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Descent II

Descent II is a 1996 first-person shooter game developed by Parallax Software and first published for DOS by Interplay Productions. For the PlayStation, it is known as Descent Maximum. It is the second installment in the Descent video game series and the sequel to Descent. The base of the gameplay remaining the same, the player controls a spaceship from the pilot's perspective and must navigate extrasolar underground mines to locate and destroy their reactors and escape being caught in their self-destructions, while engaging and surviving infected robots, which will attempt to destroy the ship. Unlike other first-person shooters, its six-degrees-of-freedom scheme allows the player to move and rotate in any three-dimensional space and direction.

Descent II
Developer(s)Parallax Software
Interplay Productions (Mac OS)
R-Comp Interactive (Risc OS)
Publisher(s)Interplay Productions
Mac Play (Mac OS)
R-Comp Interactive (Risc OS)
Director(s)
  • Mike Kulas
  • Matt Toschlog
Producer(s)Rusty Buchert[1]
Designer(s)
  • Jasen Whiteside
  • Mark Dinse
  • Che-Yuan Wang
Programmer(s)
  • Matt Toschlog
  • Mike Kulas
  • John Slagel
  • Jason Leighton
  • Che-Yuan Wang
Artist(s)
  • Adam Pletcher
  • Jasen Whiteside
  • Doug Brooks
Writer(s)Ryan Garcia
Composer(s)
  • Dan Wentz
  • Brian Luzietti
  • Larry Peacock
  • Leslie Spitzer
  • Jim Torres
  • Tim Wiles
Platform(s)
ReleaseMS-DOS
  • NA: March 13, 1996
  • EU: March 29, 1996
Mac OS
  • NA: August 1996
PlayStation
  • NA: May 15, 1997
  • EU: Mid-1997
RISC OS
  • WW: May 19, 2001
Genre(s)First-person shooter, shoot 'em up
Mode(s)Single-player, multiplayer

Descent II's development started as a project intended to expand the original using a compact disc's storage, which later became a standalone product. The game received very positive reviews from video game critics, who widely lauded the multiplayer mode and the inclusion of the Guide-Bot, a scouting robot that guides the player to their objectives. The PlayStation version's reception was rather mixed, with critics often disagreeing in their evaluations of its frame rate. A sequel, Descent 3, was released in 1999.

Gameplay edit

 
After finding and freeing it, the Guide-Bot can then be used to locate and lead the player to many points of the level. In this case, it is directing the player to the blue key, the player's current objective.[2] From top-left counterclockwise, the HUD comprises the extra life counter, a missile lock alarm, an afterburner energy gauge, an energy bar, the primary weapons window, a status indicator of the player ship's shields, the secondary weapons window, a bomb counter, and the current score.[3]

Like its predecessor, Descent II is a six-degrees-of-freedom shoot 'em up[4] game in which the player pilots a fighter spaceship from a first-person perspective in zero gravity. It differs from standard first-person shooters in that it allows the player to move freely across three-dimensional planes and rotate on three axes, often termed pitch, yaw, and roll.[5][6] Besides the keyboard, Descent II features a wide range of supported hardware configurations with which to play it, including the Gravis Gamepad and certain brands of joysticks,[7] some of which support force feedback—making it one of the earliest PC games to support force feedback.[8] Virtual reality and stereoscopic graphics are also officially supported.[9][10][11]

In the game's single-player mode, the player must complete four levels in each of six differently themed star systems where different types of robots attempt to hinder the player's progress.[12] In each level, the player must find and destroy the mine's reactor and then escape the mine through an exit door before the mine self-destructs.[13] Every fourth level has a boss robot that takes the place of the reactor.[14] Each level is composed of rooms separated by doors, most of which can be opened by shooting or bumping into them.[15] Some other doors are colored blue, yellow, or red and require a key of the corresponding color to be opened.[16][17] In addition to brightening passages by shooting flares or turning on a headlight if the latter has been picked up,[14] at least three measures can be used to prevent getting lost in the mines, two of which are using a wireframe automap that documents all explored areas of the mine and dropping markers in certain locations. The markers are displayed on the automap.[18][19] Along the way, the player may also find and free a Guide-Bot, a commandable scouting assistant that guides the player to a specified objective or powerup.[20] Additionally, many stages have human hostages that award an additional point bonus if they are rescued before completing the level.[21]

Within each level, the player may find and collect power-ups scattered throughout the mine or dropped by dying robots. Many of the power-ups expand the ship's weaponry, which is divided into primary and secondary weapons. Primary weapons range from a variety of pulse lasers and plasma bolts,[22] and all of them consume energy in varying increments, except for two rotary cannons whose ammunition consists of explosive shells instead. Secondary weapons include many types of missiles, and mines which are dropped behind the player's ship to slow pursuing enemies. Ten new weapons have been added for Descent II of which some are upgrades from the original Descent weapons which are all present as well; new weapons include the Phoenix cannon which fires energy orbs that rebound off walls, the Omega cannon which fires electrostatic discharge, and the Guided Missile which can be remote piloted by the player.[23] The player can also collect equipment items which grant special abilities. For example, a converter exists for converting energy in excess of 100 units into shields, whereas the afterburner allows the player to temporarily fly forward twice as fast.[24] Levels may contain energy stations the player can fly through to recharge their ship's energy level while in motion,[25] as well as generators that spawn more robots.[26] Shooting out certain control panels causes a variety of events, such as doors opening, walls being removed, or force fields being deactivated.[27] In a few levels, behind some hidden doors are teleporters that warp the player to the current star system's secret level. These secret levels are not required to complete the game but contain many power-ups, and can be revisited provided that their reactors have not been destroyed and the teleporters are discovered. Players cannot save the game in a secret level, and have to teleport back to a regular level in order to save their game progress.[14][28]

The player's ship is protected by a shield which decreases when incurring damage from attacks and collisions with force fields,[29] is replenished by picking up shield power-ups, and like energy is limited by a capacity of 200 units.[24] If the shield is fully depleted and the ship takes any additional damage, the ship will explode, costing the player one life and killing any hostages on board,[30] leaving most of its weapons where it was destroyed. A respawning player has to start at the level entrance with a ship having only minimum armaments, so it is often challenging to retrieve their previous ship's weapons. New to Descent II is the ability to drop weapons, so a player can stockpile surplus weaponry in safe locations in the event of a respawn.[31] Failing to escape the mine during the self-destruct sequence will also cost the player a life, as well as their power-ups, and any hostages embarked, although having destroyed the reactor or boss robot the player will still advance to the next level.[32] If the player loses all lives, the game will end, and their high scores are recorded.[33] Points are gained for destroying robots, rescuing the hostages, and end-of-level bonuses based on the player's performance with score multipliers for escaping the mine; scoring enough points results in an extra life.[33]

