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Descent occurs as 3D first-person shooter computer game noted for popularizing the utilise of portal rendering technology and providing a streaming video player by owning half a dozen fully degrees of freedom (typically abbreviated "6DOF") to move and to look in the area of. Descent spawned 2 directly sequels (Descent II and Descent 3). A Descent title was utilized inside an unrelated arcade space sim known as Descent: FreeSpace. Descent was developed by Parallax Software and released within 1995. Although old by modern gambling standards, these are however cherished by the heavy community of fans & fresh levels prove my point to become developed.

Overview

A original Descent ran under DOS and was (with occasionally tweaking) playable in 386-based PCs at 33 MHz. By owning a release of the Pentium, the performance requirements disappeared as an issue. Descent was ported to Apple's Power Macintosh in 1996 and both versions supported multiplayer network play above the kind of protocols. There was besides the Descent game produced for the Sony PlayStation. Descent Uttermost was a title developed alone for the Playstation, however shared out tremendously inside park by having the PC Descent II.

A month Descent was freed, 1995, was a year or deuce when id's Doom but before Quake. Rather people computer program, it used the software program renderer (3D graphics accelerator cards were not however mainstream on the PC) & divided up texturing similarities. Instead of utilizing BSP trees, however, ''Descent's scene graph employed portals. In that scheme, the streaming video player progressed from either 1 enclosed chamber to a second, & since a chambers were linked by narrow doors or even tunnels, it was a straightforward matter for the program to understand that more chambers were unneeded to render.

Peradventure a supplementary important improvement all over Day of reckoning was that Descent utilized electronic image sprites only for powerups and non for opponents. Using admittedly 3D enemies, the game introduced a additional fearful level of realism.

Premise

A assumption of Descent was that a streaming video player piloted an armed space vehicle charged by owning purging mines or more colony facilities infested by rebel mining robots that have been infected an unknown alien virus. A action universally fall out around the mineshafts (when necessitated per portal renderer), although outdoor segments were introduced in Descent Three''. Exiting a mine needed a streaming video player to contract with & detonate a mine's nuclear reactor (primary mission priority), causing a exit doors to open. A streaming video player so got between 30 & 50 seconds, based on a chosen difficulty level, inside which to escape the mine. Several of the mines contained PTMC workers held surety per golem. It wasn't necessary to rescue any surety (secondary mission priority), however the bonus accrued whenever 1 did.

A interstellar mines (completely placed inside my solar models) come owned per Post-Terran Minerals Corporation. Pilots called Lesson Defenders were sent into a mines by a correct sequence of Samuel Dravis, a PTMC executive, to undertake the deliverance missions & purge the enemy golem infestation. Earliest, a PTMC replaced its man men by owning a automaton as a consequence a "Humans First" mining strike. A mystery is that there are no 1 knows how come a mining automaton use at times turn into hostile (although a 1st 2 games indicate it's a few form of alien invasion, there are no aliens pop up anywhere). These are non until Descent 3 that the streaming video player learns that Dravis was taking part inside a brobdingnagian conspiracy on an extremely advanced nanotechnology virus that was able to reprogram the automaton within a super promptly total of period. Dravis utilized a nanotech virus to eliminate Isao Suzuki, president of PTMC, & look at his position.

Sooner or later, a streaming video player confronts Dravis in the final mission of Descent Three & eventually manages to put an prevent to the golem rebellion conclusively.

Gameplay

In the original Descent, there are Twenty-seven levels corresponding to Xxvii different & unique mines (& as well triplet secret levels). A 1st 3 commence on the Moon, the for in Venus, the sixth in Mercury and then back out towards Mars and on towards a moons of the gas giants and finally until Pluto and Charon.

Descent Two focused in systems beyond a solar rules. A realms were Zeta Aquilae, Quartzon, Brimspark, Limefrost Spiral, Baloris Prime, Puuma Sphere, & Tycho Brahe.

Every levels starts by using a streaming video player inside his ship materializing around a starting location inside the mine. A streaming video player must so navigate through the mine destroying enemy automaton & picking higher powerups in case his resources dog sale. Unlike End of the world, in which a streaming video streaming video player apparently never fatigued, a player's ballistic capsule got the fixed energy budget & mandatory regular pickups of energy powerups to exist as respire to prove my point firing. Sidesplitting opponents, nonetheless, typically freed such powerups. There were likewise lasting recharging areas available.

Within Descent & Descent Deuce, the goal of every level was to call for a series of keys, unremarkably in the choose of blue, yellowness, & red. For each one key would correspond by owning the door of that color. Beyond a red door was a reactor. By shooting at the reactor, it can be detonated, setting off a countdown timer. A streaming video player would use at times to locate a route back to a exit burrow prior to the countdown expired. An optional objective was as well to rescue a at bay PTMC workers inside every mine & safely bring the babies to the exit. Descent Two added numerous puzzles & traps, a few which were needed to complete a level when others were utilized to guard worthful powerups. Inside counterpoint, ''Descent Three's objectives were extra diverse, ranging from either escort missions to an ironic mission in which reactors must become defended.

