Seeing that the final boss is an oversized raptor.
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Added DiffLines:

* AccidentallyCorrectWriting: This game predicted the I-Rex (Indomodes Rex) from film/JurassicWorld. Seeing that the final boss is an oversized raptor.
Is there an issue? Send a MessageReason:
None


** WebVideo/TheAngryVideoGameNerd [[https://youtu.be/15pi8vrUx9c?t=18m20s got in touch with Seamus Blackley, the game's executive producer.]] According to Blackley, the major reason why the game wasn't good was due to several factors; him being inexperienced and arrogant, the mismangement of the publisher, and the lack of time and budget to get everything done properly. Not only was Blackley [[OldShame was completely ashamed of the final result]], he also thought the disaster of the game would have [[CreatorKiller sunk his career]].

to:

** WebVideo/TheAngryVideoGameNerd [[https://youtu.be/15pi8vrUx9c?t=18m20s got in touch with Seamus Blackley, the game's executive producer.]] According to Blackley, the major reason why the game wasn't good was due to several factors; him being inexperienced and arrogant, the mismangement of the publisher, and the lack of time and budget to get everything done properly. Not only was Blackley [[OldShame was completely ashamed of the final result]], he also thought the disaster of the game would have [[CreatorKiller sunk his career]].

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* TroubledProduction: As noted in [[http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php a Gamasutra feature published in 1999]], the development team went up against incredibly serious challenges trying to get the game to even ''run properly''. Aside from going into production with only a vague pie-in-the-sky idea of what they wanted, the developers faced serious problems with the AI coding (which necessitated dropping in quick fixes a short time before the release date), physics system (all the melee weapons hurt the player when they were holstered, so all mass was removed from most of them), music clearance problems (the team couldn't '''license any of John Williams' iconic score!''') and total [[ExecutiveMeddling ignorance]] and mismanagement within the development company. The final product was nowhere near finished.

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* TroubledProduction: As ApprovalOfGod: The game's executive producer, Seamus Blackley, not only supports the fan modding community of their work, but he was also [[TearsOfJoy moved to tears]] seeing people improve his game with such passion.
* TroubledProduction:
**As
noted in [[http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php a Gamasutra feature published in 1999]], the development team went up against incredibly serious challenges trying to get the game to even ''run properly''. Aside from going into production with only a vague pie-in-the-sky idea of what they wanted, the developers faced serious problems with the AI coding (which necessitated dropping in quick fixes a short time before the release date), physics system (all the melee weapons hurt the player when they were holstered, so all mass was removed from most of them), music clearance problems (the team couldn't '''license any of John Williams' iconic score!''') and total [[ExecutiveMeddling ignorance]] and mismanagement within the development company. The final product was nowhere near finished.finished.
** WebVideo/TheAngryVideoGameNerd [[https://youtu.be/15pi8vrUx9c?t=18m20s got in touch with Seamus Blackley, the game's executive producer.]] According to Blackley, the major reason why the game wasn't good was due to several factors; him being inexperienced and arrogant, the mismangement of the publisher, and the lack of time and budget to get everything done properly. Not only was Blackley [[OldShame was completely ashamed of the final result]], he also thought the disaster of the game would have [[CreatorKiller sunk his career]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TroubledProduction: As noted in [[http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php a Gamasutra feature published in 1999]], the development team went up against incredibly serious challenges trying to get the game to even ''run properly''. Aside from going into production with only a vague pie-in-the-sky idea of what they wanted, the developers faced serious problems with the AI coding (which necessitated dropping in quick fixes a short time before the release date), physics system (all the melee weapons hurt the player when they were holstered, so all mass was removed from most of them), music clearance problems (the team couldn't '''license any of John Williams' iconic score!''') and total [[ExecutiveMeddling ignorance]] and mismanagement within the development company. The final product was nowhere near finished.

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