Descent II also features a multiplayer mode whereby two to eight players can compete against each other in several game types, which include a deathmatch mode called Anarchy and Capture-the-Flag, in which two teams compete against each other to capture opposing flags. Conditions for ending the level such as maximum time limit, how long the reactor will remain invulnerable before it can be destroyed, and the number of kills to reach can be set, as can which power-ups to allow and whether players may drop surveillance cameras. The game also features a co-operative mode that allows up to four players to work together to complete single-player levels.[34] A player can send messages and predefined taunts, handicap their ship's shields they begin with after respawning, and in Capture-the-Flag drop and pass flags to their teammates.[35] Descent II's multiplayer was designed for modems, null-modems,[36] and local area networks, but an alternative then widely used is to use third-party software such as Kali to play the game on the Internet.[37] It is possible to have DOS and Macintosh versions of the game play on the same server, providing a cross-platform experience.[38] The PlayStation version has a two-player mode that requires a link cable used to connect two consoles running the same game. It contains the same game modes as found in the original DOS version, except for Capture-the-Flag.[39]

Plot edit

The plot is linear[4] and is mostly provided for the introductory and concluding full-motion video cutscenes. After the "Material Defender" (voiced by George DelHoyo)[40] has destroyed all of the Solar System's mines in the original game, he stops in the asteroid belt to dock. He is then contacted by Post-Terran Mining Corporation executive Dravis, who exploits a loophole in a contract to coerce him to accept a new mission or forfeit his reward and face legal action. The Material Defender consents, and as Dravis tries to convince him that he is merely embarking on a reconnaissance mission, his ship is fitted with a prototype warp core. He is then sent to clear out PTMC's deep space mines beyond the Solar System.[12][41]

The Material Defender teleports to Zeta Aquilae and five other, fictional star systems and destroys their mines. In the sixth system, the last mine seems to run all through a planetoid, which is revealed in the final cutscene to be a large spaceship. After the spaceship breaks apart, the Material Defender alerts Dravis to his return home, but his warp drive malfunctions and he teleports to an unknown location. The camera then fades to that location and the ship appears, heavily damaged and crackling with excess radiation drifting towards the camera, ending with the words "to be continued..." being displayed.[4][41]

Development edit

Parallax Software began Descent II's development as an expansion pack for the original Descent game using a CD's storage, but it later evolved into a separate project lasting about one year.[42] Descent II's graphics were upgraded to operate at Super VGA standards,[43] and can also take advantage of 3D acceleration graphics cards.[11] The MIDI soundtrack was composed by Dan Wentz, whereas the included redbook features industrial metal contributed by notable musicians such as Type O Negative and Ogre of Skinny Puppy.[1] It cost $500,000 to produce the game.[44]

Descent II's portal engine remained fundamentally unchanged; it operates on the premise of adjacent cubes or polyhedra whose sides connecting them form portals. The scenes that are drawn are the cube the player ship is in and the areas of other cubes the camera can see through their portals, and the process is repeated as the player enters a different polyhedron. Cubes can be deformed so long as they remain convex. Respectively, these prevent overdraw and accelerate portal rendering, making the engine practical to run on even inexpensive personal computers of that time.[45][46] The precedeing Descent introduced a dynamic light-sourcing scheme by which the environment could be lit with flares, while newly added in Descent II is the ability to shoot out sources of light which will darken rooms as well as a headlight powerup which can continuously illuminate the space in front of the player.[14]

The game's directors, Mike Kulas and Matt Toschlog, explained they upgraded the game's artificial intelligence to contain instructions mimicking the tactics they saw players use in multiplayer mode, such as dodging behind walls and sneaking up from behind. The C-written code composing the AI was expanded to about 4,000 lines, a task the two described as being difficult.[47]

Releases edit

The Descent II demo was released in December 1995, becoming one of the most downloaded PC games in January 1996. Unlike the preceding Descent whose shareware release could be upgraded to the full version while leaving the existing shareware files intact including player saves, the Descent II demo was a self-contained program that was not upgradable to the full version.[48][49] Like the original Descent the demo version of Descent II presented the story as still screens with text and also uses the in-game engine for the mine escape sequence; while the full version replaces all of these with full-motion video pre-rendered cutscenes incorporating voice acting.[50] The demo features eight of ten weapons from the first Descent and six of ten weapons from the full Descent II. The Descent II demo featured the first three regular levels of the game (the teleporter to the secret level was disabled), after completing the third level the player moves from Zeta Aquilae to a new star system with the story to be continued. The full release (see below) adds a fourth regular level (with a boss in lieu of the reactor) as well as the secret level to the Zeta Aquilae system, making it in line with the next five star systems (each has four regular levels plus a secret level), for a total of 30 levels.[51]

The full base Descent II game was published for DOS by Interplay in the United States on March 13, 1996,[52][53] and in the United Kingdom on March 29, 1996.[54][55] It was co-distributed by LaserSoft Imaging, whom Interplay gave the rights as part of a settlement after the former lost a court battle regarding its product add-on for the first Descent game, which Interplay alleged infringed its trademark—setting a precedent for how companies can sell add-ons for protected games.[56] Interplay's division specified in Macintosh games, MacPlay, published it for Macintosh in August 1996.[57]

Descent II: Destination Quartzon was a truncated version with the first eight regular levels and two secret levels (constituting the first and second star systems, "Zeta Aquilae" and "Quartzon"). Not compatible with the Descent II full release, Destination Quartzon was bundled software with hardware such as the Logitech WingMan Extreme joystick and Diamond Multimedia video cards with the Voodoo Graphics chipset.[58][59]

In November 1996 came Descent II: The Infinite Abyss, a Windows 95 upgrade that supports 3D accelerated graphics, contains The Vertigo Series add-on, and the original DOS game patched to support accelerated graphics. The Vertigo Series, which could be purchased separately, contains 22 new levels (to be played sequentially), a new multiplayer game mode, new music and enemies. The add-on is also bundled with the Mission Builder, a level and robot editor that can also convert the original Descent's levels for this game.[60][61]

The PlayStation version of Descent II, known as Descent Maximum, was launched on May 15, 1997 in North America and in mid-1997 in Europe.[62][63] Instead of a straight port, it had 36 new levels, textures and full-motion video over the PC version of Descent II.[64][65]

On October 29, 1997, Interplay published Descent I and II: The Definitive Collection, a compilation containing the full versions of Descent, the Levels of the World mission pack, Descent II, and Vertigo mission packs, and a mission editor. Besides a choice of the original Descent II levels (subtitled Counterstrike), or the Vertigo Series levels, the first Descent levels (subtitled The First Strike) can be started in the Descent II game UI where robots adopt the Descent II sounds and improved AI. There is also a preview for the upcoming Descent 3.[66]

