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Encyclopedia > Descent (computer game)
Descent
Developer(s) Parallax Software
Publisher(s) Interplay Productions
Engine Segment (Cube) based
Release date(s) February 28, 1995
Genre(s) First-person shooter
Mode(s) Single player
Multiplayer
Rating(s) ESRB: Teen (PC-13)
Platform(s) PC, (MS-DOS), Mac OS, Linux, PlayStation, Acorn Archimedes
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 Keyboard, Mouse, Joystick, Controller

Descent is a 3D first-person shooter video game which spawned two direct sequels (Descent II and Descent³). The Descent name was also used for an unrelated space simulator released by Volition, Inc. called Descent: FreeSpace due to trademark issues.[1] Descent was developed by Parallax Software and released in 1995. Although unsophisticated by modern gaming standards, it is still cherished by a strong community of fans, particularly for online multiplayer, and new levels continue to be developed. This is a screenshot of a copyrighted website, video game graphic, computer program graphic, television broadcast, or film. ... A video game developer is a software developer (a business or an individual) that creates video games. ... Parallax Software is the Midwest game developer who created the Descent [1] series. ... This article or section does not cite its references or sources. ... Interplay Entertainment Corporation was an American video game and computer game publisher and developer. ... A game engine is the core software component of a computer or video game or other interactive application with real-time graphics. ... February 28 is the 59th day of the year in the Gregorian calendar. ... Year 1995 (MCMXCV) was a common year starting on Sunday (link will display full 1995 Gregorian calendar). ... Video games are generally categorized into genres. ... Doom is considered a landmark in the first-person shooter genre. ... In computer games and video games, single-player refers to the variant of a particular game where input from only one player is expected throughout the course of the gaming session. ... Online gaming redirects here. ... Entertainment Software Rating Board logo The Entertainment Software Rating Board (ESRB) is a self-regulatory organization that applies and enforces ratings, advertising guidelines, and online privacy principles for computer and video games and other entertainment software in the United States and Canada (officially adopted by individual provinces 2004-2005). ... This article or section does not cite its references or sources. ... Microsofts disk operating system, MS-DOS, was Microsofts implementation of DOS, which was the first popular operating system for the IBM PC, and until recently, was widely used on the PC compatible platform. ... This article or section does not adequately cite its references or sources. ... It has been suggested that Criticism of Linux be merged into this article or section. ... The Sony PlayStation ) is a video game console of the 32/64-bit era, first produced by Sony Computer Entertainment in the mid-1990s. ... This article or section does not cite its references or sources. ... The CD-ROM (an abbreviation for Compact Disc Read-Only Memory (ROM)) is a non-volatile optical data storage medium using the same physical format as audio compact discs, readable by a computer with a CD-ROM drive. ... A floppy disk is a data storage device that is composed of a disk of thin, flexible (floppy) magnetic storage medium encased in a square or rectangular plastic shell. ... A computer keyboard is a peripheral partially modeled after the typewriter keyboard. ... A contemporary computer mouse, with the most common standard features — two buttons and a scroll-wheel. ... Joystick elements: 1. ... This article or section does not cite any references or sources. ... 3D computer graphics are different from 2D computer graphics in that a three-dimensional representation of geometric data is stored in the computer for the purposes of performing calculations and rendering 2D images. ... Doom is considered a landmark in the first-person shooter genre. ... Namcos Pac-Man was a hit, and became a universal phenomenon. ... Descent II is a 3D first-person shooter video game noted for popularizing the use of true 3D rendering technology and providing the player with six full degrees of freedom (often abbreviated 6DOF) to move and to look around. ... Descent³ is the third and final game in the line of Descent computer games, well known for the use of six degrees of freedom and true 3D rendering technology. ... Volition, Inc. ... Descent: Freespace Screenshot Freespace 2 Screenshot Descent: FreeSpace is a space simulation computer game series developed by Volition Inc. ... Parallax Software is the Midwest game developer who created the Descent [1] series. ...


The series has a strong following due to its unique "six degrees of freedom" gameplay. However, because this gameplay can be challenging and strongly favors the use of a joystick, Descent never gained the popularity of more conventional ground-based 3D first-person shooter games. Being regarded as a Doom clone by casual gamers meant that Descent's unique aspects were often overlooked, confining it to a niche.[citation needed] Limited support for modifications, compared to some competing games such as Doom and Quake, also effectively limited its lasting appeal. As evinced by how frequently the terms have been used on Usenet, Doom clone was more common than first-person shooter until the late 1990s. ... Doom (or DOOM)[1] is a 1993 computer game by id Software that is among the landmark titles in the first-person shooter genre. ... Zombies attacking the player at the starting of Episode 1, Mission 3: The Necropolis. ...


