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Pathways into Darkness

Pathways into Darkness is a first-person shooter adventure video game developed and published by Bungie in 1993, for Macintosh personal computers. Players assume the role of a Special Forces soldier who must stop a powerful, godlike being from awakening and destroying the world. Players solve puzzles and defeat enemies to unlock parts of a pyramid where the god sleeps; the game's ending changes depending on player actions.

Pathways into Darkness
Developer(s)Bungie
Publisher(s)Bungie
Platform(s)Mac OS, OS X
ReleaseAugust 1993 (August 1993)[1]
Genre(s)First-person shooter, adventure
Mode(s)Single-player

Pathways began as a sequel to Bungie's Minotaur: The Labyrinths of Crete, before the developers created an original story. Jason Jones programmed the game, while his friend Colin Brent developed the environments and creatures. The game features three-dimensional, texture-mapped graphics and stereo sound on supported Macintosh models. Pathways was critically acclaimed and won a host of awards; it was also Bungie's first major commercial success and enabled the two-man team of Jason Jones and Alex Seropian to move into a Chicago office and begin paying staff.

Gameplay edit

 
The player character fires at enemies with a pistol. Along the right side of the screen are player status and inventory, while the bottom contains a message console.

Pathways into Darkness is a first-person shooter and adventure game. The game interface consists of four windows. The primary "World View" shows the player character's first-person perspective. Players move, dodge, fire, and use weapons and items using the computer keyboard. The "Inventory" window displays items players have acquired, the "Message" window relates events and the in-game time, and the "Player" window displays health and energy information. The game clock runs constantly during gameplay, except when in conversation; the player loses the game if the sleeping god wakes after a set period of time.[2]

Players fight various monsters as they explore the pyramid's halls and catacombs. They may pick up weapons and ammunition left behind by others to supplement their arsenal. As additional levels are unlocked, new weapons become available, including machine guns and grenade launchers.[2] Players can absorb a certain amount of damage, but once their health reaches zero, they must resume their progress at the last saved checkpoint. Resting in place replenishes health but saps game time and leaves the player open to attack.[2] Scattered throughout the levels are other items players may use. Potions have different effects: rare blue potions, for example, rid the player character of poison and damage. Other items provide money, or points that increases the player character's maximum health.[3] Crystals can be used against enemies to freeze, burn, or otherwise harm them.[2]

Through the use of the yellow crystal, players can converse with Previously Living Sentient Beings or "PLSBs".[4] Conversations provide players with puzzle information, strategies for defeating monsters, and story background. Rather than relying on a branching tree of conversation options, players type keywords into a dialogue box. When a certain keyword (typically found in a previous statement by the dead person in question) is entered, the dead person will give a response. The manual gives a starting point by mentioning that all dead people respond to "name" and "death", by giving their name and describing how they died, respectively.[5]

Plot edit

Pathways casts the player as a member of a US Army Special Forces team sent on a mission to the Yucatán Peninsula. On May 5, 1994, a diplomat from the alien race known as the Jjaro appeared to the President of the United States and informed him that on May 13, an ancient godlike being sleeping beneath a pyramid would awaken and destroy the Earth. The only way to prevent this catastrophe is to prevent the god from awakening. The eight-man Special Forces team carries a nuclear weapon, with the goal of entering the ancient pyramid, descending to the bottom level where the god sleeps, and activating the bomb to stun the god and bury it under tons of rock.

The player character's parachute fails to open, and they fall unconscious in the landing. Awakening hours later, the player finds almost all their equipment inoperable. Reaching the pyramid on foot hours after the rest of their team, the player must complete the mission before the god awakens in five days.[6] In the pyramid, the player finds bodies of squad-mates, the remains of Spanish-speaking treasure hunters, and fallen members of a Nazi expedition from the 1930s who were looking for a secret weapon. Additional plot elements can be revealed by speaking to these dead, enabled by the yellow crystal.

