Descent (video game)

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Descent

Developer(s) Parallax Software
Publisher(s) Interplay Productions
Engine Segment (Cube) based
Platform(s) PC, (MS-DOS), Mac OS, Linux, PlayStation, Acorn Archimedes
Release date(s) March 17, 1995
Genre(s) First-person shooter
Mode(s) Single player
Multiplayer
Rating(s) ESRB: Teen (T)
RSAC: V1: Damage to realistic objects
Media CD-ROM, floppy disk
System requirements Minimum (MS-DOS)
  • IBM/Tandy or 100% compatible 386-33 or faster
  • 4 MB RAM
  • DOS 5.0 or later
Input methods Keyboard, Mouse, Joystick, Controller

Descent is a 3D first-person shooter video game developed by Parallax Software and released in 1995. The series has a strong following due to its unique six degrees of freedom (6DOF) gameplay. It is still cherished by a strong community of fans, particularly for its online multiplayer, and new levels continue to be developed. It spawned two direct sequels: Descent II and Descent 3.

The trademark for Descent was allowed to lapse by Interplay in 2002 [1] and has been re-registered by them in 2008.[2]

Contents

[edit] Storyline

The game begins with a briefing between a bald anonymous executive (in later games named Dravis) of the Post Terran Minerals Corporation (PTMC) and the player, a "Material Defender" (revealed as MD1032 in the briefings) hired on a mercenary basis to gather information about a computer virus infecting the robots used for off-world mining operations. The game progresses through the solar system, from the Moon to Pluto's moon Charon. After defeating the boss robot on Charon, the Material Defender is informed he cannot return to the PTMC's headquarters in lunar orbit, as there is a chance his ship may be infected with the same virus as the defeated robots.

[edit] Gameplay

Screenshot of Descent

[edit] Navigation

Although the keyboard interface for moving and rotating in full 3D space is easily learned, many players[citation needed] initially suffered from nausea and confusion since any viewpoint became possible. With practice, however, most people found the game fluid and very enjoyable

. A larger annoyance for casual players was getting lost in the mines (some of which were very large and complex). Highly experienced players who could memorize the mine layouts became adept enough to play the game with their point of view continually upside-down.

The game also supported the use of two joysticks that could be configured freely, which made playing the game easier than using the keyboard.

Like DOOM, Descent provides a navigational wireframe map that will display any area of the mine visited or seen by the player. Since it is truly 3D, however, navigating the map can be challenging, especially so in the shareware demo. The commercial release of Descent made map navigation more intuitive.

Descent never achieved the popularity of more contemporary 3D shooter games, possibly due to the demands on the player to keep his or her sense of orientation in a fully 3D environment with a 6DOF flight model. Additionally, learning to effectively exploit "(tri-) chording"—increasing movement speed by simultaneously pressing the acceleration controls for several movement directions—steepened the learning curve. Nonetheless, the challenge the flight model poses attracted—and continues to attract—players, even 13 years after the first game of the franchise appeared.

[edit] Multiplayer

Descent offers competitive multiplayer game play for up to 8 players over a LAN and is touted as being one of the first games to allow initiating sessions conveniently from a menu within the game as well as on-the-fly joining of multiplayer games, whereas in many similar games of the era such as Doom it is presumed that all players have to be queued prior to initiating the match.

With the advent of Internet IPX clients such as Kali[3] and Kahn, Descent and Descent II were increasingly played over the Internet. Descent II was especially popular online due to its support for short packets and variable packet rate, which significantly improved quality of play over the slower Internet connections prevalent at the time.

An important element of the online gaming community was the Invitational Descent Ladder.[4] The ladder facilitated one-on-one duels between some of the most skilled Descent players in the world. IDL matches were chiefly played in the original Descent game and to a lesser extent Descent 2; Descent 3 was not as well received and saw little use on the ladder in comparison.

The D1X project significantly improved gameplay for on-line Descent games.

[edit] Levels and robots

In the original Descent, there are 27 levels corresponding to 27 different and unique mines (and also three secret levels). The first three begin on the Moon, the fourth and fifth on Venus, and the sixth and seventh take place on Mercury. These levels also make up the shareware version.

In the commercial release, the path continues out towards Mars and on towards the moons of the gas giants Jupiter, Saturn, Uranus, Neptune, and finally until Pluto and Charon. There are 3 secret levels, located in the Asteroid Belt, which can be accessed by secret exits that are placed as an alternative to the regular exits in certain levels, which are denoted by a strange blue wall in the door's room and in the path in the exit.