Such as End of the world, Descent provided the navigational wireframe map that would display any area of the mine visited or even seen per streaming video player. Since it was truly 3D, yet, navigating a map can be challenging, especially and then in the shareware demonstration. A commercial release of Descent'' processed map navigation extra intuitive. 1 helpful trick was to have a '-' & '+' keys to decrease or even increase a scope of the wireframe map.

Although a keyboard interface for moving & rotating fully 3D space was easy conditioned, numerous players at the start suffered from either nausea and confusion since any viewpoint became possible. Using practice, all a same, virtually all humans encountered the game fluid & super gratifying. The big annoyance for casual players was catching misused in the mines (a select few of which were super large & complex). Extremely experient players world health organization may memorize a mine layouts became skilful plenty to play a game hard-hitting upside-inverted.

A enemy AI was touted as quite full for its instance since golem may dodge a streaming video player's fire, however inside practice was easy defeated. Descent Two added bots which were super little & convenient, + actively roaming bots like a Thief-Bot which may steal a streaming video player's weapons or even drain energy/shields. A overall gameplay was enhanced per wide kind of weapons a streaming video player may wield. Descent Three improved on the AI significantly, leading to automaton that profits worked around teams & attend fetch serve whenever outnumbered.

A streaming video player has limited lasts. After a ship is destroyed, a newly 1 is spawned at the mine's entrance. Nevertheless, all the powerups (weapons, etc.) acquired up to now would become strewn just about a locality of dying waiting to exist as reacquired. A catch is that whatever originally destroyed a ship is probably however there & has taken benefit of the dropped powerups.

In the foremost Descent, a seventh level (which wwhen a prevent of a sharewcome version) & a final level are cited as the virtually all hard. Each use at times big boss robots that fire powerful implements of war (a shareware stamp fires Hurt missiles, a final boss fires Mega Missiles) & keep close at h& a ability to cloak and teleport. A final boss as well gates around more golem. Within Descent 2, the final stamp automaton fires Earthshaker missiles & may exclusively exist as damaged via a little vulnerable spot in the back.

Rather End of the world, Descent offered first-class competitory multiplayer game play all over the LAN. Interestingly plenty, Descent is besides touted when existence one of a 1st games that allowed around-a-fly joining of multiplayer games, whereas in End of the world these are presumed that tons players experienced to exist as queued before initiating a game. By owning a advent of Internet IPX emulators such as Kali, further & more population began to play Descent & Descent Two across a Internet. Descent Deuce was especially popular on the net imputable its trend lines for short packets & variable packet rate -- choices which were important for smooth Internet play. A engine for Descent & Descent Two operate the assumption of interconnected cubes. Sides of cubes can be bound to more cubes, or even display as much as ii texture maps. Cubes can be deformed and so long when their sides remained two-dimensional. Bulwarks can besides exist as positioned at a most common sides of bound cubes to trend lines results such as doors & watch-vaporous grating. Unlike around End of the world, doors were flat, a level environments were electrostatic, & enemies were polygonal instead of sprite-depending. Notwithstanding, power-ups & virtually all weapon results were sprite-depending. Of favorite note was a lighting, which took in numbers of gradients due to dynamic lighting & seemed extra natural than that of Day of reckoning. Colorful lighting was utilized for Descent Three. This engine was telling for its instance however one of these days id Software released Quake, which was truly 3D and surpassed a Descent engine.

Graphics

A original Descent utilized indexed 8-bit color in DOS's display mode 13h, using 320 × 200 guide. A Macintosh and later PC versions allowed higher results, like 640x480. a default engine utilized a softwcome system renderer, and then the textures are drawn applying affine texture mapping, inducing textures to pop up to pop or even shift whilst viewed from either certain angles. A computer software renderer besides utilized nearest-neighbor texture filtering, when opposed to bilinear filtering or trilinear filtering used by modern video cards. Nearest-neighbor texture filtering drives aliasing artifacts, such as blockish or even playing textures.

Descent Three used an indoor & outdoor engine tandem, together known as a Fusion Engine. Elaborated for its period, a engine allowed dynamic coloured lighting, comparatively complex environments, & upwind results. Unlike contemporary number 1-individual shooters like Unreal or even Seism, Descent Three architecture did nin rely on brushes. Like it relied in basic vertex/face modeling. These are said a original levels were mostly developed around 3D Studio Max.