The game's ending changes depending on whether the player has a radio beacon to call for extraction, and when the nuclear device is set to explode. Forgetting to set the bomb, or setting it to explode at any time past the awakening of the dreaming god, results in Earth's destruction. The device's detonation before the player reaches a minimum safe distance results in a pyrrhic victory. The most favorable endings are achieved by leaving the pyramid with a beacon for evacuation at least twenty game minutes before the device is set to go off, or without a beacon if the game ends with enough time for the player to escape on foot.

Development edit

Pathways was Bungie's fourth game and third commercial title[2] after their previous game, Minotaur: The Labyrinths of Crete, sold around 2,500 copies. In the summer of 1992, Jones was living in dorms at the University of Chicago when he saw Wolfenstein 3D, a shooter game with three-dimensional (3D) graphics. Inspired, Jones created a rough 3D-graphics engine for the Mac that simulated walls with trapezoids and rectangles.[7] Originally, Bungie intended Pathways to be a straightforward 3D version of Minotaur, but they quickly found that the top-down perspective of their previous game did not mesh with the new 3D presentation. An additional consideration was that the developers wanted to create a game that did not rely on then-rare networks and modems, an issue in marketing Minotaur.[8] The rest of 1992 was spent tweaking the graphics engine.[7]

Work on the game's storyline and levels began in January 1993.[7] Jones recalled that starting from cliché plots, they moved towards "very interesting and unique but extremely difficult to understand stories". One of the plot ideas cast the player as one of a group of Roman soldiers who discovered a mountain spring that extended their lives. Every seven years one soldier would be picked to descend into the caves and bring back more water. If the leader died, a new one would be selected to undertake the journey to ensure their survival. "It was a very interesting plot since your quest wasn't necessarily virtuous, it didn't involve doing good things or saving the world," Jones said. "It was just you were chosen, more or less against your will, to become the next leader of this freak cult of immortals." The final plot occupied a middle ground between the simple and complex stories, because the developers did not want to force players to become deeply involved in the story.[8]

While Bungie founder Alex Seropian handled the business aspect of Bungie and produced the game's box art and promotional material, Jones programmed the game, wrote the story line, and contributed to the game's manual.[7][9] Whereas Jones had single-handedly coded Minotaur, the small staff for Pathways was due to lack of money for a large team.[8] To speed implementation, Jones built a level editor for the game that allowed him to add objects, monsters, and walls to the levels.[7] The game's levels and mazes span 40 million scaled square feet.[10] Jones' friend, Colin Brent, did much of the art and creature design. This reduced Jones' workload and, in the programmer's opinion, improved the art.[8] Each monster was drawn by hand in different states such as stationary, moving, attacking, and dying. The drawings were scanned into the computer and added to the game; if there were problems, they were redrawn. Once the final drawings were complete, the images were colorized in 24-bit color using Adobe Photoshop.[7] Despite the game's advanced graphics, Pathways was designed to work on any Macintosh model; it was one of 30 applications that ran natively on Apple's PowerMacs on launch day.[11]

By July 1993 the game was behind schedule; only the above-ground portions of the pyramid were complete. Jones put in eighteen-hour days for the month leading up to the MacWorld Expo where the game was to be sold. He finished the game in a relatively bug-free state just before the Expo, and Bungie had 500 shrinkwrapped copies of the game available for sale at MacWorld.[7] Due to the game's difficulty, Bungie published an official hint book.[12]

Reception edit

Pathways was positively received. Inside Mac Games reviewer Jon Blum wrote that Pathways was "one of the best Macintosh games I've ever played".[13] Computer Gaming World described Pathways as "a dungeon crawl, pure and simple". The magazine praised the "simple, elegant and easy to use" user interface and "excellent" graphics and sound. Computer Gaming World concluded that while "somewhat weak on actual game play", Pathways was "a job worthy of a strong recommendation".[14] Macworld's Steven Levy commented that the gameplay and graphics were extremely smooth. He singled out the creatures for specific praise, likening them to "something that might have come from a brain-merge of Tim Burton, Anne Rice and Hieronymus Bosch" instead of simple line drawings.[15] Criticisms of the game included the difficulty level; Blum found some segments too difficult and that it was possible to spend hours playing before realizing that the player had made an irreversible mistake.[13][12] Reviewers also found the limited number of save spots and sparse ammunition frustrating.[14][16] Jones admitted that the game was harder than he had intended.[8] The title received several awards, including Inside Mac Games' "Adventure Game of the Year" and Macworld's "Best Role-Playing Game", and was listed on the MacUser 100.[17][18]