The enemy AI was quite good for its time, with most robots being able to dodge a player's fire, making for challenging firefights and duels. There are special AI strategies that complement the bots' attacking style, with regular (firing) robots starting in sniping mode and often aggressively pursuing if the player retreated, close-combat robots which are highly maneuverable and charge the player, and certain "cunning" or "lurking" bots that track the player and only attack when it will achieve surprise. As the mission progresses, new, tougher robots begin to appear with more powerful weapons.

The seventh level, which is also the end of the shareware version, and the final level are cited as the most difficult. Both have large boss robots with powerful weaponry (the first boss fires enhanced Smart missiles (the plasma shots released from the smart missile traveled much faster and were harder to evade); the second fires Mega Missiles) and have the ability to cloak (become invisible) then teleport to other parts of the room. The second boss also causes other robots to materialize nearby.

[edit] Objectives

Each level starts with the player in his ship materializing in a starting location within the mine. The player must then navigate through the mine while destroying enemy robots and picking up powerups if his resources run low. The player's spacecraft has a fixed energy capacity and most weapons and tools require regular pickups of energy powerups to be able to continue firing. Killing opponents often releases such powerups. There are also permanent recharging areas called "energy centers" which a player can visit any number of times to fully replenish his or her ship's energy; the recharging areas are never exhausted. The player's ship also contains a limited supply of shield energy (normally referred to as "shields"), which is reduced when the player is hit. Unlike energy, shields can only be restored by acquiring the appropriate powerups.

The player has limited lives in a single player game (but unlimited lives in a multiplayer game.) When a player's ship is destroyed, it respawns at the mine's entrance. However, all the powerups (weapons, etc.) acquired thus far will be strewn about the area of death waiting to be reacquired. There is also a complementary points system. Players can score points by destroying enemy robots, picking up powerups, and detonating the reactor. The most points will be earned by rescuing the trapped PTMC workers in each mine and safely escaping with them after destroying the reactor. Hostages are lost when the ship is destroyed, so it is often recommended that they be rescued just before blowing the reactor. Accumulating 50000 points will result in an extra life. In addition, after completing the game, a "Ship Bonus" will be obtained, equal to every life saved multiplied by 50000 points (e.g. if a player has 7 lives left at the end of the game, he will receive a bonus of 350000 points to his current score).

In Descent, the goal of each level is to destroy the reactor. As an intermediate task to reach the reactor, the player must find a series of colored keys, usually in the order of blue, yellow, and red. (These three are the only key colors.) Each key will correspond with one or more doors of that color and allow the player to open those doors. Beyond the red door is the reactor, which itself will fire back at the player, and the area is also heavily defended by robots. By severely damaging the reactor, it will set off a countdown timer. The player will have to find the route back to the exit tunnel before the countdown expires and the reactor's meltdown vapourizes the entire mine. If the player cannot escape, but has extra lives to spare, he can proceed to the next level and be forced to start with minimal weapons.

In the seventh and twenty-seventh levels, the reactor is replaced by a boss robot, which similarly triggers the countdown after it is destroyed.

[edit] Saving

In the shareware version, saving will only record the player data at the start of the level. Saving in the full version can be done at any time (but not on secret levels in Descent II); it stores the exact details of every object's location and data, and a small snapshot of the player's view, at the time of the save.

[edit] Recording Demos

Descent is also one of the first games to feature a sophisticated built-in demo recording system. Pressing F5 anytime during single or multiplay games records all action on the screen like position/movement of players/robots, what weapon was fired/picked up, chat between multiplayers, etc. to a file. Since the demos do not contain any graphics but only information for the game engine on how to render them on playback (which offers pause and fast forward/rewind), even long sessions result in comparatively small files that can easily be spread via mail or websites which is still done by the community for demonstrating multiplayer fighting techniques, walkthroughs, speedruns and so on.

[edit] Weapons and items

There is a variety of weapons available to the player. Often, they are used for their novelty and variety instead of tactical considerations. The proximity bomb is designed specifically for multiplayer. Descent features ten weapons; five primary weapons and five missiles. Players also have access to Flares for lighting up dark areas, and powerups with various effects.

Descent's handling of weapons in multiplayer differs from most first-person shooters. When a player is killed, all the powerups (weapons, etc.) acquired thus far will be strewn about the area of death waiting to be reacquired. Instead of respawning primary weapons, which could potentially allow several players to pick up the same weapon over time, only one player can have it at a time, forcing his opponents to destroy him in order to acquire it.