The trademark for Descent was allowed to lapse by Interplay in 2002.[2] A trademark or trade mark[1] is a distinctive sign of some kind which is used by an individual, business organization or other legal entity to uniquely identify the source of its products and/or services to consumers, and to distinguish its products or services from those of other entities. ...

Contents

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. The Post Terran Minerals Corporation (also known as Post Terran Mining Corporation in the intro cinematic in the PlayStation version of Descent, as well as in Descent³) or PTMC is a fictional megacorporation in the Descent series of video games. ... Apparent magnitude: up to -12. ... Charon (shair-ən or kair-ən (key), IPA , Greek Χάρων), discovered in 1978, is, depending on the definition employed, either the largest moon of Pluto or one member of a double dwarf planet with Pluto being the other member. ...


Gameplay

Navigation

Although the keyboard interface for moving and rotating in full 3D space is easily learned, many players initially suffered from nausea and confusion since any viewpoint became possible. With practice, however, most people found the game fluid and very enjoyable. A bigger 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. For the Beck song, see Nausea (song). ...


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. One helpful trick is to use the "-" and "+" keys to decrease or increase the scope of the wireframe map. A wire frame model is a visual presentation of an electronic representation of a three dimensional or physical object used in 3D computer graphics. ...


Compared to other 3D shooter games, Descent never became particularly popular; probably due to its increased demand to the player's ability to keep his orientation in a fully 3D environment with a 6dof flight model. Also learning to effectively exploit (tri-) chording - increasing movement speed by simultaneously pressing the acceleration controls for several movement directions - steepened the learning curve. The challenge this poses attracted and still attracts players even 10 years after the first game of the franchise appeared.


Multiplayer

Like Doom, Descent offers excellent competitive multiplayer game play over a LAN. Descent is also touted as being one of the first games that allowed 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. Local area network scheme A local area network is a computer network covering a small geographic area, like a home, office, or group of buildings. ...


With the advent of Internet IPX clients such as Kali [1] and Kahn [2], 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. Internetwork Packet Exchange (IPX) is at the Network layer of the OSI model and is part of the IPX/SPX protocol stack. ... This article is about the Hindu goddess Kali. ... This page is about a German family name. ... In information technology, a packet is a formatted block of information carried by a computer network. ...


An important element of the online gaming community was the Invitational Descent Ladder [3]. 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.


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 on Venus, and the sixth and seventh take place on Mercury. These levels also make up the shareware version. Apparent magnitude: up to -12. ... (*min temperature refers to cloud tops only) Atmospheric characteristics Atmospheric pressure 9. ... This article is about the planet. ...


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. Mars is the fourth planet from the Sun in the solar system, named after the Roman god of war (the counterpart of the Greek Ares), on account of its blood red color as viewed in the night sky. ... This article or section does not cite any references or sources. ... Adjectives: Jovian Atmosphere Surface pressure: 20–200 kPa[4] (cloud layer) Composition: ~86% Molecular hydrogen ~13% Helium 0. ... Atmospheric characteristics Atmospheric pressure 140 kPa Hydrogen >93% Helium >5% Methane 0. ... Atmospheric characteristics Atmospheric pressure 120 kPa Hydrogen 83% Helium 15% Methane 1. ... Atmospheric characteristics Surface pressure ≫100 MPa Hydrogen - H2 80% ±3. ... Atmospheric characteristics Atmospheric pressure 0. ... Charon (shair-É™n or kair-É™n (key), IPA , Greek Χάρων), discovered in 1978, is, depending on the definition employed, either the largest moon of Pluto or one member of a double dwarf planet with Pluto being the other member. ... For details on the physical properties of bodies in the asteroid belt see Asteroid and Main-belt comet. ...


