3DGaming.net heeft een review van Trespasser.
Hier wat info over de interface van Trespasser, die nog best wel aardig origineel blijkt te zijn:
rarely use the term revolutionary to describe an aspect of a game, but I am sure that almost every part of Trespasser's interface will be copied by games for a very long time. First off, there is no health or ammo meter on the screen. All you can see is the world in front of you and your gun. Whenever you pick up a gun, or switch guns, Anne (that's you) will say the number of bullets left. As you shoot the gun, she will count down how many bullets there are remaining. If it is an automatic weapon with too many bullets to count, she will estimate how many are left by saying "it feels full" or "it seems about half". If you want to see the other weapon you have (you can only hold two) just look down at your holster.
The controls are well laid out from the start, and you have the ability to switch them around. There are the regular run jump strafe keys that we are all familiar with, but to use the happy arm properly you will need to add two buttons. One for grab and one for extend. There are also two other buttons to make the arm twist and turn, but they are used very rarely. I found I could keep one hand on the mouse and one on the keyboard without doing any sort of weird key stretches.
Trespasser uses all visual and audio cues to inform the player on what is happening. The best of these has to be the heart tattoo on the left boob. When it's totally red, you're dead. This makes it crucial to always look at the heart to see how much life you have left. One time while I was "examining" my health when my mom walked in the room and... errr never mind.