[edit] Development

The original Descent runs under DOS and is (with some tweaking) playable on 386-based PCs at 33 MHz. However, for good-quality rendering with full-screen view and better than minimal render depth, a 486 running at at least 66 MHz is required. For maximum rendering quality, a faster Pentium CPU is required; with the release of the Pentium, the performance requirements were no longer an issue. Descent was ported to Apple's Power Macintosh in 1996 and both versions support multiplayer network play over a variety of protocols. A console port of Descent was created for the Sony PlayStation. Another console port for the Sega Saturn was also planned, but never released.

[edit] Rendering

Descent was released in February 1995, just over a year after id Software's Doom (December 1993). Like most games of its era, Descent uses a software renderer, because mainstream 3D graphics accelerator cards did not exist at the time. However, while most of its contemporaries—Doom included—use sprites to render enemies, Descent renders enemies in full 3D using polygon meshes, a technique employed by Quake the following year. (However, Descent does use sprites for power-ups, the hostages, and components of the mines such as as doors, grates, and fans.) Unlike Doom and Quake, Descent does not use BSP trees for visibility culling (to speed up rendering), instead taking advantage of the game's use of collections of cubes to form rooms and tunnels. This system was very efficient, and made possible one of the first true 3D textured environments in a video game. On lower-end systems, detail levels could be reduced to cut out some of the smaller polygons on robots and render solid color blocks in place of textures on distant walls and across passageways in the distance.

The original Descent uses indexed 8-bit color in DOS's display mode 13h, using 320 × 200 resolution. Unlike its sequel, it uses only one 256-color set during gameplay, rather than a unique set for each group of levels; these colors tinge red during damage and purple during fusion charging. The Macintosh and later PC versions allow higher resolutions, such as 640 × 480. The default engine uses a software renderer in which the perspective transformation for texture mapping is only performed once every 32 pixels, causing textures to appear to pop or shift when viewed from certain angles. The software renderer also uses nearest-neighbor texture filtering, as opposed to bilinear filtering or trilinear filtering used by modern video cards. Nearest-neighbor texture filtering causes aliasing artifacts, such as blocky or swimming textures. These rendering compromises allowed the game to be played on most PCs contemporary with it, while better rendering techniques would have prevented it from being running on any but the most powerful gaming PCs in 1995.

The engine for Descent is a portal rendering engine, operating on the premise of interconnected cube-shaped sectors. 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. Descent introduced an elaborate static lighting scheme as well as simple dynamic lighting, where the environment could be lit with flares—another advancement compared to Doom. (Descent II later added more dynamic lighting effects, including the ability to shoot out light fixtures.)

[edit] Audio

The game uses 8-bit, 11 kHz sound effects, including some vocals. On slower computers, the sound settings could be reduced to allow only one door sound, only one laser sound, and only a few enemy sounds simultaneously, and other simplifications. (It also would make only one sound play per frame, which would potentially slow down things more than it could help them.) The PC version's soundtrack is a MIDI score, while the Macintosh version uses Redbook audio and the Playstation version uses CDXA audio.

[edit] Third-party development

The source code to the original Descent (minus the audio code, which was replaced with that of the Allegro library) was released in 1997. The source code to Descent II was subsequently released in 1999.[5]

Numerous open source projects based on these source releases have appeared on the Internet. The most popular early project was D1X, which added many new features such as the ability to change resolution, customizable primary and secondary weapon priority, and many other features that were previously only available in Descent II.

Following the release of the Descent II source code, the D1X project sparked another project called D2X, which went on to enhance the gameplay and compatibility of Descent II. D1X and D2X also made it possible to play the games on different platforms like Linux. However, eventually, work on the D1X and D2X projects became stagnant. The latest version, D1X 1.43, added support for OpenGL and Direct3D graphics as well as TCP/IP multiplayer, and runs under Windows XP with few problems. There are source code projects for Descent that are still active, like D2X-XL and DXX-Rebirth.

Descent has also been unofficially ported to the Linux operating system,[6] Xbox[7], Nintendo DS [8], Playstation Portable [9], Pocket PC[10] and AmigaOS 4.0.[11]

[edit] Expansions

[edit] Descent Mission Builder (1995)

A commercial Descent level editor, created by Brainware. Users can create their own single-player and multi-player levels with the program and then play them.

[edit] Descent: Levels of The World (1995)

A popular add-on for Descent, containing all of the entries from a level design competition held by Interplay in 1995. A viewer is included, allowing the player to see a preview of each map, as well as selecting ones that received a "Top 10" award or an honorable mention.