In 1998, the Descent II source code, like that of Descent before it, was released to the general public under a copyrighted proprietary license,[67] leading to community source ports.[68] It was later ported to RISC OS by R-Comp Interactive, and the port debuted at the annual Wakefield Acorn RISC OS Show on May 19, 2001.[69][70]

Descent II entered digital distribution when it appeared on GameTap on September 7, 2006.[71] It subsequently became one of the launch titles of the Good Old Games beta on September 8, 2008,[72] and on February 19, 2014, it was re-released on Valve's Steam digital distribution service.[73] However, the Descent trilogy was withdrawn from Good Old Games in December 2015 after its creators, Mike Kulas and Matt Toschlog, alleged that Interplay, who owns the Descent trademark but not the copyright of the trilogy, had not paid the developers royalties on their sale since 2007. As a result, Parallax terminated the 21-year sales agreement, revoking from Interplay the permission to distribute the trilogy.[74] Later, the games were also removed from Steam. The trilogy returned on Good Old Games for sale in November 2017 and later on Steam.[75][76]

Reception edit

Upon release, Descent II received very positive reviews from video game critics.[78] Citing its replay value, GameSpot commented: "If you don't like Descent at least a little bit, make no mistake, there is something wrong with you."[85] Next Generation opined that a few sequels "can boast the improvements like those made on Descent II", citing the SVGA graphics, the story sequences in full motion video, and the new items. It forgave the same simple mission formula because of the improvements.[89] Computer Gaming World compared the gameplay and enhancements of the sequel to those of Doom II, but complained about the graininess of the textures, and the two magazines warned that players who did not care for the original might not care for the sequel either.[38][80]

The addition of the Guide-Bot was well-received.[a] In a very positive review, PC Magazine considered it to be a valuable addition to the game "because the automap is just as confusing as it was in the original game".[90] Conversely, PC Review felt the Guide-Bot ran contrary to the disorienting character of the series and that the Guide-Bot diminished the need to use strategy, but did write that using the robot was optional.[94] Computer Game Review liked the AI of the new cast of robots in general and other measures taken to prevent getting lost, such as plotting map positions with markers.[79] The multiplayer mode was also widely lauded.[b] Computer Games Magazine called the Capture-the-Flag mode "intensely enjoyable", but expressed concerns about the lack of outdoor levels[95] (these were added in the game's sequel, Descent 3, released in 1999).[46] Other critics differed in how they analyzed the level design. PC PowerPlay strongly praised the scenery and the combination of maneuvers, including shooting while strafing and turning, with the "adventurous" style of the levels.[12] While calling the levels innovative, PC Gamer found there to be too many "claustrophobic" and labyrinthine levels. The latter view was disputed by PC Zone, who described the levels as being more "complex and overlapping" compared to the original's, which it described were focused on "winding tunnels, tiny chambers, huge caverns which lead to micro alleyways, long cramped corridors [etc.]". However, the two magazines agreed that the levels were too hard on easier difficulty settings. PC Zone also praised support for virtual reality.[43][91] Maximum wrote that the levels retained the 3D sensations and "ingenious structural design", but asserted the game's difficulty was made less frustrating because of the abundance of shield orbs, the inclusion of powerful weapons, and the ability to transfer energy to shields.[92] Total Games Network described the music when played on a stereo system as a "veritable sonic maelstrom."[10]

Reviews for the Macintosh version iterated many critical points found in those for the DOS version. Making similar comments about this version as the ones about Descent II for DOS, Next Generation noted it was unusual for a Macintosh port to arrive shortly after the DOS version.[38] GameRevolution enthusiastically lauded the graphics and the fluidity of the animations, its only criticism being the complexity of controlling the ship using only the keyboard and not a joystick. It thus highly recommended using one, and also suggested that a direction indicator would have helped beginners become adjusted to the controls.[83] Macworld judged the graphics to be "extremely detailed and well rendered", but noted that some smaller robots resembled origami. MacADDICT wrote that the use of animated textures by the levels' new settings brought about a realistic alien world. It also put forth criticisms specifically for the Macintosh version, such as the high system requirements for the Power Mac and freezes that can lead to corrupt player files, which can be prevented by turning off all of the nonessential system extensions. The two aforementioned reviewers cautioned about the game's potential to induce motion sickness, but ultimately recommended it.[87][88]

The PlayStation version received rather mixed reviews. Most of the critics praised the artificial intelligence.[c] The most negative reviews came from Glenn Rubenstein of GameSpot and Shawn Smith of Electronic Gaming Monthly, both of whom said they disliked the entire Descent series and its basic concept of 3D navigation in levels which have no clear "up" or "down",[65][81] as well as GameFan, which lambasted the habitual inferiority of PlayStation ports of good PC games.[97] Smith and his three co-reviewers all criticized the choppy frame rate, though Crispin Boyer noted that the problem is largely eliminated when playing with the cockpit displays on. Both Boyer and Dan Hsu praised the additions over the original Descent, such as the Guide-Bot and the new lighting effects.[81] Both GameFan and Dmitry Reznikov of GameLand lauded all of the PC version's improvements included in the port, but the former reported an average rate of ten frames per second that would drop even lower with the cockpit displays disabled, and the latter believed that the frame rate drops cost an otherwise straight port of the PC version the opportunity to become a PlayStation hit.[97][93] Rubenstein disputed the criticisms of the frame rate, which he called smooth,[65] and GamePro's Major Mike said the frame rate only drops when the action is at its most intense. He praised the additions to the original Descent such as the FMV cutscenes, the Guide-Bot, and the Thief-Bot.[82] Next Generation was also pleased with these elements, summarizing that the game "features just enough improvements to the aging series to make it a welcome addition to the fold". However, it judged that the Descent series lacked the intensity and mood of competitors such as Doom and Quake.[64] These views were echoed by Roger Burchill of Ultra Game Players, who felt that the Doom-styled gameplay became dated, though he did welcome the link cable-based multiplayer mode.[84]

Descent II was a finalist for CNET Gamecenter's 1996 "Best Action Game" award, which ultimately went to Quake. The editors wrote that "Descent II offered even more insane vertigo action than the original, plus an added bonus that set the tone for computer gaming in 1996--a multiplayer mode".[98] In 1996, Computer Gaming World declared Descent II the 123rd-best computer game ever released.[99] It was also ranked No. 46 on PC PowerPlay's list of the 50 games of the century, due to the game's "schizophrenically devised" maps, robots' artificial intelligence, and atmosphere whose intensity the magazine considered to be previously unparalleled.[100] Later in 2000, the same magazine ranked it No. 90 on their list of the top 100 games of all time, calling it the best of the Descent series.[101]

