fbpx
Wikipedia

Descent (video game)

Descent is a first-person shooter (FPS) game developed by Parallax Software and released by Interplay Productions in 1995 for MS-DOS, and later for Macintosh, PlayStation, and RISC OS. It popularized a subgenre of FPS games employing six degrees of freedom and was the first FPS to feature entirely true-3D graphics. The player is cast as a mercenary hired to eliminate the threat of a mysterious extraterrestrial computer virus infecting off-world mining robots. In a series of mines throughout the Solar System, the protagonist pilots a spaceship and must locate and destroy the mine's power reactor and escape before being caught in the mine's self-destruction, defeating opposing robots along the way. Players can play online and compete in either deathmatches or cooperate to take on the robots.

Descent
MS-DOS cover art
Developer(s)Parallax Software
Publisher(s)
Director(s)
  • Mike Kulas
  • Matt Toschlog
Producer(s)Rusty Buchert
Designer(s)
  • Che-Yuan Wang
  • Mark Dinse
  • Jasen Whiteside
Programmer(s)
  • John Slagel
  • Rob Huebner
Artist(s)Adam Pletcher
Writer(s)Josh White
Platform(s)MS-DOS, Mac, PlayStation, RISC OS
Release
  • MS-DOS
  • March 17, 1995
  • Macintosh
  • Late 1995
  • PlayStation
    • JP: January 26, 1996
    • WW: March 1996
  • RISC OS
  • Late 1998
Genre(s)First-person shooter, shoot 'em up
Mode(s)Single-player, multiplayer

Descent was a commercial success. Together with its sequel, it sold over 1.1 million units as of 1998 and was critically acclaimed. Commentators and reviewers compared it to Doom and praised its unrestrained range of motion and full 3D graphics. The combination of traditional first-person shooter mechanics with that of a space flight simulator was also well received. Complaints tended to focus on the frequency for the player to become disoriented and the potential to induce motion sickness. The game's success spawned expansion packs and the sequels Descent II (1996) and Descent 3 (1999).

Gameplay edit

Single-player edit

 
Screenshot of the player engaging a robot from a cockpit perspective. The yellow number and adjacent bars in the HUD represent the amount of total energy. Also in the HUD, counterclockwise from top left: the available extra lives, an enemy missile lock indicator, a colored key inventory, the selected primary weapon, the player ship's shields, the selected secondary weapon, and the score count.[1]: 18 [2]

Descent is a first-person shooter and shoot 'em up[3] game wherein the player pilots a spaceship through labyrinthine mines while fighting virus-infected robots, using the ship's armaments. They must find and destroy each mine's reactor core, triggering a meltdown that will destroy the mine as the player escapes.[4] For two levels, the reactor core is replaced with a boss. To obtain access to the reactor, the player must collect one or a combination of the three colored access keys for each level.[1]: 14 [5] As a secondary objective, the player can also choose to rescue PTMC (Post Terran Mining Corporation) workers who were taken hostage by the infected robots.[4]

Descent features 30 levels, of which three are secret levels. Each level is based in a mine or military installation[6] in various locations in the Solar System. The game demands that players keep their sense of orientation in a fully 3D environment with a flight model featuring six degrees of freedom in zero-gravity.[4] It also provides a 3-dimensional wire-frame automap that displays any area of the current mine visited or seen by the player. Variously colored lines indicate locked doors and zones such as energy stations and reactor areas.[1]: 12  These mines may contain hidden doors[1]: 16  or robot generators that spawn enemy robots.[1]: 17  Flares and lasers light up dark areas of the mine.[1]: 9 [2]

Items are available as collectible power-ups. They are either scattered throughout the mines or may be obtained by destroying robots.[6] Weapons are split up into primary and secondary weapons. Primary weapons range from lasers to wide-range Spreadfire Cannons to the chargeable Fusion Cannons whose shots can punch through numerous enemies. They all consume energy as their ammunition, except for the Vulcan Cannon, which uses rounds of explosive shells. Secondary weapons include various missiles (both unguided and homing) including the Smart Missile which upon impact released several smaller guided bomblets, as well as Proximity Bombs that are dropped behind the player's craft to slow pursuing enemies.[1]: 14–15  The player's spacecraft uses shield power as health, and can carry a maximum of 200 units of shields and energy each. Energy is replenished from energy power-ups or recharged to 100 units at permanent energy centers. Shields can only be restored by collecting blue shield orbs. There are also power-ups that modify the ship's status and weaponry. For example, Cloaking Devices temporarily render the ship invisible, Invulnerability temporarily inhibits receiving damage, and Quad Lasers modify the ship's laser system to fire four bolts of energy instead of the standard two.[1]: 14  Points are gained by defeating robots, rescuing hostages, and escaping the mine before its self-destruction.[1]: 23  If the player ship's shields drop to 0, the ship is destroyed, all acquired weapons are strewn about the area as power-ups,[7]: 3  and any rescued hostages aboard are killed.[8]: 20  The ship respawns at the cost of a life and the player must navigate the mines to regain the power-ups.[9] Players can record and later view their experiences in the form of demos, both in single-player and multiplayer.[1]: 19 [10]

Multiplayer edit

Descent allows online competitive and cooperative multiplayer sessions. The competitive sector consists of "Anarchy", "Team Anarchy", and "Anarchy With Robots", three deathmatch modes whereby players attempt to destroy as many of each other's ships as possible. Team Anarchy assigns players to two opposing teams, and Anarchy With Robots adds hostile robots to the match. In Cooperative, players team up to destroy mines and compete for the highest score. Competitive modes allow a maximum of eight players and cooperative modes allow up to four.[1]: 23  Players can press a single key to type a message referred to as a taunt, rather than pausing to type in the full message.[1]: 27 [9] They can also join same servers across different platforms, particularly MS-DOS and Macintosh.[11]

Plot edit

Descent is set in 2169.[4] The story begins with a briefing between PTMC executive S. Dravis and the player's character, PTMC's best "Material Defender", who is hired on a mercenary basis to eliminate the threat of a mysterious alien computer virus infecting the machines and robots used for off-world mining operations.[12]

The PTMC developed numerous mines in the Solar System's planets and moons for a variety of uses, including resource extraction, science research, and military installations. Prior to entering a mine, the player receives an intelligence briefing upon the robots used there, however the computer virus has resulted in some existing robots either modified considerably or even new robots being produced that PTMC is unaware about.[13][14] The player starts with the mines on the Moon and later shift to Venus and to Mercury, where a boss robot has to be destroyed. Afterward, the mines progress further away from the Sun, as the player visits Mars, then the moons of Jupiter, Saturn, Uranus, Neptune, and eventually to Pluto and its moon Charon. The player accesses the three secret levels located in the asteroid belt using alternative exit doors hidden in specific levels.[7]: 219 

After defeating the boss robot on Charon, the Material Defender is informed he cannot return to the PTMC's headquarters in Earth orbit, as there is a chance his ship may be infected with the same virus as the defeated robots. His employer also mentions that PTMC has lost contact with their deep-space installations outside the Solar System, setting the stage for the sequel.[15]

Development edit

Descent was co-created by programmers Mike Kulas and Matt Toschlog. It has origins as far back as 1986, when Toschlog first joined the gaming industry at Sublogic, where he also first met Kulas. There, the pair worked on various simulation titles from Flight Simulator 2 to Jet. Toschlog left the company in 1988 for Looking Glass, where he worked with Ned Lerner to develop Car and Driver. Kulas joined the company in 1990 to develop utilities for Car and Driver. The two had devised an idea of an indoor flight simulator that used shaded polygons. After working on Ultima Underworld however, they realized they could add textures to the polygons for a spectacular effect. By April 1993, they finished a two-page sketch for what would become Descent.[a]

Our aim was to create an '80s-style arcade game with '90s technology. We wanted a full 3-D environment in which the player was surrounded by interesting structures and threats in all dimensions.