Pathways sold more than 20,000 copies,[12] beating expectations and making it Bungie's first commercial success.[19] It was the third bestselling Macintosh title of the first half of 1994 after Myst and Sim City 2000,[20] with projected seven-figure sales for the year.[9] The game made Bungie enough money that the company was able to move from Seropian's apartment to a dedicated office in Chicago's South Side.[17] At their new location, the Bungie team expanded and began work on another first-person shooter, Marathon. Interviewed by Inside Mac Games, Jones said that he did not believe that there would ever be a sequel to Pathways. "There's a lot of reasons for that, one of them being that I tend to dislike sequels," he said, "A lot of cool things have happened with the rendering technology since Pathways shipped, and it suggests some different products which don't really fit into the Pathways world."[8]

Pathways would later be bundled in a box set with the Marathon series in 1997.[21] A Mac OS X port of the game was produced by Man Up Time Studios in 2013, members of whom were early Bungie fans that became acquainted with the company through Pathways.[22]

References edit

  1. ^ . Bungie. Archived from the original on April 16, 2000. Retrieved February 3, 2012.
  2. ^ a b c d e Deniz, Tuncer (June 1993). "Sneak Peek: Pathways Into Darkness". Inside Mac Games., archived at pid.bungie.org.
  3. ^ Bungie (1993). "Player Window". Pathways Into Darkness Manual. p. 19.
  4. ^ Bungie (1993). "World View Window". Pathways Into Darkness Manual. p. 16.
  5. ^ Bungie (1993). "Conversations". Pathways Into Darkness Manual. p. 24.
  6. ^ Bungie (1993). "Story Introduction". Pathways Into Darkness Manual. pp. 1–3.
  7. ^ a b c d e f g Deniz, Tuncer (December 1993). "The Making Of: Pathways Into Darkness". Inside Mac Games.
  8. ^ a b c d e f Rouse III, Richard (October 1993). "IMG Interview: Bungie's Jason Jones". Inside Mac Games.
  9. ^ a b Marti, Carmen (February 17, 1994). "Game boys: Blazing 'Pathways' into computer-game industry". University of Chicago Chronicle. 13 (12). Retrieved March 17, 2010.
  10. ^ Harris, John (December 11, 1993). "New games to put on the 'wish' list". The Advertiser.
  11. ^ "Power Mac – 30 Native Apps Shipping, 150 Total". Newsbytes.
  12. ^ a b c Mahin, Bill (March 23, 2000). "Monsters in a Box". Chicago Reader. from the original on September 23, 2015. Retrieved March 19, 2016.
  13. ^ a b Blum, John A (September 1993). "Review: Pathways Into Darkness". Inside Mac Games.
  14. ^ a b Mulligan, Richard (November 1993). "Pyramid Power!". Computer Gaming World. pp. 122, 124. Retrieved March 28, 2016.
  15. ^ Levy, Steven (January 1994). "Macworld Hall of Fame; Best Role-Playing Game: Pathways Into Darkness". Macworld: 99.
  16. ^ Savignano, Lisa Karen. . AllGame. Archived from the original on November 15, 2014. Retrieved February 22, 2023.
  17. ^ a b . Bungie. Archived from the original on April 26, 2008. Retrieved March 16, 2010.
  18. ^ Levy, Stephen (January 1994). "The 1993 Macintosh Game Hall of Fame". Macworld: 99.
  19. ^ "Bungie". Icons. Episode 318. December 9, 2004. G4TV. Retrieved July 14, 2010.
  20. ^ Landis, David (September 22, 1994). "New movie service gets rolling". USA Today. p. 5D.
  21. ^ Crotty, Cameron (December 1998). "20 Unforgettable Games". Macworld. p. 75.
  22. ^ Dague, David (April 9, 2013). "Bungie : News : Community Focus: Man Up Time Studios". Bungie.net. Retrieved December 20, 2020.