Notes edit

References edit

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  2. ^ Manual 1996, pp. 23–25.
  3. ^ Manual 1996, pp. 41–42.
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    First 10 Customers//Friday & Saturday". The Citizen. March 28, 1996. p. 15. Retrieved November 27, 2023. Descent II//CD-ROM. New//Or half price when purchased with any PC, Printer, Modem or CD-ROM drive."
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Works cited edit

External links edit

  • Descent II on Steam
  • Descent II on GOG.com
  • The DOS version of the Descent II Interactive Demo can be played for free in the browser at the Internet Archive
  • Descent II at MobyGames

descent, this, article, about, video, game, unrelated, film, descent, part, 1996, first, person, shooter, game, developed, parallax, software, first, published, interplay, productions, playstation, known, descent, maximum, second, installment, descent, video, . This article is about the video game For the unrelated film see The Descent Part 2 Descent II is a 1996 first person shooter game developed by Parallax Software and first published for DOS by Interplay Productions For the PlayStation it is known as Descent Maximum It is the second installment in the Descent video game series and the sequel to Descent The base of the gameplay remaining the same the player controls a spaceship from the pilot s perspective and must navigate extrasolar underground mines to locate and destroy their reactors and escape being caught in their self destructions while engaging and surviving infected robots which will attempt to destroy the ship Unlike other first person shooters its six degrees of freedom scheme allows the player to move and rotate in any three dimensional space and direction Descent IIDeveloper s Parallax SoftwareInterplay Productions Mac OS R Comp Interactive Risc OS Publisher s Interplay ProductionsMac Play Mac OS R Comp Interactive Risc OS Director s Mike KulasMatt ToschlogProducer s Rusty Buchert 1 Designer s Jasen WhitesideMark DinseChe Yuan WangProgrammer s Matt ToschlogMike KulasJohn SlagelJason LeightonChe Yuan WangArtist s Adam PletcherJasen WhitesideDoug BrooksWriter s Ryan GarciaComposer s Dan WentzBrian LuziettiLarry PeacockLeslie SpitzerJim TorresTim WilesPlatform s DOSMac OSPlayStationRISC OSWindowsReleaseMS DOSNA March 13 1996EU March 29 1996Mac OSNA August 1996PlayStationNA May 15 1997EU Mid 1997RISC OSWW May 19 2001Genre s First person shooter shoot em upMode s Single player multiplayer Descent II s development started as a project intended to expand the original using a compact disc s storage which later became a standalone product The game received very positive reviews from video game critics who widely lauded the multiplayer mode and the inclusion of the Guide Bot a scouting robot that guides the player to their objectives The PlayStation version s reception was rather mixed with critics often disagreeing in their evaluations of its frame rate A sequel Descent 3 was released in 1999 Contents 1 Gameplay 2 Plot 3 Development 3 1 Releases 4 Reception 5 Notes 6 References 6 1 Works cited 7 External linksGameplay edit nbsp After finding and freeing it the Guide Bot can then be used to locate and lead the player to many points of the level In this case it is directing the player to the blue key the player s current objective 2 From top left counterclockwise the HUD comprises the extra life counter a missile lock alarm an afterburner energy gauge an energy bar the primary weapons window a status indicator of the player ship s shields the secondary weapons window a bomb counter and the current score 3 Like its predecessor Descent II is a six degrees of freedom shoot em up 4 game in which the player pilots a fighter spaceship from a first person perspective in zero gravity It differs from standard first person shooters in that it allows the player to move freely across three dimensional planes and rotate on three axes often termed pitch yaw and roll 5 6 Besides the keyboard Descent II features a wide range of supported hardware configurations with which to play it including the Gravis Gamepad and certain brands of joysticks 7 some of which support force feedback making it one of the earliest PC games to support force feedback 8 Virtual reality and stereoscopic graphics are also officially supported 9 10 11 In the game s single player mode the player must complete four levels in each of six differently themed star systems where different types of robots attempt to hinder the player s progress 12 In each level the player must find and destroy the mine s reactor and then escape the mine through an exit door before the mine self destructs 13 Every fourth level has a boss robot that takes the place of the reactor 14 Each level is composed of rooms separated by doors most of which can be opened by shooting or bumping into them 15 Some other doors are colored blue yellow or red and require a key of the corresponding color to be opened 16 17 In addition to brightening passages by shooting flares or turning on a headlight if the latter has been picked up 14 at least three measures can be used to prevent getting lost in the mines two of which are using a wireframe automap that documents all explored areas of the mine and dropping markers in certain locations The markers are displayed on the automap 18 19 Along the way the player may also find and free a Guide Bot a commandable scouting assistant that guides the player to a specified objective or powerup 20 Additionally many stages have human hostages that award an additional point bonus if they are rescued before completing the level 21 Within each level the player may find and collect power ups scattered throughout the mine or dropped by dying robots Many of the power ups expand the ship s weaponry which is divided into primary and secondary weapons Primary weapons range from a variety of pulse lasers and plasma bolts 22 and all of them consume energy in varying increments except for two rotary cannons whose ammunition consists of explosive shells instead Secondary weapons include many types of missiles and mines which are dropped behind the player s ship to slow pursuing enemies Ten new weapons have been added for Descent II of which some are upgrades from the original Descent weapons which are all present as well new weapons include the Phoenix cannon which fires energy orbs that rebound off walls the Omega cannon which fires electrostatic discharge and the Guided Missile which can be remote piloted by the player 23 The player can also collect equipment items which grant special abilities For example a converter exists for converting energy in excess of 100 units into shields whereas the afterburner allows the player to temporarily fly forward twice as fast 24 Levels may contain energy stations the player can fly through to recharge their ship s energy level while in motion 25 as well as generators that spawn more robots 26 Shooting out certain control panels causes a variety of events such as doors opening walls being removed or force fields being deactivated 27 In a few levels behind some hidden doors are teleporters that warp the player to the current star system s secret level These secret levels are not required to complete the game but contain many power