Mike Kulas, Wired[19]

Descent took about 21 months to finish. According to Kulas,[18] the game cost around US$450,000 to make. The game's marketing budget was $1 million.[20] Deciding that their idea was too good for anyone else to develop it, Kulas and Toschlog left Looking Glass in June 1993 to form Parallax Software. They hired Che-Yuan Wang and John Slagel as their programmers, with Wang also being their level designer. They also hired Adam Pletcher as their artist. They set out to contact publishers, including Scott Miller of Apogee Software, id Software's primary publisher, who was excited about their proposal and signed a contract with them. For the next seven months, Apogee invested in Parallax and shared with them experience they had gained from developing their own 3D shareware titles. Parallax would implement artistic and structural changes that Apogee requested. After those months, Apogee had numerous projects in the works, and Parallax's project became more expensive to create, so Apogee severed its involvement in the project.[a]

Left without a publisher, Parallax spent the next three months to develop a mock-up prototype, continuing their coding. The project was originally titled Miner, but Parallax presented their prototype in written letters to 50 game companies as Inferno. Of those letters, three of them received a reply. One of them was from Interplay, who immediately signed the company up. Until the game's full release, Interplay's producer Rusty Buchert would oversee and guide the development of the project. Parallax hired three more people to finish the project: level designers Mark Dinse and Jasen Whiteside and story writer and 3D modeler Josh White.[a]

During level design, the idea of simple connected tunnels as the sole component of level architecture expanded to also include rooms and exits. As levels became more complex and confusing, the developers added an automap to address this problem.[a] To design the levels, Descent's graphics engine uses portal rendering, which uses collections of cubes to form rooms and tunnels. Within the game, sides of cubes can be attached to other cubes, or display up to two texture maps. Cubes can be deformed so long as they remain convex. To create effects like doors and see-through grating, walls could be placed at the connected sides of two cubes.[21] Robots were drawn as polygonal models; sprites were only used to represent the hostages and power-ups.[22] This system was very efficient, and made possible the first truly 3D textured environment in a video game.[21][22]

Another obstacle to overcome was adding online multiplayer. Parallax found it difficult to implement and were initially reluctant to do so. At the same time during development, they had learned of Doom and the popularity of its multiplayer. Interplay sent Rob Huebner to help Parallax program multiplayer. Near their project's completion, Parallax faced yet another obstacle: they needed to make sure that their highly detailed and complex game could run smoothly on computers. Although ultimately the requirements to run the game fast were high, an added option to adjust detail complexity did help.[a]

Release timeline
1995Descent
1996Descent: Levels of the World
Descent II
Descent II: Vertigo Series / The Infinite Abyss
1997
1998
1999Descent 3
Descent 3: Mercenary

Releases and ports edit

Parallax Software and Interplay followed the shareware model used by Apogee and id Software, and on December 24, 1994;[23] uploaded a seven-level shareware demo as Descent both in retail and on the Internet.[13]

The full game for MS-DOS was released on March 17, 1995,[16][24] followed by a Macintosh port published by MacPlay in December 1995.[25] A modified version of Descent with stereoscopic graphics was released as a bundle with StereoGraphics's SimulEyes VR 3D glasses.[26]

A PlayStation port was released in Japan on January 26, 1996, and abroad in March 1996, with SoftBank being the Japanese version's developer.[27][28] The PlayStation version replaces the still screens and text with full-motion video pre-rendered cutscenes incorporating voice acting.[29]

November 22, 1995 also saw the release of Descent: Levels of the World, an add-on containing over 100 winning level submissions from a design competition held by Interplay, plus one level designed by Parallax Software.[30][31] Also in March 1996, Descent: Anniversary Edition was released, which bundled Descent, Levels of the World, as well as additional exclusive levels.

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. The original Descent program is included for players that prefer the unmodified The First Strike, as well as to run Levels of the World. There is also a preview for the upcoming Descent 3.[32]

Descent was later ported to RISC OS by R-Comp Interactive in late 1998,[33] which received a 32-bit update in 2003.[34]

Cancelled ports edit

A Sega 32X version of Descent was planned as the first console version,[35] but it was never released. A 3DO Interactive Multiplayer version was showcased at E3 1995 and slated to be published by Interplay, but never came to fruition for unknown reasons.[36] Likewise, a Panasonic M2 version was also announced but never released due to the system's cancellation.[b] A planned Sega Saturn version was cancelled because the programmers found that a straight port of the PlayStation version was not possible, and they did not think it would be worth their while to do a more elaborate port for the Saturn.[42][43] Interplay had plans dating to mid-1996 to port Descent to Nintendo 64 under the name Ultra Descent.[44] The port was delayed before it was eventually cancelled in 1998 in favor of Descent 3, with Parallax's Jim Boone explaining that it never reached the design phase in development.[45][46] In April 2010, Interplay partnered with independent developer G1M2 to release a WiiWare version for Fall 2010.[47] It would have featured enhanced textures and a variety of controls, including motion controls of a Wii Remote and Nunchuk with a MotionPlus accessory and possibly a Wii Balance Board.[48] The deadline was missed, and the last time the developer publicly provided an update on its progress was in a response to a news inquiry in 2011, assuring that the project was still underway,[49] before it was ultimately quietly abandoned.

Mods edit

Descent uses package files to store and load level data such as level structures, graphics, objects, and sound effects and music—similar to the WAD file format used for Doom. It also allows players to create their own such files containing the data, which can then be loaded and played.[50] Later in 1997 on the end-of-life commercial cycle came the release of the game's source code, excluding the audio code. Parallax released the source code under the license that permits non-commercial uses only.[51] All of this, combined with the game's popularity, has resulted in a number of distributed mods.[52]

Re-releases edit

Descent was re-released on modern digital distribution services. It was one of the launch titles for the open beta version of Good Old Games on September 8, 2008,[53] followed by a Steam release on February 13, 2014.[54] However, the game was withdrawn from Good Old Games in December 2015 along with Descent II and Descent 3, and later from Steam. A representative of Parallax Software responded to speculation on the Good Old Games forums regarding the withdrawal of the titles. Interplay owned the Descent trademark and the publishing rights to those games, but their developers still retained the copyrights to them. The latter pulled their games off because Interplay purportedly had not paid them royalties since 2007. As a result, they had terminated the sales agreement, disallowing Interplay from further selling them.[55]

However, in November 2017, Good Old Games announced that the Descent series would be available for sale again on their platform.[56] The game has also since resurfaced on Steam.[57]

Reception edit

Pre-release edit

Customer reception of the shareware version of Descent was very positive, with players praising the fully 3D environment and commentators noting perceived "loyalty and goodwill" that both Parallax and Interplay fostered.[19] However, it also garnered player complaints about a technical bug that would recharge each robot's shields whenever the player ship was destroyed (the problem was exacerbated on the last level of the shareware, where the power reactor is replaced with a boss and the gameplay thus becomes extremely difficult). It also received complaints for lacking the ability to save in-game, instead saving the player's progress between levels. Parallax recognized the bug and the popularity of the save feature, so they released patches to address the issues.[17] Mark Burgess of PC Zone called it one of the best shoot 'em up games and wrote that it justified shareware, giving it a perfect five floppy disks out of five.[9]: 106  Descent would later go on to become one of the games to inspire other retailers and software companies to look into and embrace the shareware model.[19][24]

Sales edit

On Electronic Entertainment's charts in March 1995, the PC and CD-ROM editions of Descent appeared as Nos. 5 and 8 of the top-selling PC and CD-ROM titles before climbing to Nos. 4 and 3 the next month, respectively.[58] The game first appeared on PC Zone's charts of the top-selling games in May 1995, landing on Nos. 4 and 2 on the top full price and CD-ROM titles, respectively. The shareware version appeared as No. 3 on the top budget games.[59] In June 1995, the CD-ROM version dropped off, and the shareware version fell to No. 6 of the budget games and the full game to No. 9 of the full price games[60] before dropping off next month. The full game rose back up in August 1995 to No. 19 of the top full price games, while the shareware version fell down to No. 7 of the top commercial titles.[61] The game dropped off PC Zone's charts altogether the next month.[62] The Macintosh port also landed on No. 10 of the top Macintosh games in December 1995.[63]

Interplay estimated in March 1995 before Descent's full release that shareware copies of Descent were distributed 900,000 times via online services, on the Internet, or at retail.[64] Official global sales of the game, together with its sequel, surpassed 1.1 million copies as of June 1998,[65] while VentureBeat estimated in 2015 that the actual sales figure of the original was as high as 25 million copies.[66]

Computer versions edit

The computer versions of Descent received near-universal acclaim, with reviewers widely comparing it to Doom and noting its unique use of free motion, as well as a fully three-dimensional environment.[c] The multiplayer aspect received equal acclaim.[d] Michael Ryan of PC Magazine enthusiastically attributed the attention the game received to its unique gameplay and found no similar alternatives.[3] GameSpot remarked that "only one 3-D shooter adds a whole new dimension to the field: Descent.", particularly noting the labyrinthine environments.[67] Charlie Brooker of PC Zone noted the game's intense environment and similarities to Doom and praised its multiplayer and ability to taunt opposing players, with only minor criticism directed toward its slight repetitiveness.[9] Common complaints tended to focus on Descent's ability to disorient players, as well as potentially induce motion sickness.[e]