The complete list of levels of the original Descent mission is as follows:

  • Level 1: Lunar Outpost
  • Level 2: Lunar Scilab
  • Level 3: Lunar Military Base
  • Level 4: Venus Atmospheric Lab
  • Level 5: Venus Nickel-Iron Mine
  • Level 6: Mercury Solar Lab
  • Level 7: Mercury Core
  • Level 8: Mars Processing Station
  • Level 9: Mars Military Dig
  • Level 10: Mars Military Base
  • Level 11: Io Sulfur Mine
  • Level 12: Callisto Tower Colony
  • Level 13: Europa Mining Colony
  • Level 14: Europa CO2 Mine
  • Level 15: Titan Mine
  • Level 16: Hyperion Methane Mine
  • Level 17: Tethys H2O Mine
  • Level 18: Miranda Mine
  • Level 19: Oberon Mine
  • Level 20: Oberon Iron Mine
  • Level 21: Oberon Platinum Mine
  • Level 22: Neptune Storage Depot
  • Level 23: Triton Storage Depot
  • Level 24: Nereid Volatile Mine
  • Level 25: Pluto Outpost
  • Level 26: Pluto Military Base
  • Level 27: Charon Volatile Mine
  • Secret Level 1: Asteroid Secret Base
  • Secret level 2: Asteroid Military Depot
  • Secret Level 3: Asteroid Robot Factory

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. Garry Kasparov playing against Deep Blue, the first machine to win a chess game against a reigning world champion. ...


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 that fire powerful weaponry (the first boss fires Smart missiles; 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 cause other robots to materialize nearby. Flag Ship from the video game Gorf In video games, a boss is a particularly challenging computer-controlled character that must be defeated at the end of a segment of a game, whether it be for a level, an episode, or the very end of the game itself (final boss). ...


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 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" and players often make it a priority to seek these out first in order to give themselves an unlimited supply of energy.


The player has limited lives. When the ship is destroyed, it respawned 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, which the player can earn 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 enough points will result in an extra life.


In Descent, the goal of each level is to find a series of keys, usually in the order of blue, yellow, and red. Each key will correspond with a door of that color. 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 he has extra lives to spare, he can proceed to the next level but 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.


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.


Weapons and Items

The overall gameplay is enhanced by the wide variety of weapons the player can wield. Often, they are used for their novelty and variety instead of tactical considerations. The proximity bomb is designed specifically for multiplayer.


Descent's handling of weapons in multiplayer differs from other 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.


Descent features ten weapons; five primary weapons and five missiles.


Primary weapons

  • Laser - precise and efficient energy weapon with four power levels with corresponding colors (red, purple, blue, green), and a 'quad laser' powerup which doubles the player's cannons to four. Its low energy consumption compensates for its moderate speed.
  • Vulcan Cannon - non-energy primary weapon that uses ammunition which can be picked up; an instant-impact or hitscan weapon; rapid firing is good for stunning robots but very weak and consequently uses up much ammo to kill enemies; useful for sniping since it leaves no tracers.
  • Spreadfire Cannon - a medium-close ranged weapon with three energy spheres per shot, alternates between horizontal and vertical spreads; fairly fast firing and devastating in close quarters.
  • Plasma Cannon - rapidly fires large, fast-flying, green colored plasma spheres in pairs; making it one of the most versatile and dangerous energy weapons although it has an extremely high energy consumption. Very popular due to its visually stunning effects and cool sounds. Referred to as the "Dogfighter's best friend".
  • Fusion Cannon - hold down the firing button to charge the cannon, releasing the fire button unleashes a large purple blob. Also notable is that the ship will shudder and move involuntarily when charging, and excessive charging will damage the ship. Nonetheless, this is the most powerful energy weapon in the game, as it can punch through multiple robots and the shot's power actually increases with the number of enemies it hits through. It has a visual blast radius, but it is purely decorative and causes no splash damage. While this is a difficult weapon to master in multiplayer, as the player using the Fusion cannon must accurately "lead" his shot while charging the weapon, it is extremely potent in the hands of a skilled pilot, who will be able to kill other pilots with just one charged-up hit.

Secondary weapons

  • Concussion Missile - basic dumbfire rocket; small splash damage area; medium speed.
  • Homing Missile - Slightly more powerful and faster than the concussion missile, similar small splash area. Automatically locks on and follows a target within a reasonably wide angle ("fire and forget"); very difficult to evade.
  • Proximity Bomb - stationary mine that explodes at timeout or on contact; useful for delaying chasers or setting traps through hallways or on enemy generators.
  • Smart Missile - heavy missile that releases a group of five homing plasma spheres. Missile is set to detonate after a set time after release. The plasma bomblets can follow indefinitely, increase in speed, and "lock" on enemies akin to Homing and Mega Missiles.
  • Mega Missile - megaton missile equipped with a weak homing ability, but its essence lies in its huge splash damage radius and very high attack power.

All of the secondary weapons can hurt the player at too close a range; the Mega Missile can easily kill even a player with nearly full shield. Although only the blue player in the centre takes a direct hit, everyone within the circle takes damage. ...