ups and can be revisited provided that their reactors have not been destroyed and the teleporters are discovered Players cannot save the game in a secret level and have to teleport back to a regular level in order to save their game progress 14 28 The player s ship is protected by a shield which decreases when incurring damage from attacks and collisions with force fields 29 is replenished by picking up shield power ups and like energy is limited by a capacity of 200 units 24 If the shield is fully depleted and the ship takes any additional damage the ship will explode costing the player one life and killing any hostages on board 30 leaving most of its weapons where it was destroyed A respawning player has to start at the level entrance with a ship having only minimum armaments so it is often challenging to retrieve their previous ship s weapons New to Descent II is the ability to drop weapons so a player can stockpile surplus weaponry in safe locations in the event of a respawn 31 Failing to escape the mine during the self destruct sequence will also cost the player a life as well as their power ups and any hostages embarked although having destroyed the reactor or boss robot the player will still advance to the next level 32 If the player loses all lives the game will end and their high scores are recorded 33 Points are gained for destroying robots rescuing the hostages and end of level bonuses based on the player s performance with score multipliers for escaping the mine scoring enough points results in an extra life 33 Descent II also features a multiplayer mode whereby two to eight players can compete against each other in several game types which include a deathmatch mode called Anarchy and Capture the Flag in which two teams compete against each other to capture opposing flags Conditions for ending the level such as maximum time limit how long the reactor will remain invulnerable before it can be destroyed and the number of kills to reach can be set as can which power ups to allow and whether players may drop surveillance cameras The game also features a co operative mode that allows up to four players to work together to complete single player levels 34 A player can send messages and predefined taunts handicap their ship s shields they begin with after respawning and in Capture the Flag drop and pass flags to their teammates 35 Descent II s multiplayer was designed for modems null modems 36 and local area networks but an alternative then widely used is to use third party software such as Kali to play the game on the Internet 37 It is possible to have DOS and Macintosh versions of the game play on the same server providing a cross platform experience 38 The PlayStation version has a two player mode that requires a link cable used to connect two consoles running the same game It contains the same game modes as found in the original DOS version except for Capture the Flag 39 Plot editThe plot is linear 4 and is mostly provided for the introductory and concluding full motion video cutscenes After the Material Defender voiced by George DelHoyo 40 has destroyed all of the Solar System s mines in the original game he stops in the asteroid belt to dock He is then contacted by Post Terran Mining Corporation executive Dravis who exploits a loophole in a contract to coerce him to accept a new mission or forfeit his reward and face legal action The Material Defender consents and as Dravis tries to convince him that he is merely embarking on a reconnaissance mission his ship is fitted with a prototype warp core He is then sent to clear out PTMC s deep space mines beyond the Solar System 12 41 The Material Defender teleports to Zeta Aquilae and five other fictional star systems and destroys their mines In the sixth system the last mine seems to run all through a planetoid which is revealed in the final cutscene to be a large spaceship After the spaceship breaks apart the Material Defender alerts Dravis to his return home but his warp drive malfunctions and he teleports to an unknown location The camera then fades to that location and the ship appears heavily damaged and crackling with excess radiation drifting towards the camera ending with the words to be continued being displayed 4 41 Development editParallax Software began Descent II s development as an expansion pack for the original Descent game using a CD s storage but it later evolved into a separate project lasting about one year 42 Descent II s graphics were upgraded to operate at Super VGA standards 43 and can also take advantage of 3D acceleration graphics cards 11 The MIDI soundtrack was composed by Dan Wentz whereas the included redbook features industrial metal contributed by notable musicians such as Type O Negative and Ogre of Skinny Puppy 1 It cost 500 000 to produce the game 44 Descent II s portal engine remained fundamentally unchanged it operates on the premise of adjacent cubes or polyhedra whose sides connecting them form portals The scenes that are drawn are the cube the player ship is in and the areas of other cubes the camera can see through their portals and the process is repeated as the player enters a different polyhedron Cubes can be deformed so long as they remain convex Respectively these prevent overdraw and accelerate portal rendering making the engine practical to run on even inexpensive personal computers of that time 45 46 The precedeing Descent introduced a dynamic light sourcing scheme by which the environment could be lit with flares while newly added in Descent II is the ability to shoot out sources of light which will darken rooms as well as a headlight powerup which can continuously illuminate the space in front of the player 14 The game s directors Mike Kulas and Matt Toschlog explained they upgraded the game s artificial intelligence to contain instructions mimicking the tactics they saw players use in multiplayer mode such as dodging behind walls and sneaking up from behind The C written code composing the AI was expanded to about 4 000 lines a task the two described as being difficult 47 Releases edit The Descent II demo was released in December 1995 becoming one of the most downloaded PC games in January 1996 Unlike the preceding Descent whose shareware release could be upgraded to the full version while leaving the existing shareware files intact including player saves the Descent II demo was a self contained program that was not upgradable to the full version 48 49 Like the original Descent the demo version of Descent II presented the story as still screens with text and also uses the in game engine for the mine escape sequence while the full version replaces all of these with full motion video pre rendered cutscenes incorporating voice acting 50 The demo features eight of ten weapons from the first Descent and six of ten weapons from the full Descent II The Descent II demo featured the first three regular levels of the game the teleporter to the secret level was disabled after completing the third level the player moves from Zeta Aquilae to a new star system with the story to be continued The full release see below adds a fourth regular level with a boss in lieu of the reactor as well as the secret level to the Zeta Aquilae system making it in line with the next five star systems each has four regular