Next Generation particularly praised the graphics and animation, intelligent enemies, and wide array of power-ups, all of which it said would "keep most gamers glued to the screen for hours". They were however disappointed by the game's delayed release, asserting it led to the game being overshadowed by id Software's then-newly released Heretic.[70] Nevertheless, they rated it the fourth-best virtual reality game in September 1995 due to its 3D environment and graphics.[73] In its third-highest-rated review,[74] PC Player also praised the intelligent enemies, as well as the lighting effects, the use of various graphical textures, and "genuine" 3D graphics.[2] Edge remarked the ability to record demos that capture the player's experiences, but also criticized the slightly repetitive gameplay and noted the robots' basic algorithm of being only a little more than "fire and evade", despite their intelligence.[10]

The Macintosh port of Descent also received praise. Bob LeVitus of MacUser called it "one of the best Mac games ever released", attributing its popularity to its online multiplayer mode. His only criticism was the high system requirements (the port required a Power Macintosh to play) and a difficult learning curve.[69] Macworld's Fred DeLisio also praised the enemy artificial intelligence, realism and sense of immersion, and multiplayer for allowing cross-platform sessions between MS-DOS and Macintosh users and allowing players to join and quit anytime without ending the sessions for everyone else, but also criticized the high system requirements.[11]

Jeremy Parish of USgamer ran a retrospective feature on the game, saying Descent combined the genre of space flight simulator with a first-person shooter experience. He also attributed the game's popularity and modifiability to the continued development of fan mods.[52] Engadget's David Lumb retrospectively likened the game's graphical innovations to the computer-generated imagery used in the 1995 film Toy Story.[75] GamesTM rated it No. 4 on their retrospective "Top Five FPS" list for its truly 3D environment combined with the six degrees of freedom,[76] and Rock, Paper, Shotgun ranked it No. 13 on its list of "The best space games on PC", citing the game's numerous innovations, speed, labyrinthine level structures, and the free range of motion.[71]

Accolades edit

Year Work Category Result
1995 PC Gamer[77] Best Action Game Won
Best Multi-Player Game Won
Special Achievement in Innovative Design Won
PC Magazine[78] Technical Excellence Award Won
PC Games[79] Game of the Month Won
PC Computing[80]: 198  Most Valuable Entertainment CD-ROM Runner-up

PlayStation version edit

The PlayStation port of Descent also received praise, which was often directed to the port's use of impressive lighting effects.[f] Like its computer versions, criticism commonly centered on the player's disorientation.[5][81] The four reviewers of Electronic Gaming Monthly called it an outstanding conversion due to its extremely fast rendering speed and improved lighting effects. However, two of them felt that the gameplay lacked excitement.[81] Major Mike of GamePro also judged it "an excellent conversion" due to its complex but generally easy to master controls, though he did complain of occasional severe slowdown.[84] Maximum stated it "is one of the greatest games to grace the PlayStation, and rates alongside WipeOut as one of the best ambassadors for the machine." They particularly applauded the labyrinthine level design and intelligent enemy AI.[82] Their subsequent feature on the game was more critical, saying that "the official PAL version of Descent features some of the most hideous letterbox PAL borders we've ever seen, with no sign of PAL optimization whatsoever." However, it also praised the game's use of the PlayStation Link Cable.[85]

Next Generation too praised the developers for adding a new industrial soundtrack to the PlayStation version rather than doing a direct port. Like Major Mike, they found the controls complex but easy to master. While criticizing that the game can be dry and repetitive, they concluded that "Overall, you still can't go wrong, and if you've got the ability to fly against someone else, it doesn't get much better."[83] K. Lee of GameFan praised the sound and music and noted the game's difficulty due to the ubiquitous doors on walls, ceilings, and floors. He thought the automap was useful, though still found it too easy to become disoriented.[5]

Legacy edit

Descent is credited with starting a subgenre of six-degrees-of-freedom first-person shooters, and remains an icon of the subgenre.[86][87] It holds a Guinness World Record for being the first fully 3D first-person shooter,[88] and its popularity spawned two sequels: Descent II in 1996 and Descent 3 in 1999.[89] It also led to a 1999 trilogy of Peter Telep novels based on the series, comprising Descent, Descent: Stealing Thunder, and Descent: Equinox.[90] It brought about a handful of similar "Descent clones", most notably Forsaken, which was released by Acclaim Entertainment in 1998 and had similar graphics and almost identical gameplay to Descent.[91]

In 1997, Interplay released Descent to Undermountain, a role-playing video game that used a modified version of the Descent graphics engine.[92]

Since Descent 3, there had been plans and considerations to work on another game in the series. Those were either cancelled or abandoned in favor of other projects. Volition, the developer of the FreeSpace series, began work on Descent 4. Again, development was cancelled, as most of the company was interested in developing a fantasy role-playing game instead. It would have been a prequel to Descent, and reportedly served as the basis for the 2001 first-person shooter Red Faction. Similarities would have included plot points such as an evil faceless corporation and the mysterious "Plague" they are attempting to harness.[93][94] President of Volition Mike Kulas stated in an interview that the Red Faction and Descent universes are strictly separate, but also that the code intended for Descent 4 had been used in Red Faction.[95]

A series revival was planned in the late 2010s when development of another Descent title was confirmed. On Kickstarter in March 2015, Descendent Studios announced a prequel to the original game, partnering with Interplay and using their intellectual property rights to develop it.[96] Titled simply Descent,[97] it would have been the first game since Descent 3 to be released in the series. However, after a settlement in 2022, the game was renamed to Ships That Fight Underground, dropping the Descent title altogether. Another game, Overload, was announced on Kickstarter by Revival Productions and successfully crowdfunded in 2016. It included many of the former employees of Parallax Software, including co-founders Mike Kulas and Matt Toschlog. It is a six-degrees-of-freedom tunnel shooter and a spiritual successor to the Descent games that released in 2018.[75]