External links edit

pathways, into, darkness, first, person, shooter, adventure, video, game, developed, published, bungie, 1993, macintosh, personal, computers, players, assume, role, special, forces, soldier, must, stop, powerful, godlike, being, from, awakening, destroying, wo. Pathways into Darkness is a first person shooter adventure video game developed and published by Bungie in 1993 for Macintosh personal computers Players assume the role of a Special Forces soldier who must stop a powerful godlike being from awakening and destroying the world Players solve puzzles and defeat enemies to unlock parts of a pyramid where the god sleeps the game s ending changes depending on player actions Pathways into DarknessDeveloper s BungiePublisher s BungiePlatform s Mac OS OS XReleaseAugust 1993 August 1993 1 Genre s First person shooter adventureMode s Single playerPathways began as a sequel to Bungie s Minotaur The Labyrinths of Crete before the developers created an original story Jason Jones programmed the game while his friend Colin Brent developed the environments and creatures The game features three dimensional texture mapped graphics and stereo sound on supported Macintosh models Pathways was critically acclaimed and won a host of awards it was also Bungie s first major commercial success and enabled the two man team of Jason Jones and Alex Seropian to move into a Chicago office and begin paying staff Contents 1 Gameplay 2 Plot 3 Development 4 Reception 5 References 6 External linksGameplay edit nbsp The player character fires at enemies with a pistol Along the right side of the screen are player status and inventory while the bottom contains a message console Pathways into Darkness is a first person shooter and adventure game The game interface consists of four windows The primary World View shows the player character s first person perspective Players move dodge fire and use weapons and items using the computer keyboard The Inventory window displays items players have acquired the Message window relates events and the in game time and the Player window displays health and energy information The game clock runs constantly during gameplay except when in conversation the player loses the game if the sleeping god wakes after a set period of time 2 Players fight various monsters as they explore the pyramid s halls and catacombs They may pick up weapons and ammunition left behind by others to supplement their arsenal As additional levels are unlocked new weapons become available including machine guns and grenade launchers 2 Players can absorb a certain amount of damage but once their health reaches zero they must resume their progress at the last saved checkpoint Resting in place replenishes health but saps game time and leaves the player open to attack 2 Scattered throughout the levels are other items players may use Potions have different effects rare blue potions for example rid the player character of poison and damage Other items provide money or points that increases the player character s maximum health 3 Crystals can be used against enemies to freeze burn or otherwise harm them 2 Through the use of the yellow crystal players can converse with Previously Living Sentient Beings or PLSBs 4 Conversations provide players with puzzle information strategies for defeating monsters and story background Rather than relying on a branching tree of conversation options players type keywords into a dialogue box When a certain keyword typically found in a previous statement by the dead person in question is entered the dead person will give a response The manual gives a starting point by mentioning that all dead people respond to name and death by giving their name and describing how they died respectively 5 Plot editPathways casts the player as a member of a US Army Special Forces team sent on a mission to the Yucatan Peninsula On May 5 1994 a diplomat from the alien race known as the Jjaro appeared to the President of the United States and informed him that on May 13 an ancient godlike being sleeping beneath a pyramid would awaken and destroy the Earth The only way to prevent this catastrophe is to prevent the god from awakening The eight man Special Forces team carries a nuclear weapon with the goal of entering the ancient pyramid descending to the bottom level where the god sleeps and activating the bomb to stun the god and bury it under tons of rock The player character s parachute fails to open and they fall unconscious in the landing Awakening hours later the player finds almost all their equipment inoperable Reaching the pyramid on foot