Flares

The player is given an unlimited supply of Flares to fire into dark areas for illumination. Flares cost 1 energy per shot to fire and when energy is completely depleted from the player's ship, they are no longer available. It is common to use the Flare as a weapon to humiliate a near-dead opponent. Since a Flare only causes one unit of damage even at the highest difficulty level, being killed by one is a humiliating experience.


Other items

  • Shield: The trademark electrified blue spheres give 18, 15, 12, 9 and 6 shield units at Trainee, Rookie, Hotshot, Ace, and Insane modes, respectively (in Descent II, they give 27 units on Trainee mode.)
  • Energy/energy centers: The flashing yellow stars give the same delineations of energy for each difficulty level as the shield powerups. Energy centers are generally delineated with textures of yellow-and-gold squares and walls of yellow stars (although they do not have to in a level editor as long as an energy block is specified) and allow the player to power up to 100 energy; they do nothing if the player has more than 100 energy.
  • Cloaking device: For about 30 seconds, this purple sphere with a ring inside will make the player almost invisible to enemy fire, turning the Pyro-GX polygons into shadows.
  • Extra life: Green sphere with a ship inside. Self-explanatory.
  • Invulnerability: Cloudy blue sphere with silver wire around it. Self-explanatory; lasts about 30 seconds, although the godmode cheat (racerx) makes it almost infinite.

Technology

The original Descent runs under DOS and is (with some tweaking) playable on 386-based PCs at 33 MHz. 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. Instructions on how to use the directory command. ... The Intel 80386 is a microprocessor which was used as the central processing unit (CPU) of many personal computers from 1986 until 1994 and later. ... This article or section does not cite its references or sources. ... The Pentium is a fifth-generation x86 architecture microprocessor from Intel. ... Apple Inc. ... Power Macintosh, or Power Mac, is the name of a line of Apple Macintosh personal computers based on various models of PowerPC microprocessors. ... Sony Corporation ) is a Japanese multinational corporation and one of the worlds largest media conglomerates with revenue of $68. ... The Sony PlayStation ) is a video game console of the 32/64-bit era, first produced by Sony Computer Entertainment in the mid-1990s. ...


Rendering

Descent was released in 1995, one year after id Software's Doom. As was typical with those releases, Descent uses a software renderer due to the fact that affordable 3D graphics accelerator cards (referred to as add-on videocards) were not mainstream as yet. While Doom uses sprites to render enemies, Descent features fully-3D-polygonal enemies. Quake followed in the footsteps of Descent by displaying its enemies in 3D. Unlike Doom and its successor Quake, Descent does not use BSP trees to speed up rendering, but a system of connected cubes forming bigger rooms and tunnels connecting them. This geometry allowed for very efficient visibility culling, and one of the first true three dimensional rendering environments of its time. On lower-end systems, detail levels could be reduced to cut out some of the smaller polygons on robots and render solid color blocks on distant textures instead of mapping the entire texture. id Software (IPA: officially, though originally ) is an American computer game developer based in Mesquite, Texas, a suburb of Dallas. ... Doom (or DOOM)[1] is a 1993 computer game by id Software that is among the landmark titles in the first-person shooter genre. ... A graphics/video/display card/board/adapter is a computer component designed to convert the logical representation of visual information into a signal that can be used as input for a display medium. ... Zombies attacking the player at the starting of Episode 1, Mission 3: The Necropolis. ... Binary space partitioning (BSP) is a method for recursively subdividing a space into convex sets by hyperplanes. ...


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 level set; 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. 8-bit refers to the number of bits used in the data bus of a computer. ... Mode 13h (the h here stands for hexadecimal, so this is actually VGA mode 19) is a standard 256 colour mode on IBMs VGA graphics hardware. ... The first Macintosh computer, introduced in 1984, upgraded to a 512K Fat Mac. The Macintosh or Mac, is a line of personal computers designed, developed, manufactured, and marketed by Apple Computer. ... A zoomed small portion of a bitmap of a cat, using nearest neighbor filtering (left) and bicubic filtering (right). ... Trilinear filtering is an extension of the bilinear texture filtering method, which also performs linear interpolation between mipmaps. ...


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. In computer-generated imagery and real-time 3D computer graphics, portal rendering is an algorithm for visibility determination. ... Look up Convex set in Wiktionary, the free dictionary. ...


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, only a few enemy sounds, 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. The CDDA trademark Red Book is the standard for audio CDs (Compact Disc Digital Audio system, or CDDA). ...