Notes edit

References edit

  1. ^ a b c d e f g h i j k l Parallax Software, ed. (1995). Descent Instruction Manual. Interplay Productions.
  2. ^ a b c d e f g "Descent Review". PC Player (in German). March 1995. pp. 46–48, 50–52.
  3. ^ a b c d e f Ryan, Michael (August 1995). . PC Magazine. Archived from the original on April 17, 2001.
  4. ^ a b c d Wells, Jeremy (January 1995). "Descent Preview". PC Zone. No. 22. pp. 48, 50.
  5. ^ a b c d e K. Lee (1996). "Descent Review". GameFan. Vol. 4, no. 3. pp. 10, 30–33.
  6. ^ a b c d e f Bennett, Dan (May 1995). . PC Gamer US. Archived from the original on November 15, 1999.
  7. ^ a b Kunkel, Bill (1995). Descent: The Official Strategy Guide. Prima Publishing. ISBN 9780761500414.
  8. ^ PlayStation Games Book. Vol. 2. Brady Games. June 1, 1996. ISBN 9781566865739.
  9. ^ a b c d e f g h Brooker, Charlie (April 1995). "Descent review". PC Zone. No. 25. pp. 72–74.
  10. ^ a b c d e f "Test Screen: Descent". Edge. No. 19. April 1995. pp. 68–69.
  11. ^ a b c d e DeLisio, Fred (April 1996). . Macworld. Archived from the original on August 9, 1997.
  12. ^ Parallax Software (1995). Descent. Interplay Entertainment. Scene: Introduction cutscenes. Level/area: 1.
  13. ^ a b "Descent".
  14. ^ "DESCENT: Robots".
  15. ^ Parallax Software (1995). Descent. Interplay Entertainment. Scene: Concluding cutscenes. Level/area: 27.
  16. ^ a b "Behind the Scenes: Descent". GamesTM. No. 155. pp. 136–139.
  17. ^ a b Antoniades, Alexander (June–July 1995). "Descending to the Top". Game Developer. pp. 57, 59.
  18. ^ a b Hanson, Ben (March 30, 2011). "The Secret History of Volition". Game Informer. Retrieved June 16, 2019.
  19. ^ a b c Laidlaw, Marc (June 1, 1995). "The Doom Killers". Wired. Retrieved June 16, 2019.
  20. ^ "Interplay:Firm Tempts Customers With Free Samples". Los Angeles Times. March 16, 1995. Retrieved August 17, 2021 – via Newspapers.com.
  21. ^ a b Perez, Adrian (March 1998). "Peeking Through Portals". Game Developer. p. 45.
  22. ^ a b Spille, Carsten (March 17, 2019). "Apple sues Microsoft and Interplay brings Descent (PCGH Retro, March 17)". PC Games (in German). Retrieved June 24, 2019.
  23. ^ . Interplay Entertainment. December 27, 1994. Archived from the original on December 20, 1996. Retrieved September 26, 2019.
  24. ^ a b Atwood, Brett (April 22, 1995). "Hot Games Take Shareware Route". Billboard. Vol. 107, no. 16. p. 76.
  25. ^ Loyola, Roman (December 1995). "New Games Go High-Tech". MacUser. p. 50.
  26. ^ "Quick Hits". GamePro. No. 89. IDG. February 1996. p. 17.
  27. ^ Kondō, Kōshi (April 1996). "Descent, a monumental crystal of 3D games" 3Dゲ—ムの記念碑的な作晶、デイセント. Game Criticism ゲーム批評 [Gēmu Hihyō] (in Japanese). Vol. 8. p. 111. ISBN 4-944000-31-6. Retrieved April 13, 2021.
  28. ^ "You're going down, mate!". Play. No. 4. February 1996. pp. 20–21.
  29. ^ "Descent 1 Ending". YouTube.
  30. ^ . October 8, 1997. Archived from the original on October 8, 1997. Retrieved April 16, 2023.
  31. ^ "Descent: Levels of the World". GamePro. Vol. 8, no. 3. March 1996. p. 44.
  32. ^ (Press release). Interplay Productions. September 17, 1997. Archived from the original on July 10, 1998.
  33. ^ Nelson, Graham (Christmas 1998). "Deeper and down". Acorn User. No. 202. pp. 52–53.
  34. ^ "Faster Descent". Acorn User. No. 263. September 2003. p. 9.
  35. ^ "Descent". Electronic Gaming Monthly. No. 69. April 1995. p. 88.
  36. ^ "E-3 The Biggest And Best Electronic Entertainment Show Ever! – 3DO". GameFan. Vol. 3, no. 7. July 1995. pp. 38–39.
  37. ^ "NG Hardware – 3DO M2 – Key Software". Next Generation. No. 12. December 1995. p. 81.
  38. ^ "Cutting Edge – 3DO buoyant as M2 picks up speed – M2 launch software". Edge. No. 23. September 1995. p. 7.
  39. ^ "Preview – Coming Soon – M2". 3DO Magazine. No. 10. May 1996. p. 34.
  40. ^ "News – E3 '96: 3DO? – M2 Dream List". 3DO Magazine. No. 12. July 1996. p. 4.
  41. ^ "Preview – Coming Soon – M2". 3DO Magazine. No. 12. July 1996. p. 34.
  42. ^ "Descent Is Sent Down". Sega Saturn Magazine. No. 14. December 1996. p. 8.
  43. ^ "Descent". GamePro. No. 86. November 1995. p. 186.
  44. ^ "Dossier". Nintendo Acción (in Spanish). No. 44. July 1996. p. 45.
  45. ^ "Descent N64 Update September 1997". IGN. September 25, 1997. Retrieved June 28, 2019.
  46. ^ "In Search of the Requested Cartridge". Magazine 64 (in Spanish). No. 5. Barcelona: Future Publishing. May 1998. p. 45.
  47. ^ Wahlgren, Jon (April 15, 2010). "Interplay Straps In with Descent for WiiWare". Nintendo Life. from the original on April 15, 2023. Retrieved June 28, 2019.
  48. ^ Hoffman, Chris (Christmas 2010). "Underground Revival". Nintendo Power. No. 262. p. 34. Retrieved April 15, 2023.
  49. ^ Klepek, Patrick (May 5, 2011). "Phew, Descent WiiWare Still in Development...Wait, What?". Giant Bomb. from the original on April 15, 2023. Retrieved April 15, 2023.
  50. ^ "Menus for HOGS and PIGS". Computer Gaming World. No. 135. October 1995. pp. 272, 275.
  51. ^ Dunkin, Alan (January 26, 1998). "Descent Source Code Released". GameSpot. Retrieved June 28, 2019.
  52. ^ a b Parish, Jeremy (March 16, 2015). "Revisiting Descent, the Most Literal Interpretation of "3D Shooter"". USgamer. Retrieved July 12, 2015.
  53. ^ Faylor, Chris (September 3, 2008). "Good Old Games Launches Public Beta Sept. 8". Shacknews. Retrieved June 28, 2019.
  54. ^ Hinkle, David (February 13, 2014). "Classic PC shooter Descent plots a course for Steam". Engadget. Retrieved June 27, 2019.
  55. ^ Makuch, Eddie (January 11, 2016). "Descent Games Pulled From Sale, Dev Claims It Hasn't Been Paid Royalties in Years [UPDATE]". GameSpot. Retrieved June 27, 2019.
  56. ^ "Welcome back Descent series!, page 2 - Forum - GOG.com". GOG.com. November 24, 2017. Retrieved June 27, 2019.
  57. ^ . Steam. Parallax Software. Archived from the original on December 17, 2017. Retrieved June 27, 2019.
  58. ^ "Leader Board". Electronic Entertainment. Vol. 2, no. 9. September 1995. p. 18.
  59. ^ "Gallup Charts". PC Zone. No. 26. May 1995. p. 18.
  60. ^ "Gallup Charts". PC Zone. No. 27. June 1995. p. 18.
  61. ^ "Gallup Charts". PC Zone. No. 29. August 1995. p. 16.
  62. ^ "Gallup Charts". PC Zone. No. 30. September 1995. p. 20.
  63. ^ "Leader Board". PC Entertainment. Vol. 3, no. 4. April 1996. p. 20.
  64. ^ Himowitz, Michael J. (March 13, 1995). "A game that two comouters can play". The Baltimore Sun. Retrieved June 29, 2019.
  65. ^ (Report). Irvine, California. June 22, 1998. p. 36. Archived from the original on February 26, 2017.
  66. ^ Takahashi, Dean (March 10, 2015). "Sci-fi game makers aim to bring back the 3D space combat of Descent". VentureBeat. Retrieved July 2, 2019.
  67. ^ a b c d e "Descent Review". GameSpot. May 1, 1996. Retrieved July 12, 2015.
  68. ^ a b c Vox Day (June 1995). "Vertigo to the Third Degree". Computer Gaming World. No. 131. pp. 104, 106, 108.
  69. ^ a b c d e LeVitus, Bob (June 1996). . MacUser. Archived from the original on February 25, 1999. Retrieved July 20, 2019.
  70. ^ a b c "Finals". Next Generation. No. 5. May 1995. p. 92.
  71. ^ a b c "The best space games on PC". Rock, Paper, Shotgun. February 1, 2018. p. 3. Retrieved June 8, 2019.
  72. ^ Kaufeld, John (1998). Games Online for Dummies. IDG Books Worldwide. p. 42. ISBN 978-0764504341. Retrieved November 20, 2012.
  73. ^ "Top 10 Virtual Reality Games". Next Generation. No. 9. September 1995. p. 43.
  74. ^ "The Highest Game Ratings of the Year". PC Player (in German). January 1996. p. 48.
  75. ^ a b Lumb, David (May 31, 2018). "'Overload' revives the cramped combat of classic shooter 'Descent'". Engadget. Retrieved June 27, 2019.
  76. ^ "Top Five FPS". Retro. Vol. 3. GamesTM. 2010. p. 88. ISBN 9781906078560.
  77. ^ "The Year's Best Games". PC Gamer. Vol. 3, no. 3. March 1996. pp. 73–74.
  78. ^ "After Hours". PC Magazine. Vol. 14, no. 22. December 19, 1995. p. 130.
  79. ^ Geltenpoth, Alexander (March 1995). "Descent Review". PC Games (in German). No. 30. pp. 32–34, 36.
  80. ^ "The Most Valuable Products". PC Computing. Vol. 8, no. 12. December 1995. p. 198.
  81. ^ a b c d "Review Crew: Descent". Electronic Gaming Monthly. No. 80. March 1996. p. 30.
  82. ^ a b c "Maximum Reviews: Descent". Maximum: The Video Game Magazine. No. 5. Emap International Limited. April 1996. p. 154.
  83. ^ a b c "Descent". Next Generation. No. 17. May 1996. pp. 90–91.
  84. ^ a b Major Mike (April 1996). "ProReview: Descent". GamePro. Vol. 8, no. 4. p. 66.
  85. ^ "Descent: Interplay's 3D Classic on PlayStation!". Maximum: The Video Game Magazine. No. 6. Emap International Limited. May 1996. pp. 68–70.
  86. ^ Linneman, John (August 12, 2018). "Forsaken Remastered – the welcome return of the six-degrees shooter". Eurogamer. Retrieved June 28, 2019.
  87. ^ Dingman, Hayden (April 10, 2015). "Reader picks: 15 more classic PC games you should play again". PCWorld. Retrieved June 28, 2019.
  88. ^ "First fully 3-dimensional FPS". Guinness World Records. 2010. Retrieved July 2, 2019.
  89. ^ Derrick, Craig; Leighton, Jason (October 8, 1999). "Postmortem: Outrage's Descent 3". Gamasutra. Retrieved July 2, 2019.
  90. ^ Thöing, Sebastian (April 24, 2009). "PC Games Meisterwerke: Heute mit Descent 1 und Descent 2". PC Games (in German). Retrieved June 14, 2019.
  91. ^ "Special Preview: Forsaken". PowerPlay. No. 23. April 1998. p. 40.
  92. ^ "Descent to Undermountain: The Flame Sword of Lloth". Next Generation. No. 11. Imagine Media. November 1995. pp. 130–1.
  93. ^ Price, Tom (September 2001). "Preview: Red Faction". Computer Gaming World. No. 206. pp. 76–77.
  94. ^ Kolmos, Keith M. (May 22, 2001). Prima's Official Strategy Guide: Red Faction. p. 2. ISBN 0761536345. {{cite book}}: |work= ignored (help)
  95. ^ Asrale (September 11, 2000). . Planet Descent. IGN. Archived from the original on January 20, 2010. Retrieved May 15, 2012.
  96. ^ Matulef, Jeffrey (March 10, 2015). "Descent is being rebooted as a MOBA on Kickstarter". Eurogamer. Retrieved March 24, 2015.
  97. ^ Tarason, Dominic (October 5, 2018). "Descent: Underground resurfaces with a shorter title and more single-player focus". Rock, Paper, Shotgun. Retrieved June 30, 2019.