hours after the rest of their team the player must complete the mission before the god awakens in five days 6 In the pyramid the player finds bodies of squad mates the remains of Spanish speaking treasure hunters and fallen members of a Nazi expedition from the 1930s who were looking for a secret weapon Additional plot elements can be revealed by speaking to these dead enabled by the yellow crystal The game s ending changes depending on whether the player has a radio beacon to call for extraction and when the nuclear device is set to explode Forgetting to set the bomb or setting it to explode at any time past the awakening of the dreaming god results in Earth s destruction The device s detonation before the player reaches a minimum safe distance results in a pyrrhic victory The most favorable endings are achieved by leaving the pyramid with a beacon for evacuation at least twenty game minutes before the device is set to go off or without a beacon if the game ends with enough time for the player to escape on foot Development editPathways was Bungie s fourth game and third commercial title 2 after their previous game Minotaur The Labyrinths of Crete sold around 2 500 copies In the summer of 1992 Jones was living in dorms at the University of Chicago when he saw Wolfenstein 3D a shooter game with three dimensional 3D graphics Inspired Jones created a rough 3D graphics engine for the Mac that simulated walls with trapezoids and rectangles 7 Originally Bungie intended Pathways to be a straightforward 3D version of Minotaur but they quickly found that the top down perspective of their previous game did not mesh with the new 3D presentation An additional consideration was that the developers wanted to create a game that did not rely on then rare networks and modems an issue in marketing Minotaur 8 The rest of 1992 was spent tweaking the graphics engine 7 Work on the game s storyline and levels began in January 1993 7 Jones recalled that starting from cliche plots they moved towards very interesting and unique but extremely difficult to understand stories One of the plot ideas cast the player as one of a group of Roman soldiers who discovered a mountain spring that extended their lives Every seven years one soldier would be picked to descend into the caves and bring back more water If the leader died a new one would be selected to undertake the journey to ensure their survival It was a very interesting plot since your quest wasn t necessarily virtuous it didn t involve doing good things or saving the world Jones said It was just you were chosen more or less against your will to become the next leader of this freak cult of immortals The final plot occupied a middle ground between the simple and complex stories because the developers did not want to force players to become deeply involved in the story 8 While Bungie founder Alex Seropian handled the business aspect of Bungie and produced the game s box art and promotional material Jones programmed the game wrote the story line and contributed to the game s manual 7 9 Whereas Jones had single handedly coded Minotaur the small staff for Pathways was due to lack of money for a large team 8 To speed implementation Jones built a level editor for the game that allowed him to add objects monsters and walls to the levels 7 The game s levels and mazes span 40 million scaled square feet 10 Jones friend Colin Brent did much of the art and creature design This reduced Jones workload and in the programmer s opinion improved the art 8 Each monster was drawn by hand in different states such as stationary moving attacking and dying The drawings were scanned into the computer and added to the game if there were problems they were redrawn Once the final drawings were complete the images were colorized in 24 bit color using Adobe Photoshop 7 Despite the game s advanced graphics Pathways was designed to work on any Macintosh model it was one of 30 applications that ran natively on Apple s PowerMacs on launch day 11 By July 1993 the game was behind schedule only the above ground portions of the pyramid were complete Jones put in eighteen hour days for the month leading up to the MacWorld Expo where the game was to be sold He finished the game in a relatively bug free state just before the Expo and Bungie had 500 shrinkwrapped copies of the game available for sale at MacWorld 7 Due to the game s difficulty Bungie published an official hint book 12 Reception editPathways was positively received Inside Mac Games reviewer Jon Blum wrote that Pathways was one of the best Macintosh games I ve ever played 13 Computer Gaming World