levels plus a secret level for a total of 30 levels 51 The full base Descent II game was published for DOS by Interplay in the United States on March 13 1996 52 53 and in the United Kingdom on March 29 1996 54 55 It was co distributed by LaserSoft Imaging whom Interplay gave the rights as part of a settlement after the former lost a court battle regarding its product add on for the first Descent game which Interplay alleged infringed its trademark setting a precedent for how companies can sell add ons for protected games 56 Interplay s division specified in Macintosh games MacPlay published it for Macintosh in August 1996 57 Descent II Destination Quartzon was a truncated version with the first eight regular levels and two secret levels constituting the first and second star systems Zeta Aquilae and Quartzon Not compatible with the Descent II full release Destination Quartzon was bundled software with hardware such as the Logitech WingMan Extreme joystick and Diamond Multimedia video cards with the Voodoo Graphics chipset 58 59 In November 1996 came Descent II The Infinite Abyss a Windows 95 upgrade that supports 3D accelerated graphics contains The Vertigo Series add on and the original DOS game patched to support accelerated graphics The Vertigo Series which could be purchased separately contains 22 new levels to be played sequentially a new multiplayer game mode new music and enemies The add on is also bundled with the Mission Builder a level and robot editor that can also convert the original Descent s levels for this game 60 61 The PlayStation version of Descent II known as Descent Maximum was launched on May 15 1997 in North America and in mid 1997 in Europe 62 63 Instead of a straight port it had 36 new levels textures and full motion video over the PC version of Descent II 64 65 On October 29 1997 Interplay published Descent I and II The Definitive Collection a compilation containing the full versions of Descent the Levels of the World mission pack Descent II and Vertigo mission packs and a mission editor Besides a choice of the original Descent II levels subtitled Counterstrike or the Vertigo Series levels the first Descent levels subtitled The First Strike can be started in the Descent II game UI where robots adopt the Descent II sounds and improved AI There is also a preview for the upcoming Descent 3 66 In 1998 the Descent II source code like that of Descent before it was released to the general public under a copyrighted proprietary license 67 leading to community source ports 68 It was later ported to RISC OS by R Comp Interactive and the port debuted at the annual Wakefield Acorn RISC OS Show on May 19 2001 69 70 Descent II entered digital distribution when it appeared on GameTap on September 7 2006 71 It subsequently became one of the launch titles of the Good Old Games beta on September 8 2008 72 and on February 19 2014 it was re released on Valve s Steam digital distribution service 73 However the Descent trilogy was withdrawn from Good Old Games in December 2015 after its creators Mike Kulas and Matt Toschlog alleged that Interplay who owns the Descent trademark but not the copyright of the trilogy had not paid the developers royalties on their sale since 2007 As a result Parallax terminated the 21 year sales agreement revoking from Interplay the permission to distribute the trilogy 74 Later the games were also removed from Steam The trilogy returned on Good Old Games for sale in November 2017 and later on Steam 75 76 Reception editReceptionAggregate scoresAggregatorScoreGameRankings74 PS 77 Metacritic89 100 DOS 78 Review scoresPublicationScoreComputer Game Review291 300 DOS 79 Computer Gaming World nbsp nbsp nbsp nbsp nbsp DOS 80 Electronic Gaming Monthly21 40 PS 81 Game Players7 0 10 PS 84 GamePro nbsp nbsp nbsp nbsp nbsp PS 82 GameRevolutionB MAC 83 GameSpot9 2 10 DOS 85 5 4 10 PS 65 IGN7 5 10 PS 86 MacLife nbsp nbsp nbsp nbsp MAC 87 Macworld7 7 10 MAC 88 Next Generation nbsp nbsp nbsp nbsp nbsp DOS MAC 89 38 nbsp nbsp nbsp nbsp nbsp PS 64 PC Gamer US 88 DOS 43 PC PowerPlay9 10 DOS 12 PC Zone90 DOS 91 PCMag nbsp nbsp nbsp nbsp DOS 90 Maximum nbsp nbsp nbsp nbsp nbsp DOS 92 GameLand6 10 PS 93 PC Review8 10 DOS 94 Total Games Network93 DOS 10 Upon release Descent II received very positive reviews from video game critics 78 Citing its replay value GameSpot commented If you don t like Descent at least a little bit make no mistake there is something wrong with you 85 Next Generation opined that a few sequels can boast the improvements like those made on Descent II citing the SVGA graphics the story sequences in full motion video and the new items It forgave the same simple mission formula because of the improvements 89 Computer Gaming World compared the gameplay and enhancements of the sequel to those of Doom II but complained about the graininess of the textures and the two magazines warned that players who did not care for the original might not care for the sequel either 38 80 The addition of the Guide Bot was well received a In a very positive review PC Magazine considered it to be a valuable addition to the game because the automap is just as confusing as it was in the original game 90 Conversely PC Review felt the Guide Bot ran contrary to the disorienting character of the series and that the Guide Bot diminished the need to use strategy but did write that using the robot was optional 94 Computer Game Review liked the AI of the new cast of robots in general and other measures taken to prevent getting lost such as plotting map positions with markers 79 The multiplayer mode was also widely lauded b Computer Games Magazine called the Capture the Flag mode intensely enjoyable but expressed concerns about the lack of outdoor levels 95 these were added in the game s sequel Descent 3 released in 1999 46 Other critics differed in how they analyzed the level design PC PowerPlay strongly praised the scenery and the combination of maneuvers including shooting while strafing and turning with the adventurous style of the levels 12 While calling the levels innovative PC Gamer found there to be too many claustrophobic and labyrinthine levels The latter view was disputed by PC Zone who described the levels as being more complex and overlapping compared to the original s which it described were focused on winding tunnels tiny chambers huge caverns which lead to micro alleyways long cramped corridors etc However the two magazines agreed that the levels were too hard on easier difficulty settings PC Zone also praised support for virtual reality 43 91 Maximum wrote that the levels retained the 3D sensations and ingenious structural design but asserted the game s difficulty was made less frustrating because of the abundance of shield orbs the inclusion of powerful weapons and the ability to transfer energy to shields 92 Total Games Network described the music when played on a stereo system as a veritable sonic maelstrom 10 Reviews for the Macintosh version iterated many critical points found in those for the DOS version Making similar comments about this version as the ones about Descent II for DOS Next Generation noted it was unusual for a Macintosh port to arrive shortly after the DOS version 38 GameRevolution enthusiastically lauded the graphics and the fluidity of the animations its