External links edit

  • Descent Descent on Steam
  • Descent Descent on Gog.com
  • at Interplay (archived)
  • Descent at MobyGames
  • Descent at IMDb
  • The MS-DOS version of Descent Shareware can be played for free in the browser at the Internet Archive

descent, video, game, descent, first, person, shooter, game, developed, parallax, software, released, interplay, productions, 1995, later, macintosh, playstation, risc, popularized, subgenre, games, employing, degrees, freedom, first, feature, entirely, true, . Descent is a first person shooter FPS game developed by Parallax Software and released by Interplay Productions in 1995 for MS DOS and later for Macintosh PlayStation and RISC OS It popularized a subgenre of FPS games employing six degrees of freedom and was the first FPS to feature entirely true 3D graphics The player is cast as a mercenary hired to eliminate the threat of a mysterious extraterrestrial computer virus infecting off world mining robots In a series of mines throughout the Solar System the protagonist pilots a spaceship and must locate and destroy the mine s power reactor and escape before being caught in the mine s self destruction defeating opposing robots along the way Players can play online and compete in either deathmatches or cooperate to take on the robots DescentMS DOS cover artDeveloper s Parallax SoftwarePublisher s Interplay ProductionsMacPlay Mac OS R Comp Interactive RISC OS Director s Mike KulasMatt ToschlogProducer s Rusty BuchertDesigner s Che Yuan WangMark DinseJasen WhitesideProgrammer s John SlagelRob HuebnerArtist s Adam PletcherWriter s Josh WhitePlatform s MS DOS Mac PlayStation RISC OSReleaseMS DOSMarch 17 1995MacintoshLate 1995PlayStationJP January 26 1996WW March 1996RISC OSLate 1998Genre s First person shooter shoot em upMode s Single player multiplayerDescent was a commercial success Together with its sequel it sold over 1 1 million units as of 1998 and was critically acclaimed Commentators and reviewers compared it to Doom and praised its unrestrained range of motion and full 3D graphics The combination of traditional first person shooter mechanics with that of a space flight simulator was also well received Complaints tended to focus on the frequency for the player to become disoriented and the potential to induce motion sickness The game s success spawned expansion packs and the sequels Descent II 1996 and Descent 3 1999 Contents 1 Gameplay 1 1 Single player 1 2 Multiplayer 2 Plot 3 Development 3 1 Releases and ports 3 1 1 Cancelled ports 3 2 Mods 3 3 Re releases 4 Reception 4 1 Pre release 4 2 Sales 4 3 Computer versions 4 3 1 Accolades 4 4 PlayStation version 5 Legacy 6 Notes 7 References 8 External linksGameplay editSingle player edit nbsp Screenshot of the player engaging a robot from a cockpit perspective The yellow number and adjacent bars in the HUD represent the amount of total energy Also in the HUD counterclockwise from top left the available extra lives an enemy missile lock indicator a colored key inventory the selected primary weapon the player ship s shields the selected secondary weapon and the score count 1 18 2 Descent is a first person shooter and shoot em up 3 game wherein the player pilots a spaceship through labyrinthine mines while fighting virus infected robots using the ship s armaments They must find and destroy each mine s reactor core triggering a meltdown that will destroy the mine as the player escapes 4 For two levels the reactor core is replaced with a boss To obtain access to the reactor the player must collect one or a combination of the three colored access keys for each level 1 14 5 As a secondary objective the player can also choose to rescue PTMC Post Terran Mining Corporation workers who were taken hostage by the infected robots 4 Descent features 30 levels of which three are secret levels Each level is based in a mine or military installation 6 in various locations in the Solar System The game demands that players keep their sense of orientation in a fully 3D environment with a flight model featuring six degrees of freedom in zero gravity 4 It also provides a 3 dimensional wire frame automap that displays any area of the current mine visited or seen by the player Variously colored lines indicate locked doors and zones such as energy stations and reactor areas 1 12 These mines may contain hidden doors 1 16 or robot generators that spawn enemy robots 1 17 Flares and lasers light up dark areas of the mine 1 9 2 Items are available as collectible power ups They are either scattered throughout the mines or may be obtained by destroying robots 6 Weapons are split up into primary and secondary weapons Primary weapons range from lasers to wide range Spreadfire Cannons to the chargeable Fusion Cannons whose shots can punch through numerous enemies They all consume energy as their ammunition except for the Vulcan Cannon which uses rounds of explosive shells Secondary weapons include various missiles both unguided and homing including the Smart Missile which upon impact released several smaller guided bomblets as well as Proximity Bombs that are dropped behind the player s craft to slow pursuing enemies 1 14 15 The player s spacecraft uses shield power as health and can carry a maximum of 200 units of shields and energy each Energy is replenished from energy power ups or recharged to 100 units at permanent energy centers Shields can only be restored by collecting blue shield orbs There are also power ups that modify the ship s status and weaponry For example Cloaking Devices temporarily render the ship invisible Invulnerability temporarily inhibits receiving damage and Quad Lasers modify the ship s laser system to fire four bolts of energy instead of the standard two 1 14 Points are gained by defeating robots rescuing hostages and escaping the mine before its self destruction 1 23 If the player ship s shields drop to 0 the ship is destroyed all acquired weapons are strewn about the area as power ups 7 3 and any rescued hostages aboard are killed 8 20 The ship respawns at the cost of a life and the player must navigate the mines to regain the power ups 9 Players can record and later view their experiences in the form of demos both in single player and multiplayer 1 19 10 Multiplayer edit Descent allows online competitive and cooperative multiplayer sessions The competitive sector consists of Anarchy Team Anarchy and Anarchy With Robots three deathmatch modes whereby players attempt to destroy as many of each other s ships as possible Team Anarchy assigns players to two opposing teams and Anarchy With Robots adds hostile robots to the match In Cooperative players team up to destroy mines and compete for the highest score Competitive modes allow a maximum of eight players and cooperative modes allow up to four 1 23 Players can press a single key to type a message referred to as a taunt rather than pausing to type in the full message 1 27 9 They can also join same servers across different platforms particularly MS DOS and Macintosh 11 Plot editDescent is set in 2169 4 The story begins with a briefing between PTMC executive S Dravis and the player s character PTMC s best Material Defender who is hired on a mercenary basis to eliminate the threat of a mysterious alien computer virus infecting the machines and robots used for off world mining operations 12 The PTMC developed numerous mines in the Solar System s planets and moons for a variety of uses including resource extraction science research and military installations Prior to entering a mine the player receives an intelligence briefing upon the robots used there however the computer virus has resulted in some existing robots either modified considerably or even new robots being produced that PTMC is unaware about 13 14 The player starts with the mines on the Moon and later shift to Venus and to Mercury where a boss robot has to be destroyed Afterward the mines progress further away from the Sun as the player visits Mars then the moons of Jupiter Saturn Uranus Neptune and eventually to Pluto and its moon Charon The player accesses the three secret levels located in the asteroid belt using alternative exit doors hidden in specific levels 7 219 After defeating the boss robot on Charon the Material Defender is informed he cannot return to the PTMC s headquarters in Earth orbit as there is a chance his ship may be infected with the same virus as the defeated robots His employer also mentions that PTMC has lost contact with their deep space installations outside the Solar System setting the stage for the sequel 15 Development editDescent was co created by programmers Mike Kulas and Matt Toschlog It has origins as far back as 1986 when Toschlog first joined the gaming industry at Sublogic where he also first met Kulas There the pair worked on various simulation titles from Flight Simulator 2 to Jet Toschlog left the company in 1988 for Looking Glass where he worked with Ned Lerner to develop Car and Driver Kulas joined the company in 1990 to develop utilities for Car and Driver The two had devised an idea of an indoor flight simulator that used shaded polygons After working on Ultima Underworld however they realized they could add textures to the polygons for a spectacular effect By April 1993 they finished a two page sketch for what