Gamasutra heeft een artikel gepost over de ontwikkeling van Trespasser en waar het fout liep. Ooit ambitieus begonnen maar toen erg zwaar geflopt. Hier heb je een stuk:
The original plan for Trespasser certainly seemed like a good one. It was very ambitious, but the team had made tradeoffs for implementation and execution time from the very beginning, such as not attempting to do multiple or moving light sources or Quake-style shadow generation in order to accommodate arbitrary numbers of moving objects and long, wide-open views. Unfortunately, there is a difference between having a plan and successfully executing it, and the product that we eventually shipped was as disappointing to us as it was to the great majority of game players and game critics.