only criticism being the complexity of controlling the ship using only the keyboard and not a joystick It thus highly recommended using one and also suggested that a direction indicator would have helped beginners become adjusted to the controls 83 Macworld judged the graphics to be extremely detailed and well rendered but noted that some smaller robots resembled origami MacADDICT wrote that the use of animated textures by the levels new settings brought about a realistic alien world It also put forth criticisms specifically for the Macintosh version such as the high system requirements for the Power Mac and freezes that can lead to corrupt player files which can be prevented by turning off all of the nonessential system extensions The two aforementioned reviewers cautioned about the game s potential to induce motion sickness but ultimately recommended it 87 88 The PlayStation version received rather mixed reviews Most of the critics praised the artificial intelligence c The most negative reviews came from Glenn Rubenstein of GameSpot and Shawn Smith of Electronic Gaming Monthly both of whom said they disliked the entire Descent series and its basic concept of 3D navigation in levels which have no clear up or down 65 81 as well as GameFan which lambasted the habitual inferiority of PlayStation ports of good PC games 97 Smith and his three co reviewers all criticized the choppy frame rate though Crispin Boyer noted that the problem is largely eliminated when playing with the cockpit displays on Both Boyer and Dan Hsu praised the additions over the original Descent such as the Guide Bot and the new lighting effects 81 Both GameFan and Dmitry Reznikov of GameLand lauded all of the PC version s improvements included in the port but the former reported an average rate of ten frames per second that would drop even lower with the cockpit displays disabled and the latter believed that the frame rate drops cost an otherwise straight port of the PC version the opportunity to become a PlayStation hit 97 93 Rubenstein disputed the criticisms of the frame rate which he called smooth 65 and GamePro s Major Mike said the frame rate only drops when the action is at its most intense He praised the additions to the original Descent such as the FMV cutscenes the Guide Bot and the Thief Bot 82 Next Generation was also pleased with these elements summarizing that the game features just enough improvements to the aging series to make it a welcome addition to the fold However it judged that the Descent series lacked the intensity and mood of competitors such as Doom and Quake 64 These views were echoed by Roger Burchill of Ultra Game Players who felt that the Doom styled gameplay became dated though he did welcome the link cable based multiplayer mode 84 Descent II was a finalist for CNET Gamecenter s 1996 Best Action Game award which ultimately went to Quake The editors wrote that Descent II offered even more insane vertigo action than the original plus an added bonus that set the tone for computer gaming in 1996 a multiplayer mode 98 In 1996 Computer Gaming World declared Descent II the 123rd best computer game ever released 99 It was also ranked No 46 on PC PowerPlay s list of the 50 games of the century due to the game s schizophrenically devised maps robots artificial intelligence and atmosphere whose intensity the magazine considered to be previously unparalleled 100 Later in 2000 the same magazine ranked it No 90 on their list of the top 100 games of all time calling it the best of the Descent series 101 Notes edit 10 12 32 38 43 79 80 85 87 88 90 91 92 95 96 10 14 38 43 79 80 85 87 88 91 92 94 95 97 64 81 82 86 93 References edit a b Manual 1996 pp 68 69 Manual 1996 pp 23 25 Manual 1996 pp 41 42 a b c Cutali Dan July 14 2019 Descent ve lo ricordate quel gioco che metteva la nausea Descent do you remember that game that made you sick Tom s Hardware in Italian Retrieved April 14 2021 Gaming Made Me Descent Rock Paper Shotgun April 16 2011 Retrieved April 9 2021 Daqaq Mohammed F July 10 2018 Planar Motion of Rigid Bodies Dynamics of Particles and Rigid Bodies A Self Learning Approach ASME Press Wiley pp 69 70 ISBN 9781119463184 Retrieved April 9 2021 Manual 1996 pp 12 13 Controls Menu Fenton Brian C November 1996 Game Control Popular Mechanics p 72 Retrieved April 14 2021 Manual 1996 p 45 VR Headset Information a b c d e Hill Stephen Descent II TotalGames net Archived from the original on February 18 2004 Retrieved February 18 2004 a b Canopus Total 3D boot No 7 March 1997 p 58 Retrieved April 21 2021 a b c d e Mansill Ben May 1996 Review Descent 2 PC PowerPlay No 1 pp 44 47 Retrieved May 11 2021 Manual 1996 p 34 a b c d e PC Player 1996 p 90 Manual 1996 p 32 Manual 1996 p 35 Bodensiek Paul 1996 Totally Unauthorized Descent II Brady Games pp 28 31 37 58 78 98 117 133 ISBN 1 56686 498 4 Retrieved April 22 2021 Manual 1996 pp 35 36 The Automap Manual 1996 pp 39 40 Markers Manual 1996 pp 23 25 The Guide Bot Manual 1996 pp 34 35 Pilarczyk Pawel September 1996 Opis Descent 2 Description Descent 2 Gambler in Polish No 34 p 10 Omega Cannon powoduje wyladowanie elektryczne na celu dzieki czemu nie potrzeba dokladnie namierzac Jest bardzo silne ale szybko sie nagrzewa i po kazdym strzale potrzebuje kilku sekund na ochlodzenie sie The Omega Cannon causes an electric discharge on the target so you do not need to aim precisely It is very strong but heats up quickly and takes a few seconds to cool down after each shot Descent II Enemy Weapon FAQ PC by chaosshade2638 GameFAQs a b Manual 1996 pp 23 28 31 Manual 1996 p 37 Manual 1996 p 39 Manual 1996 p 33 Manual 1996 pp 36 37 Secret Levels Manual 1996 p 38 Manual 1996 p 34 35 Hostages Manual 1996 p 27 a b Newman Heather 1996 Descent II review CNET Archived from the original on December 22 1996 Retrieved April 30 2021 a b Manual 1996 p 40 Manual 1996 pp 54 58 Manual 1996 pp 46 48 Manual 1996 p 49 Hutchinson Lee March 18 2015 Classic FPS Descent to be rebooted by Star Citizen alums Ars Technica Retrieved April 14 2021 a b c d e f Delovely Next Generation No 21 Imagine Media September 1996 p 158 Retrieved April 5 2021 Parallax Software ed 1997 Descent Maximum PDF Interplay Productions p 20 Retrieved April 19 2021 Riggs Thomas 2004 Contemporary Theatre Film amp Televition Vol 56 Thomson Gale p 78 ISBN 0 7876 7099 5 a b Parallax Software 1996 Descent II Interplay Productions Mike Kulas s ascent with Descent Computer Science Alumni News Vol 1 no 8 Department of Computer Science University of Illinois at Urbana Champaign Summer 1997 p 16 sec What is Descent Archived from the original on April 7 2021 Retrieved April 9 2021 a b c d e Vaughn Todd June 1996 Descent II PC Gamer Archived from the original on November 15 1999 Retrieved March 19 2014 Williams Dmitri May 28 2009 Structure and competition in the U S home video game industry International Journal on Media Management 4 1 University of Michigan 41 54 doi 10 1080 14241270209389979 S2CID 17848916 Perez Adrian March 1998 Peeking Through Portals Game Developer p 45 Retrieved March 29 2021 a b Derrick Craig Leighton Jason October 8 1999 Postmortem Outrage s Descent 3 Gamasutra Retrieved March 29 2021 PC Player 1996 p 92 nn January 1996 Descentin paluu Return of Descent Pelit in Finnish No 1 96 p 6 Top 10 Downloads From Happy Puppy Computer