would become Descent a Our aim was to create an 80s style arcade game with 90s technology We wanted a full 3 D environment in which the player was surrounded by interesting structures and threats in all dimensions Mike Kulas Wired 19 Descent took about 21 months to finish According to Kulas 18 the game cost around US 450 000 to make The game s marketing budget was 1 million 20 Deciding that their idea was too good for anyone else to develop it Kulas and Toschlog left Looking Glass in June 1993 to form Parallax Software They hired Che Yuan Wang and John Slagel as their programmers with Wang also being their level designer They also hired Adam Pletcher as their artist They set out to contact publishers including Scott Miller of Apogee Software id Software s primary publisher who was excited about their proposal and signed a contract with them For the next seven months Apogee invested in Parallax and shared with them experience they had gained from developing their own 3D shareware titles Parallax would implement artistic and structural changes that Apogee requested After those months Apogee had numerous projects in the works and Parallax s project became more expensive to create so Apogee severed its involvement in the project a Left without a publisher Parallax spent the next three months to develop a mock up prototype continuing their coding The project was originally titled Miner but Parallax presented their prototype in written letters to 50 game companies as Inferno Of those letters three of them received a reply One of them was from Interplay who immediately signed the company up Until the game s full release Interplay s producer Rusty Buchert would oversee and guide the development of the project Parallax hired three more people to finish the project level designers Mark Dinse and Jasen Whiteside and story writer and 3D modeler Josh White a During level design the idea of simple connected tunnels as the sole component of level architecture expanded to also include rooms and exits As levels became more complex and confusing the developers added an automap to address this problem a To design the levels Descent s graphics engine uses portal rendering which uses collections of cubes to form rooms and tunnels Within the game sides of cubes can be attached to other cubes or display up to two texture maps Cubes can be deformed so long as they remain convex To create effects like doors and see through grating walls could be placed at the connected sides of two cubes 21 Robots were drawn as polygonal models sprites were only used to represent the hostages and power ups 22 This system was very efficient and made possible the first truly 3D textured environment in a video game 21 22 Another obstacle to overcome was adding online multiplayer Parallax found it difficult to implement and were initially reluctant to do so At the same time during development they had learned of Doom and the popularity of its multiplayer Interplay sent Rob Huebner to help Parallax program multiplayer Near their project s completion Parallax faced yet another obstacle they needed to make sure that their highly detailed and complex game could run smoothly on computers Although ultimately the requirements to run the game fast were high an added option to adjust detail complexity did help a Release timeline1995Descent1996Descent Levels of the WorldDescent IIDescent II Vertigo Series The Infinite Abyss199719981999Descent 3Descent 3 MercenaryReleases and ports edit Parallax Software and Interplay followed the shareware model used by Apogee and id Software and on December 24 1994 23 uploaded a seven level shareware demo as Descent both in retail and on the Internet 13 The full game for MS DOS was released on March 17 1995 16 24 followed by a Macintosh port published by MacPlay in December 1995 25 A modified version of Descent with stereoscopic graphics was released as a bundle with StereoGraphics s SimulEyes VR 3D glasses 26 A PlayStation port was released in Japan on January 26 1996 and abroad in March 1996 with SoftBank being the Japanese version s developer 27 28 The PlayStation version replaces the still screens and text with full motion video pre rendered cutscenes incorporating voice acting 29 November 22 1995 also saw the release of Descent Levels of the World an add on containing over 100 winning level submissions from a design competition held by Interplay plus one level designed by Parallax Software 30 31 Also in March 1996 Descent Anniversary Edition was released which bundled Descent Levels of the World as well as additional exclusive levels 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 The original Descent program is included for players that prefer the unmodified The First Strike as well as to run Levels of the World There is also a preview for the upcoming Descent 3 32 Descent was later ported to RISC OS by R Comp Interactive in late 1998 33 which received a 32 bit update in 2003 34 Cancelled ports edit A Sega 32X version of Descent was planned as the first console version 35 but it was never released A 3DO Interactive Multiplayer version was showcased at E3 1995 and slated to be published by Interplay but never came to fruition for unknown reasons 36 Likewise a Panasonic M2 version was also announced but never released due to the system s cancellation b A planned Sega Saturn version was cancelled because the programmers found that a straight port of the PlayStation version was not possible and they did not think it would be worth their while to do a more elaborate port for the Saturn 42 43 Interplay had plans dating to mid 1996 to port Descent to Nintendo 64 under the name Ultra Descent 44 The port was delayed before it was eventually cancelled in 1998 in favor of Descent 3 with Parallax s Jim Boone explaining that it never reached the design phase in development 45 46 In April 2010 Interplay partnered with independent developer G1M2 to release a WiiWare version for Fall 2010 47 It would have featured enhanced textures and a variety of controls including motion controls of a Wii Remote and Nunchuk with a MotionPlus accessory and possibly a Wii Balance Board 48 The deadline was missed and the last time the developer publicly provided an update on its progress was in a response to a news inquiry in 2011 assuring that the project was still underway 49 before it was ultimately quietly abandoned Mods edit Descent uses package files to store and load level data such as level structures graphics objects and sound effects and music similar to the WAD file format used for Doom It also allows players to create their own such files containing the data which can then be loaded and played 50 Later in 1997 on the end of life commercial cycle came the release of the game s source code excluding the audio code Parallax released the source code under the license that permits non commercial uses only 51 All of this combined with the game s popularity has resulted in a number of distributed mods 52 Re releases edit Descent was re released on modern digital distribution services It was one of the launch titles for the open beta version of Good Old Games on September 8 2008 53 followed by a Steam release on February 13 2014 54 However the game was withdrawn from Good Old Games in December 2015 along with Descent II and Descent 3 and later from Steam A representative of Parallax Software responded to speculation on the Good Old Games forums regarding the withdrawal of the titles Interplay owned the Descent trademark and the publishing rights to those games but their developers still retained the copyrights to them The latter pulled their games off because Interplay purportedly had not paid them royalties since 2007 As a result they had terminated the sales agreement disallowing Interplay from further selling them 55 However in November 2017 Good Old Games announced that the Descent series would be available for sale again on their platform 56 The game has also since resurfaced on Steam 57 Reception editPre release edit Customer reception of the shareware version of Descent was very positive with players praising the fully 3D environment and commentators noting perceived loyalty and goodwill that both Parallax and Interplay fostered 19 However it also garnered player complaints about a technical bug that would recharge each robot s shields whenever the player ship was destroyed the problem was exacerbated on the last level of the shareware where the power reactor is replaced with a boss and the gameplay thus becomes extremely difficult It also received complaints for lacking the ability to save in game instead saving the player s progress between levels Parallax recognized the bug and the popularity of the save feature so they released patches to address the issues 17 Mark Burgess of PC Zone called it one of the best shoot em up games and wrote that it justified shareware giving it a perfect five floppy disks out of five 9 106 Descent would later go on to become one of the games to inspire other retailers and software companies to look into and embrace the shareware model 19 24 Sales edit On Electronic Entertainment s charts in March 1995 the PC and CD ROM editions of Descent appeared as Nos 5 and 8 of the top selling PC and CD ROM titles before climbing to Nos 4 and 3 the next month respectively 58 