[edit] Descent: Anniversary Edition (1996)

A bundle released on the one-year anniversary of the original game's debut, the Anniversary Edition featured Descent, the Levels Of The World add-on, and several additional levels created by Parallax.

[edit] Descent (PlayStation)

A version of Descent was also produced for the PlayStation. It features the same levels as the PC version of Descent, but adds a remixed soundtrack, prerendered cinematics, and colored lighting effects.

[edit] Related titles

In 1997, Interplay released Descent to Undermountain, an RPG that used a modified version of the Descent graphics engine, but that was otherwise unrelated.

Perhaps the most well-known "Descent clone" was Forsaken, which was released in 1998 for PC, PlayStation, and Nintendo 64. Forsaken had similar graphics to Descent, and almost identical gameplay.

Descent: FreeSpace – The Great War was released by Volition, Inc. in 1998. It shared the Descent name, but otherwise had no connection to the series; it was given the "Descent" prefix to avoid trademark issues[12] (in Europe, it was released as Conflict: FreeSpace – The Great War). FreeSpace was a space simulator, and while it was still technically a 3D shooter, it for the most part did not retain Descent's trademark six degrees of freedom. Some early drafts of the FreeSpace story had the pilot searching for Descent's "Material Defender"[citation needed], but the story of the finished game was unrelated.

Around that time, Volition also began work on Descent 4, but development was canceled in 2000, owing mostly to disappointing sales of Descent 3.[citation needed] Descent 4 may have been originally planned as a prequel to Descent, and reportedly served as a basis for the first-person shooter Red Faction. Similarities include a reference to a "humans first" strike in Descent's opening briefing, and plot points such as nanotechnology, an evil faceless corporation, and the virus they are attempting to harness. Mike Kulas (president of Volition) stated in an interview that the Red Faction and Descent universes are strictly separate, however he did admit that code intended for Descent 4 had been used in Red Faction.[13]

A would-be Descent-clone called Core Decision by Highoctane Software was reportedly in development in 2003. It may still be in development, but the project currently appears to have been scrapped or indefinitely delayed.

Another notable project involving Descent is the Into Cerberon total-conversion mod for Doom 3. The project launched in late 2005 and aims to recreate the experience of Descent using a modern game engine.

In 2007 and again 2008, Interplay announced plans for developing new games based on previous franchises, including MDK, Earthworm Jim, and the Descent series.

[edit] Descent Novels and Stories

The Descent series spawned a trilogy of novels written by Peter Telep and sold at several major booksellers. The titles are Descent, Descent: Stealing Thunder, and Descent: Equinox. The novels did not follow the games to the word, but expanded on the basic premise.

Interplay also commissioned Brian M. Thomsen to package some official Descent 3 stories to post on their web site. The stories were eventually taken down. One story, "A Thousand Years", is available on the author's web site.

[edit] Descent movie

There were rumors of a Descent movie. NBC commissioned a script for a TV movie but then decided to be adapted for movie theaters. Interplay Productions, the owner and publisher of the Descent games, created a division called Interplay Movies that was going to develop the popular Interplay franchises of the time into movies, one of which was Descent. The last known update was in 1999, so the plans are considered dead. Interplay Movies reportedly successfully got Redneck Rampage made into a film, although it was never released.[citation needed]

One thing that lends credence to this Descent movie is a filing with the U.S. Patent and Trademark office of a 2000 abandoned trademark filing of Descent with the "Goods and/or Services" being listed as:

International Class: 041 entertainment services, namely, production and distribution of live action theatrical, motion pictures and television motion pictures and animated and live action television series featuring action, adventure and science fiction stories.

[14]

Another thing that lends credence to this Descent movie is an April 15, 1998 Variety article mentioning the announcement of Tom Reed as president of Interplay Films, the division of Interplay Productions set up to produce movies based upon their popular IP. Variety reported that Reed's strategy for Interplay Films was to have "feature adaptations of Interplay's most popular computer game titles—such as Fallout, Descent, Stonekeep, Carmageddon, Earthworm Jim and Redneck Rampage." and quoted Reed as saying:

I don't want this company to become pigeonholed ... A lot of games are action, adventure or fantasy based, and we have great product in those areas. But the company also will pursue spec scripts, books, articles and other idea sources.

[15]

[edit] Popular culture

  • The self destruct sequence voice clip is featured in a song called "Tight Rope" by Lacuna Coil.
  • Fear Factory released a song often accredited to the game called "Descent" on their 1998 science fiction concept album Obsolete.

[edit] References

[edit] See also

[edit] External links

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