described Pathways as a dungeon crawl pure and simple The magazine praised the simple elegant and easy to use user interface and excellent graphics and sound Computer Gaming World concluded that while somewhat weak on actual game play Pathways was a job worthy of a strong recommendation 14 Macworld s Steven Levy commented that the gameplay and graphics were extremely smooth He singled out the creatures for specific praise likening them to something that might have come from a brain merge of Tim Burton Anne Rice and Hieronymus Bosch instead of simple line drawings 15 Criticisms of the game included the difficulty level Blum found some segments too difficult and that it was possible to spend hours playing before realizing that the player had made an irreversible mistake 13 12 Reviewers also found the limited number of save spots and sparse ammunition frustrating 14 16 Jones admitted that the game was harder than he had intended 8 The title received several awards including Inside Mac Games Adventure Game of the Year and Macworld s Best Role Playing Game and was listed on the MacUser 100 17 18 Pathways sold more than 20 000 copies 12 beating expectations and making it Bungie s first commercial success 19 It was the third bestselling Macintosh title of the first half of 1994 after Myst and Sim City 2000 20 with projected seven figure sales for the year 9 The game made Bungie enough money that the company was able to move from Seropian s apartment to a dedicated office in Chicago s South Side 17 At their new location the Bungie team expanded and began work on another first person shooter Marathon Interviewed by Inside Mac Games Jones said that he did not believe that there would ever be a sequel to Pathways There s a lot of reasons for that one of them being that I tend to dislike sequels he said A lot of cool things have happened with the rendering technology since Pathways shipped and it suggests some different products which don t really fit into the Pathways world 8 Pathways would later be bundled in a box set with the Marathon series in 1997 21 A Mac OS X port of the game was produced by Man Up Time Studios in 2013 members of whom were early Bungie fans that became acquainted with the company through Pathways 22 References edit Pathways Into Darkness Bungie Archived from the original on April 16 2000 Retrieved February 3 2012 a b c d e Deniz Tuncer June 1993 Sneak Peek Pathways Into Darkness Inside Mac Games archived at pid bungie org Bungie 1993 Player Window Pathways Into Darkness Manual p 19 Bungie 1993 World View Window Pathways Into Darkness Manual p 16 Bungie 1993 Conversations Pathways Into Darkness Manual p 24 Bungie 1993 Story Introduction Pathways Into Darkness Manual pp 1 3 a b c d e f g Deniz Tuncer December 1993 The Making Of Pathways Into Darkness Inside Mac Games a b c d e f Rouse III Richard October 1993 IMG Interview Bungie s Jason Jones Inside Mac Games a b Marti Carmen February 17 1994 Game boys Blazing Pathways into computer game industry University of Chicago Chronicle 13 12 Retrieved March 17 2010 Harris John December 11 1993 New games to put on the wish list The Advertiser Power Mac 30 Native Apps Shipping 150 Total Newsbytes a b c Mahin Bill March 23 2000 Monsters in a Box Chicago Reader Archived from the original on September 23 2015 Retrieved March 19 2016 a b Blum John A September 1993 Review Pathways Into Darkness Inside Mac Games a b Mulligan Richard November 1993 Pyramid Power Computer Gaming World pp 122 124 Retrieved March 28 2016 Levy Steven January 1994 Macworld Hall of Fame Best Role Playing Game Pathways Into Darkness Macworld 99 Savignano Lisa Karen Pathways Into Darkness Review AllGame Archived from the original on November 15 2014 Retrieved February 22 2023 a b Bungie History Primordial Soup Pathways Bungie Archived from the original on April 26 2008 Retrieved March 16 2010 Levy Stephen January 1994 The 1993 Macintosh Game Hall of Fame Macworld 99 Bungie Icons Episode 318 December 9 2004 G4TV Retrieved July 14 2010 Landis David September 22 1994 New movie service gets rolling USA Today p 5D Crotty Cameron December 1998 20 Unforgettable Games Macworld p 75 Dague David April 9 2013 Bungie News Community Focus Man Up Time Studios Bungie net Retrieved December 20 2020 External links edit nbsp Video games portalClassic games gallery at Bungie Pathways Into Darkness at Bungie org Pathways into Darkness at MobyGames Retrieved from https en wikipedia org w index php title Pathways into Darkness amp oldid 1199011783, wikipedia, wiki, book, books, library,

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