The game first appeared on PC Zone s charts of the top selling games in May 1995 landing on Nos 4 and 2 on the top full price and CD ROM titles respectively The shareware version appeared as No 3 on the top budget games 59 In June 1995 the CD ROM version dropped off and the shareware version fell to No 6 of the budget games and the full game to No 9 of the full price games 60 before dropping off next month The full game rose back up in August 1995 to No 19 of the top full price games while the shareware version fell down to No 7 of the top commercial titles 61 The game dropped off PC Zone s charts altogether the next month 62 The Macintosh port also landed on No 10 of the top Macintosh games in December 1995 63 Interplay estimated in March 1995 before Descent s full release that shareware copies of Descent were distributed 900 000 times via online services on the Internet or at retail 64 Official global sales of the game together with its sequel surpassed 1 1 million copies as of June 1998 65 while VentureBeat estimated in 2015 that the actual sales figure of the original was as high as 25 million copies 66 Computer versions edit ReceptionReview scoresPublicationScoreComputer Gaming World nbsp nbsp nbsp nbsp nbsp 68 Edge8 10 10 GameSpot8 10 67 Next Generation nbsp nbsp nbsp nbsp nbsp 70 PC Gamer US 96 6 PC Zone94 9 MacUser nbsp nbsp nbsp nbsp nbsp 69 Macworld nbsp nbsp nbsp nbsp nbsp 11 PC Magazine nbsp nbsp nbsp nbsp 3 PC Player90 2 The computer versions of Descent received near universal acclaim with reviewers widely comparing it to Doom and noting its unique use of free motion as well as a fully three dimensional environment c The multiplayer aspect received equal acclaim d Michael Ryan of PC Magazine enthusiastically attributed the attention the game received to its unique gameplay and found no similar alternatives 3 GameSpot remarked that only one 3 D shooter adds a whole new dimension to the field Descent particularly noting the labyrinthine environments 67 Charlie Brooker of PC Zone noted the game s intense environment and similarities to Doom and praised its multiplayer and ability to taunt opposing players with only minor criticism directed toward its slight repetitiveness 9 Common complaints tended to focus on Descent s ability to disorient players as well as potentially induce motion sickness e Next Generation particularly praised the graphics and animation intelligent enemies and wide array of power ups all of which it said would keep most gamers glued to the screen for hours They were however disappointed by the game s delayed release asserting it led to the game being overshadowed by id Software s then newly released Heretic 70 Nevertheless they rated it the fourth best virtual reality game in September 1995 due to its 3D environment and graphics 73 In its third highest rated review 74 PC Player also praised the intelligent enemies as well as the lighting effects the use of various graphical textures and genuine 3D graphics 2 Edge remarked the ability to record demos that capture the player s experiences but also criticized the slightly repetitive gameplay and noted the robots basic algorithm of being only a little more than fire and evade despite their intelligence 10 The Macintosh port of Descent also received praise Bob LeVitus of MacUser called it one of the best Mac games ever released attributing its popularity to its online multiplayer mode His only criticism was the high system requirements the port required a Power Macintosh to play and a difficult learning curve 69 Macworld s Fred DeLisio also praised the enemy artificial intelligence realism and sense of immersion and multiplayer for allowing cross platform sessions between MS DOS and Macintosh users and allowing players to join and quit anytime without ending the sessions for everyone else but also criticized the high system requirements 11 Jeremy Parish of USgamer ran a retrospective feature on the game saying Descent combined the genre of space flight simulator with a first person shooter experience He also attributed the game s popularity and modifiability to the continued development of fan mods 52 Engadget s David Lumb retrospectively likened the game s graphical innovations to the computer generated imagery used in the 1995 film Toy Story 75 GamesTM rated it No 4 on their retrospective Top Five FPS list for its truly 3D environment combined with the six degrees of freedom 76 and Rock Paper Shotgun ranked it No 13 on its list of The best space games on PC citing the game s numerous innovations speed labyrinthine level structures and the free range of motion 71 Accolades edit Year Work Category Result1995 PC Gamer 77 Best Action Game WonBest Multi Player Game WonSpecial Achievement in Innovative Design WonPC Magazine 78 Technical Excellence Award WonPC Games 79 Game of the Month WonPC Computing 80 198 Most Valuable Entertainment CD ROM Runner upPlayStation version edit ReceptionReview scoresPublicationScoreElectronic Gaming Monthly7 375 10 81 GameFan83 5 Next Generation nbsp nbsp nbsp nbsp nbsp 83 Maximum nbsp nbsp nbsp nbsp nbsp 82 The PlayStation port of Descent also received praise which was often directed to the port s use of impressive lighting effects f Like its computer versions criticism commonly centered on the player s disorientation 5 81 The four reviewers of Electronic Gaming Monthly called it an outstanding conversion due to its extremely fast rendering speed and improved lighting effects However two of them felt that the gameplay lacked excitement 81 Major Mike of GamePro also judged it an excellent conversion due to its complex but generally easy to master controls though he did complain of occasional severe slowdown 84 Maximum stated it is one of the greatest games to grace the PlayStation and rates alongside WipeOut as one of the best ambassadors for the machine They particularly applauded the labyrinthine level design and intelligent enemy AI 82 Their subsequent feature on the game was more critical saying that the official PAL version of Descent features some of the most hideous letterbox PAL borders we ve ever seen with no sign of PAL optimization whatsoever However it also praised the game s use of the PlayStation Link Cable 85 Next Generation too praised the developers for adding a new industrial soundtrack to the PlayStation version rather than doing a direct port Like Major Mike they found the controls complex but easy to master While criticizing that the game can be dry and repetitive they concluded that Overall you still can t go wrong and if you ve got the ability to fly against someone else it doesn t get much better 83 K Lee of GameFan praised the sound and music and noted the game s difficulty due to the ubiquitous doors on walls ceilings and floors He thought the automap was useful though still found it too easy to become disoriented 5 Legacy editDescent is credited with starting a subgenre of six degrees of freedom first person shooters and remains an icon of the subgenre 86 87 It holds a Guinness World Record for being the first fully 3D first person shooter 88 and its popularity spawned two sequels Descent II in 1996 and Descent 3 in 1999 89 It also led to a 1999 trilogy of Peter Telep novels based on the series comprising Descent Descent Stealing Thunder and Descent Equinox 90 It brought about a handful of similar Descent clones most notably Forsaken which was released by Acclaim Entertainment in 1998 and had similar graphics and almost identical gameplay to Descent 91 In 1997 Interplay released Descent to Undermountain a role playing video game that used a modified version of the Descent graphics engine 92 Since Descent 3 there had been plans and considerations to work on another game in the series Those were either cancelled or abandoned in favor of other projects Volition the developer of the FreeSpace series began work on Descent 4 Again development was cancelled as most of the company was interested in developing a fantasy role playing game instead It would have been a prequel to Descent and reportedly served as the basis for the 2001 first person shooter Red Faction Similarities would have included plot points such as an evil faceless corporation and the mysterious Plague they are attempting to harness 93 94 President of Volition Mike Kulas stated in an interview that the Red Faction and Descent universes are strictly separate but also that the code intended for Descent 4 had been used in Red Faction 95 A series revival was planned in the late 2010s when development of another Descent title was confirmed On Kickstarter in March 2015 Descendent Studios announced a prequel to the original game partnering with Interplay and using their intellectual property rights to develop it 96 Titled simply Descent 97 it would have been the first game since Descent 3 to be released in the series However after a settlement in 2022 the game was renamed to Ships That Fight Underground dropping the Descent title altogether Another game Overload was announced on Kickstarter by Revival Productions and successfully crowdfunded in 2016 It included many of the former employees of Parallax Software including co founders Mike Kulas and Matt Toschlog It is a six degrees of freedom tunnel shooter and a spiritual successor to the Descent games that released in 2018 75 Notes