Sequels, Add-Ons and Expansions

In chronological order of release:


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. A modernized and enhanced version of DMB2 called DLE-XP has been created by the maintainer of D2X-XL.


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.


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.


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. The Sony PlayStation ) is a video game console of the 32/64-bit era, first produced by Sony Computer Entertainment in the mid-1990s. ...


Descent II

A sequel to Descent was released in 1996, entitled Descent II. It introduced new weapons, items and enemies, and was based on a version of the same engine upgraded to support higher resolutions, destroyable and flickering lights, and custom robots and textures, among other features.

Main article: Descent II

Descent II is a 3D first-person shooter video game noted for popularizing the use of true 3D rendering technology and providing the player with six full degrees of freedom (often abbreviated 6DOF) to move and to look around. ...

Descent Maximum

Released in 1997, this PlayStation exclusive is basically Descent II but with different level designs. The cinematics, enemy robots, and goal remain the same.


Descent³

The third instalment in the series, Descent³, was released in 1999. It used an entirely new game engine based on polygonal meshes instead of Descent's cube-based engine; it also touted support for outdoor areas, significantly improved AI and built-in support for Internet multi-player games.

Main article: Descent³

Descent³ is the third and final game in the line of Descent computer games, well known for the use of six degrees of freedom and true 3D rendering technology. ...

Related titles

Volition had started work on Descent 4 but it was cancelled early in production, owing mostly to disappointing sales of Descent³.[citation needed] An archived copy of the official Descent 4 website started by Volition is available here.


Some fans believed that Volition was working on Descent 4 only to have the decision changed to have the game finished and marketed as the first-person shooter Red Faction. Red Faction is a first-person shooter video game that was released in 2001 for the PlayStation 2, Microsoft Windows, and Macintosh by THQ and Volition. ...


Descent's opening briefing made a reference to the "Humans First" strike (see the Premise section above) where the miners rebelled against the new robot technology. Other plot points include nanotechnology, an evil faceless corporation, and the virus they are attempting to harness. Descent 4 was planned as a prequel to Descent, and incorporated those elements.


This reportedly served as a basis for Red Faction, although Mike Kulas (president of Volition) noted that Red Faction does not directly relate to Descent. However, he did admit that code that was meant for Descent 4 was being used in Red Faction.[3]


Descent: FreeSpace also used 3D acceleration. However, FreeSpace is a space simulator which is an entirely different game from Descent which is primarily a 3D shooter though with the same "six degrees of freedom" (6DOF). The main difference was that no player-controlled ships could strafe (though some enemy-controlled ships could), requiring the player to adopt a different strategy for dodging enemy weapons fire. As the action took place entirely in deep space, it was harder to judge one's velocity since there were fewer frames of reference. FreeSpace has no direct connection to the Descent series, and was given the "Descent" prefix to avoid trademark issues (in Europe, it was released as Conflict: FreeSpace), though some early drafts of the story have the FreeSpace pilot searching for Descent's Material Defender. Descent: Freespace Screenshot Freespace 2 Screenshot Descent: FreeSpace is a space simulation computer game series developed by Volition Inc. ...


Descent: FreeSpace had a sequel in the form of FreeSpace 2 (without "Descent"), but like Descent³, it was not very successful despite positive reviews.


However, a 6DOF game similar to Descent is in development. Core Decision, developed by High Octane Software, is highly anticipated by many Descent fans. It is scheduled for release in October 2007, and the developer maintains indications of progress on its website.


Another notable project involving Descent is the Into Cerberon total-conversion mod for Doom 3. This project aims to recreate the experience of Descent using a modern game engine. Doom 3 is a science fiction horror first-person shooter computer game developed by id Software and published by id Software on August 3, 2004. ...


Descent novels

The Descent series also 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, and were very well received.


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] NBC (a former acronym for National Broadcasting Company) is an American television network headquartered in the GE Building in New York Citys Rockefeller Center. ... Interplay Entertainment Corporation was an American video game and computer game publisher and developer. ... Redneck Rampage is a 1997 first-person shooter game designed by Xatrix Entertainment and published by Interplay. ...


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."[4]


Third-Party Development

The source code to the original Descent (minus the audio code, which was replaced with the Allegro project) was released in 1997. The source code to Descent II was subsequently released in 1999[5]. Source code (commonly just source or code) is any series of statements written in some human-readable computer programming language. ... Allegro is a free open source software library for video game development, with functions for basic 2D graphics, image manipulation, text output, audio output, midi music, input and timers, as well as additional routines for things like fixed-point and floating-point matrix arithmetic, unicode strings, file system access, file...