Gaming World No 140 March 1996 p 33 Retrieved April 14 2021 Descent II Part 1 Opening Demo and Level 01 Descent II Part 3 Level 03 Descent II Twice The 360 Insanity Twice The Vertigo It s D day And You re Going Down Press release Interplay Productions March 13 1996 Archived from the original on July 10 1998 Descent 2 Planet Gamer PC Gamer No 28 United Kingdom March 1996 p 8 Retrieved April 14 2021 News Paisley Daily Express March 16 1996 p 13 Retrieved November 27 2023 The unsurprisingly titled Descent 2 will feature over 30 new levels Out at the end of the month PC Software From Only 14 99 Any PC Game Half PriceFirst 10 Customers Friday amp Saturday The Citizen March 28 1996 p 15 Retrieved November 27 2023 Descent II CD ROM New Or half price when purchased with any PC Printer Modem or CD ROM drive Descent off the Docket PC Gamer Vol 3 no 2 United States February 1996 p 61 Retrieved April 14 2021 Bigger Louder Faster Than Before MacPlay Announces Descent II Press release MacPlay May 16 1996 Archived from the original on September 30 2000 Descent II Destination Quartzon 1996 Descent II Destination Quartzon 1996 Interplay Capitolizes on Success of Descent TM Descent TM II The Infinite Abyss Releases Interplay Productions November 15 1996 Archived from the original on July 10 1998 Descent II Infinite Abyss GamePro No 100 IDG January 1997 p 66 Retrieved March 26 2021 Sony PlayStation Available Software sorted by Release Date www vidgames com June 11 1998 Archived from the original on June 11 1998 Retrieved November 27 2023 PlayStation Update Descent Maximum PlayStation Pro No 7 IDG May 1997 p 7 Retrieved March 26 2021 a b c d Descent Maximum Next Generation No 29 May 1997 pp 144 146 a b c d Rubenstein Glenn July 17 1997 Descent Maximum Review GameSpot Archived from the original on March 29 2014 Retrieved March 29 2014 Interplay To Ship Descent I amp II The Definitive Collection In Time For Christmas Rush Press release Interplay Productions September 17 1997 Archived from the original on July 10 1998 Dunkin Alan January 26 1998 Descent Source Code Released Get your hands on the recipe that made Descent a household word GameSpot Retrieved August 13 2014 Parallax Software the software developer that created the popular three dimensional action games Descent and Descent II has released Descent s source code version 1 5 to the public domain for non commercial purposes Crider Michael December 24 2017 The Best Modern Open Source Ports of Classic Games How To Geek Retrieved March 23 2021 Show time Wakefield Show 2001 Acorn User No 233 May 2001 p 37 Retrieved March 27 2021 McFlanders Dafyd September 2001 Games World Descent 2 launches at Wakefield RISCWorld Vol 2 no 3 Retrieved March 27 2021 permanent dead link Carless Simon August 22 2006 GameSetLinks Weekend Leftovers Innit GameSetWatch Archived from the original on March 27 2021 Retrieved March 27 2021 Carless Simon September 7 2006 GameTap Dates Sam N Max Ninja s About GameSetWatch Archived from the original on March 27 2021 Retrieved March 27 2021 Faylor Chris September 3 2008 Good Old Games Launches Public Beta Sept 8 Shacknews Retrieved March 27 2021 Caron Frank September 9 2008 First look GOG revives classic PC games for download age Ars Technica Retrieved March 27 2021 Hinkle David February 21 2014 Iconic PC shooter Descent 2 sets sights on Steam Joystiq Archived from the original on March 25 2014 Retrieved March 23 2014 McWhertor Michael December 30 2015 Descent games pulled from GOG com dev says it hasn t been paid since 2007 Polygon Retrieved April 19 2021 daFrans November 24 2017 Descent La serie revient sur GOG The Descent series returns to GOG Jeuxvideo com in French Archived from the original on November 26 2020 Retrieved April 19 2021 Parallax Software Descent 2 on Steam Steam Interplay Productions Archived from the original on December 18 2017 Retrieved April 19 2021 Descent Maximum GameRankings GameRankings Archived from the original on December 9 2019 a b Descent II Metacritic Archived from the original on August 27 2013 Retrieved March 18 2014 a b c d Gehrs Scott Chapman Ted Snyder Frank May 1996 Prodigal Descendant Computer Game Review Archived from the original on December 20 1996 a b c d Schuytema Paul C June 1996 Review Descent II Computer Gaming World No 143 pp 126 128 Retrieved April 20 2021 a b c d Boyer Crispin Smith Shawn Hsu Dan Sushi X April 1997 Review Crew Descent Max Electronic Gaming Monthly No 93 p 56 a b c Major Mike April 1997 PlayStation ProReview Descent Maximum GamePro No 103 p 79 Retrieved April 19 2021 a b The Terror September 1996 Mac Review Descent II GameRevolution Archived from the original on June 6 1997 Retrieved May 11 2021 a b Burchill Roger May 1997 Review Descent Maximum Game Players No 97 p 78 Retrieved April 19 2021 a b c d Hudak Chris May 1 1996 Descent II Review GameSpot Archived from the original on March 19 2014 Retrieved March 18 2014 a b Descent Maximum review IGN May 23 1997 Archived from the original on April 18 2021 Retrieved April 19 2021 a b c d Kramer Dave October 1996 Reviews Descent II MacADDICT No 2 p 54 Retrieved April 5 2021 a b c d Madar Daniel December 1996 Reviews Descent II Macworld Vol 13 no 12 p 88 Retrieved April 5 2021 a b Descent II Next Generation No 18 Imagine Media June 1996 p 122 Retrieved April 5 2021 a b c Ryan Michael E June 11 1996 The Bots Are Back PC Magazine Archived from the original on November 1 2000 Retrieved March 25 2014 a b c d McCandless David April 1996 CD Review Descent 2 PC Zone No 37 pp 50 54 Retrieved May 11 2021 a b c d Maximum Reviews Descent 2 Maximum The Video Game Magazine No 5 Emap International Limited April 1996 pp 158 9 Retrieved April 5 2021 a b c Reznikov Dmitry July 1997 Descent Maximum review Strana Igr in Russian Vol 6 no 14 p 86 Retrieved April 19 2021 a b c Review Descent II PC Review No 54 April 1996 pp 56 57 ISSN 0964 4547 Retrieved June 29 2021 a b c Keighley Geoff 1996 Descent II Computer Games Magazine Archived from the original on May 23 2003 Retrieved May 23 2003 PC Player 1996 p 87 a b c Knightmare March 1997 PlayStation Nation Descent Maximum GameFan Vol 5 no 3 p 40 Retrieved March 26 2021 The Gamecenter Awards for 96 CNET Gamecenter Archived from the original on February 5 1997 Retrieved July 23 2019 150 Best and 50 Worst Games of All Time Computer Gaming World No 148 November 1996 p 78 Retrieved April 22 2021 Game of the Century Top 50 Games of All Time PC PowerPlay No 44 January 2000 p 36 Retrieved December 31 2020 The Top 100 Games of All Time PC PowerPlay No 52 September 2000 p 53 Retrieved January 2 2021 Works cited edit Parallax Software ed 1996 Descent II Instruction Manual Interplay Productions Retrieved December 31 2020 PC Player in German April 1996 Retrieved April 30 2021 a href Template Cite magazine html title Template Cite magazine cite magazine a Cite magazine requires magazine help External links edit nbsp Wikiquote has quotations related to Descent II Descent II on Steam Descent II on GOG com The DOS version of the Descent II Interactive Demo can be played for free in the browser at the Internet Archive Descent II at MobyGames Retrieved from https en wikipedia org w index php title Descent II amp oldid 1210999813, wikipedia, wiki, book, books, library,

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