edit a b c d e 16 17 18 37 38 39 40 41 2 3 6 9 71 10 11 67 68 69 70 2 3 6 9 10 11 67 68 69 2 3 6 9 71 10 67 69 72 5 81 82 83 84 References edit a b c d e f g h i j k l Parallax Software ed 1995 Descent Instruction Manual Interplay Productions a b c d e f g Descent Review PC Player in German March 1995 pp 46 48 50 52 a b c d e f Ryan Michael August 1995 360 of War PC Magazine Archived from the original on April 17 2001 a b c d Wells Jeremy January 1995 Descent Preview PC Zone No 22 pp 48 50 a b c d e K Lee 1996 Descent Review GameFan Vol 4 no 3 pp 10 30 33 a b c d e f Bennett Dan May 1995 Descent PC Gamer US Archived from the original on November 15 1999 a b Kunkel Bill 1995 Descent The Official Strategy Guide Prima Publishing ISBN 9780761500414 PlayStation Games Book Vol 2 Brady Games June 1 1996 ISBN 9781566865739 a b c d e f g h Brooker Charlie April 1995 Descent review PC Zone No 25 pp 72 74 a b c d e f Test Screen Descent Edge No 19 April 1995 pp 68 69 a b c d e DeLisio Fred April 1996 Descent 1 0 Macworld Archived from the original on August 9 1997 Parallax Software 1995 Descent Interplay Entertainment Scene Introduction cutscenes Level area 1 a b Descent DESCENT Robots Parallax Software 1995 Descent Interplay Entertainment Scene Concluding cutscenes Level area 27 a b Behind the Scenes Descent GamesTM No 155 pp 136 139 a b Antoniades Alexander June July 1995 Descending to the Top Game Developer pp 57 59 a b Hanson Ben March 30 2011 The Secret History of Volition Game Informer Retrieved June 16 2019 a b c Laidlaw Marc June 1 1995 The Doom Killers Wired Retrieved June 16 2019 Interplay Firm Tempts Customers With Free Samples Los Angeles Times March 16 1995 Retrieved August 17 2021 via Newspapers com a b Perez Adrian March 1998 Peeking Through Portals Game Developer p 45 a b Spille Carsten March 17 2019 Apple sues Microsoft and Interplay brings Descent PCGH Retro March 17 PC Games in German Retrieved June 24 2019 Interplay s Descent Released As Shareware Interplay Entertainment December 27 1994 Archived from the original on December 20 1996 Retrieved September 26 2019 a b Atwood Brett April 22 1995 Hot Games Take Shareware Route Billboard Vol 107 no 16 p 76 Loyola Roman December 1995 New Games Go High Tech MacUser p 50 Quick Hits GamePro No 89 IDG February 1996 p 17 Kondō Kōshi April 1996 Descent a monumental crystal of 3D games 3Dゲ ムの記念碑的な作晶 デイセント Game Criticism ゲーム批評 Gemu Hihyō in Japanese Vol 8 p 111 ISBN 4 944000 31 6 Retrieved April 13 2021 You re going down mate Play No 4 February 1996 pp 20 21 Descent 1 Ending YouTube Interplay Releases Descent Levels of the World CD October 8 1997 Archived from the original on October 8 1997 Retrieved April 16 2023 Descent Levels of the World GamePro Vol 8 no 3 March 1996 p 44 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 Nelson Graham Christmas 1998 Deeper and down Acorn User No 202 pp 52 53 Faster Descent Acorn User No 263 September 2003 p 9 Descent Electronic Gaming Monthly No 69 April 1995 p 88 E 3 The Biggest And Best Electronic Entertainment Show Ever 3DO GameFan Vol 3 no 7 July 1995 pp 38 39 NG Hardware 3DO M2 Key Software Next Generation No 12 December 1995 p 81 Cutting Edge 3DO buoyant as M2 picks up speed M2 launch software Edge No 23 September 1995 p 7 Preview Coming Soon M2 3DO Magazine No 10 May 1996 p 34 News E3 96 3DO M2 Dream List 3DO Magazine No 12 July 1996 p 4 Preview Coming Soon M2 3DO Magazine No 12 July 1996 p 34 Descent Is Sent Down Sega Saturn Magazine No 14 December 1996 p 8 Descent GamePro No 86 November 1995 p 186 Dossier Nintendo Accion in Spanish No 44 July 1996 p 45 Descent N64 Update September 1997 IGN September 25 1997 Retrieved June 28 2019 In Search of the Requested Cartridge Magazine 64 in Spanish No 5 Barcelona Future Publishing May 1998 p 45 Wahlgren Jon April 15 2010 Interplay Straps In with Descent for WiiWare Nintendo Life Archived from the original on April 15 2023 Retrieved June 28 2019 Hoffman Chris Christmas 2010 Underground Revival Nintendo Power No 262 p 34 Retrieved April 15 2023 Klepek Patrick May 5 2011 Phew Descent WiiWare Still in Development Wait What Giant Bomb Archived from the original on April 15 2023 Retrieved April 15 2023 Menus for HOGS and PIGS Computer Gaming World No 135 October 1995 pp 272 275 Dunkin Alan January 26 1998 Descent Source Code Released GameSpot Retrieved June 28 2019 a b Parish Jeremy March 16 2015 Revisiting Descent the Most Literal Interpretation of 3D Shooter USgamer Retrieved July 12 2015 Faylor Chris September 3 2008 Good Old Games Launches Public Beta Sept 8 Shacknews Retrieved June 28 2019 Hinkle David February 13 2014 Classic PC shooter Descent plots a course for Steam Engadget Retrieved June 27 2019 Makuch Eddie January 11 2016 Descent Games Pulled From Sale Dev Claims It Hasn t Been Paid Royalties in Years UPDATE GameSpot Retrieved June 27 2019 Welcome back Descent series page 2 Forum GOG com GOG com November 24 2017 Retrieved June 27 2019 Descent Video Game on Steam Steam Parallax Software Archived from the original on December 17 2017 Retrieved June 27 2019 Leader Board Electronic Entertainment Vol 2 no 9 September 1995 p 18 Gallup Charts PC Zone No 26 May 1995 p 18 Gallup Charts PC Zone No 27 June 1995 p 18 Gallup Charts PC Zone No 29 August 1995 p 16 Gallup Charts PC Zone No 30 September 1995 p 20 Leader Board PC Entertainment Vol 3 no 4 April 1996 p 20 Himowitz Michael J March 13 1995 A game that two comouters can play The Baltimore Sun Retrieved June 29 2019 Interplay Entertainment Final Prospectus Report Irvine California June 22 1998 p 36 Archived from the original on February 26 2017 Takahashi Dean March 10 2015 Sci fi game makers aim to bring back the 3D space combat of Descent VentureBeat Retrieved July 2 2019 a b c d e Descent Review GameSpot May 1 1996 Retrieved July 12 2015 a b c Vox Day June 1995 Vertigo to the Third Degree Computer Gaming World No 131 pp 104 106 108 a b c d e LeVitus Bob June 1996 The Game Room MacUser Archived from the original on February 25 1999 Retrieved July 20 2019 a b c Finals Next Generation No 5 May 1995 p 92 a b c The best space games on PC Rock Paper Shotgun February 1 2018 p 3 Retrieved June 8 2019 Kaufeld John 1998 Games Online for Dummies IDG Books Worldwide p 42 ISBN 978 0764504341 Retrieved November 20 2012 Top 10 Virtual Reality Games Next Generation No 9 September 1995 p 43 The Highest Game Ratings of the Year PC Player in German January 1996 p 48 a b Lumb David May 31 2018 Overload revives the cramped combat of classic shooter Descent Engadget Retrieved June 27 2019 Top Five FPS Retro Vol 3 GamesTM 2010 p 88 ISBN 9781906078560 The Year s Best Games PC Gamer Vol 3 no 3 March 1996 pp 73 74 After Hours PC Magazine Vol 14 no 22 December 19 1995 p 130 Geltenpoth Alexander March 1995 Descent Review PC Games in German No 30 pp 32 34 36 The Most Valuable Products PC Computing Vol 8 no 12 December 1995 p 198 a b c d Review Crew Descent Electronic Gaming Monthly No 80 March 1996 p 30 a b c Maximum Reviews Descent Maximum The Video Game Magazine No 5 Emap International Limited April 1996 p 154 a b c Descent Next Generation No 17 May 1996 pp 90 91 a b Major Mike April 1996 ProReview Descent GamePro Vol 8 no 4 p 66 Descent Interplay s 3D Classic on PlayStation Maximum The Video Game Magazine No 6 Emap International Limited May 1996 pp 68 70 Linneman John August 12 2018 Forsaken Remastered the welcome return of the six degrees shooter Eurogamer Retrieved June 28 2019 Dingman Hayden April 10 2015 Reader picks 15 more classic PC games you should play again PCWorld Retrieved June 28 2019 First fully 3 dimensional FPS Guinness World Records 2010 Retrieved July 2 2019 Derrick Craig Leighton Jason October 8 1999 Postmortem Outrage s Descent 3 Gamasutra Retrieved July 2 2019 Thoing Sebastian April 24 2009 PC Games Meisterwerke Heute mit Descent 1 und Descent 2 PC Games in German Retrieved June 14 2019 Special Preview Forsaken PowerPlay No 23 April 1998 p 40 Descent to Undermountain The Flame Sword of Lloth Next Generation No 11 Imagine Media November 1995 pp 130 1 Price Tom September 2001 Preview Red Faction Computer Gaming World No 206 pp 76 77 Kolmos Keith M May 22 2001 Prima s Official Strategy Guide Red Faction p 2 ISBN 0761536345 a href Template Cite book html title Template Cite book cite book a work ignored help Asrale September 11 2000 Volition Interview Planet Descent IGN Archived from the original on January 20 2010 Retrieved May 15 2012 Matulef Jeffrey March 10 2015 Descent is being rebooted as a MOBA on Kickstarter Eurogamer Retrieved March 24 2015 Tarason Dominic October 5 2018 Descent Underground resurfaces with a shorter title and more single player focus Rock Paper Shotgun Retrieved June 30 2019 External links edit nbsp Wikiquote has quotations related to Descent video game Descent Descent on Steam Descent Descent on Gog com Official Descent page at Interplay archived Descent at MobyGames Descent at IMDb The MS DOS version of Descent Shareware can be played for free in the browser at the Internet Archive Retrieved from https en wikipedia org w index php title Descent video game amp oldid 1175875241 Kahn, wikipedia, wiki, book, books, library,

article

, read, download, free, free download, mp3, video, mp4, 3gp, jpg, jpeg, gif, png, picture, music, song, movie, book, game, games.