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. Open source refers to projects that are open to the public and which draw on other projects that are freely available to the general public. ... D1X is a source port of the game Descent from Parallax Software. ...


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. It has been suggested that Criticism of Linux be merged into this article or section. ... OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 3D computer graphics (and 2D computer graphics as well). ... This article or section does not cite its references or sources. ... The Internet protocol suite is the set of communications protocols that implement the protocol stack on which the Internet runs. ... Windows XP is a line of proprietary operating systems developed by Microsoft for use on general-purpose computer systems, including home and business desktops, notebook computers, and media centers. ...


Descent has also been unofficially ported to the Xbox.[6] The Xbox is a sixth generation era video game console produced by Microsoft Corporation. ...


D2X-XL

A Windows-specific development branch was spawned from the D2X project, fixing all of the issues D2X still had and adding a lot of new features, such as the ability to play Descent missions in Descent 2. This branch was originally titled D2X-W32 but was ported to Linux and Mac OS X later on, and renamed to D2X-XL to reflect both the broader scope and greatly enhanced feature set of the project. Image File history File links D2X.png Summary D2X Licensing File history Legend: (cur) = this is the current file, (del) = delete this old version, (rev) = revert to this old version. ...


D2X-XL is the most advanced and feature-rich user-enhanced version of Descent to date, and offers many features like colored lighting, smoke, real-time shadowing, new weapon effects and new game modes that enhance the single-player experience and give new twists to multi-player games. As most ports, it retains full compatibility with the original game and can be switched in appearance between a graphically updated version, and the original look and feel of Descent. However, the innate instability and incompatibility with other, more successful versions in the multiplayer arena may affect the future of this version.


Rebirth

Another Descent 1 / 2 source port called DXX-Rebirth has appeared recently. It differs from D2X-XL insofar as its main goal is not to enhance the original game, but to simply recreate the original Descent 2 look and feel for modern operating systems. This approach has resulted in a few advantages, such as retaining Descent's unique ability to display levels where multiple areas occupy the same physical space - often, although not entirely accurately, referred to as "4-dimensional" levels. Development is currently in progress and is encompassing work on a software renderer, allowing to port it to hardware like game consoles, which do not offer OpenGL support.


Popular Culture

  • The self destruct sequence voice clip is featured in a song called "Tight Rope" by Lacuna Coil

Lacuna Coil is an alternative metal/gothic metal band from Milan, Italy. ...

References

2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era. ... February 7 is the 38th day of the year in the Gregorian calendar. ...

See also

D1X is a source port of the game Descent from Parallax Software. ... A source port is a source code modification to a computer games engine that allows it to be played on operating systems or computing platforms for which it was not originally created or compatible with. ... Descent II is a 3D first-person shooter video game noted for popularizing the use of true 3D rendering technology and providing the player with six full degrees of freedom (often abbreviated 6DOF) to move and to look around. ... Descent³ is the third and final game in the line of Descent computer games, well known for the use of six degrees of freedom and true 3D rendering technology. ... Interplay original logo. ... In video games, particularly in first-person shooters (FPSs), straferunning (known as speed-strafing among players of GoldenEye and Perfect Dark) is a technique that allows a player to run faster through levels by moving forwards and sideways at the same time. ...

External links


  Results from FactBites:
 
computer and video game genres: Information from Answers.com (5023 words)
This genre of games is one of the staples of the computer gaming world and many of the earliest computer games created were part of this genre.
The object of an adult game may differ from a mainstream video game or computer game, in that the reward can be a visual representation of nudity, partial nudity, or sexual activity rather than points, etc. Some games may focus on humor or drama rather than arousal, or simply have normal gameplay accompanied by nudity.
Artillery games are turn-based ballistics-simulation games in which players fire upon each other or at specific targets by specifying the angle of their salvo and at what force.
Gamasutra - Features -"Outrage’s Descent 3" [10.08.99] (1169 words)
One year later, the sequel Descent II was released, which added another 30 levels to the mix and improved the game’s AI, thanks to the addition of the Guide-Bot and Thief-Bot.
While Descent II was deemed a successful project, the process of trying to get teams located in two distant offices to work effectively together took a heavy toll on both teams.
Descent I and II had the makings of a franchise for Interplay, and with any franchise, successful or otherwise, sequels are sure to follow.
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