Weapons
Descent

A original Descent featured 10 weapons; 5 primary weapons & 5 missiles:

Primary weapons: Laser (accurate weapon using trine level-ups & the 'quad optical maser' mod) Vulcan cannon (utilizes favorite rapid-fire bullets that come about impossible to evade; utile for sniping) Spreadfire cannon (the seldom utilized on line-praya triple gun; utile merely within close combat) Plasma cannon (fires big, convenient bolts; one of a virtually all versatile & unsafe energy weapons) Fusion cannon (slow-charging, slow-firing, eventually devastating energy bolt; simply energy weapon by owning radius damage; tremendously maligned inside multiplayer; potty last across & damage multiple enemies)

Missiles: Concussion missile (basic dumbfire rocket, region damage) Homing missile (less mighty than concussion missile, however follows the target) Proximity bomb (stationary mine that explodes at timeout or even in email; utile to delay chasers) Smart missile (heavily missile that releases the class actiin of psych up plasma bolts on detonation) Mega missile (psych up megaton rocket by having immense front yard consequence; one hit is plenty to obliterate a streaming video player, or even virtually all automaton)

Descent II

Descent 2 utilizes a equivalent weapons when Descent, however adds upgraded versions of both.

Primary weapons: Super optical maser (more update levels 5 & six) Gauss cannon (upgraded Vulmight Cannon that utilizes less ammunition & does supplementary damage, including radius damage, although it can damage a streaming video player close up) Helix cannon (convenient-firing rotating spread, similar idea to Spreadfire cannon however supplementary energy bursts) Phoenix cannon (energy bolts that bounce off bulwarks, allowing for a streaming video streaming video player to hit enemies about corners; capable of destroying player in case discharged carelessly) Omega cannon (rapid-fire hype up bolts, rather lightning, that temporarily blinds its targets; utilizes separate energy bank that charges from either independent energy)

Missiles: Flash missile (great-praya missile that temporarily blinds its target) Guided missile (may be remotely guided or even even utilized as a regular hype up missile; utile for scouting or sniping) Smart mine (similar to proximity bomb, however releases psych up particles while it explodes) Mercury missile (fastest of a lot missiles, similar to vulcan cannon around speed; about impossible to dodge) Earthshaker missile (overly mighty load that fires little psych up missiles upon impact; in all probability to kill streaming video player whenever utilized carelessly. Capable of disorienting a streaming video player possibly the big few feet away out of the explosion. True to its title, it shakes a entire level. It likewise drives any normal light in a level to flicker off and on, making navigation temporarily hard)

Descent 3

Descent Three featured numbers of freshly weapons however as well cast away a select few when keeping numbers of of the "classic" Descent weapons, like a Optical maser, Plasma Cannon, & Homing Missile.

Primary Weapons: The vulcan & gauss cannons use been replaced per vauss cannon. Vauss purportedly took the better aspects of two weapons, however left a weapon by having a tremendously-decreased firing rate. (Takes favorite ammunition) The mass driver occurs as powerful however slow-firing sniper weapon (Takes favorite ammunition) The napalm cannon shoots a wide spray of napalm that ignites enemies, however likewise the streaming video player in case utilized carelessly The EMD gun occurs as convenient-firing however decrepit weapon that has a limited psych up ability & besides utilizes very much of energy; these are considered by several to become the virtually all dissatisfactory weapon within D3 The microwave cannon occurs as rapid-firing however slow-moving energy weapin which drives severe disorientation to an enemy, whose review becomes severely distorted on the directly hit The omega cannon occurs as super short-ranged weapon that drains an enemy's shields & besides recharges a streaming video player's shields at a equivalent period. Unluckily a result is nowhere nigh when mighty when it was inside D2 & it consumes outrageous numbers of energy. a spreadfire, helix, & phoenix cannons develop been flushed from either the game.

Secondary weapons: The frag missile blasts numbers of midget, explosive projectiles into nearby targets upon impact. A result, still, is extremely random, making a weapon useless around open spaces. The impact mortar occurs as mighty bomb that bounces off bulwarks until these are ready to detonate or even hits an enemy, & it features wow explosive power The napalm rocket occurs as missile utilized to placed enemies ablaze. This was unremarkably wont to prevent off an enemy from either the certain route. the straight hit from either the napalm rocket is nigh impossible to subsist, when potentially the fire it leaves behind inside impact typically outcomes in a defeat. The cyclone missile is basically the flechette missile. Whenever it detonates, it features a total of projectiles that move towards the close targets. Inside theory, this is effective for ingesting out the little class action of enemies within promptly choose. Around practice, a weapon was of super little apply, either inside lone streaming video player or even multiplayer mode. The melanize shark missile is an experimental, highly right missile. Whenever utilized, it in essence creates the mini Black Hole that sucks in encompassing objects, including yourself if you're non careful. When two or three seconds, a missile detonates, destroying a lot objects caught in the vortex. the flash player, mercury, & earthshaker missiles use been flushed from either a game when the proximity bomb is okay, a countermeasure. A hurt bomb is MIA.

Countermeasures:

Countermeasures were added inside Descent Three as a third weapon category. the inherent difficulty witharound managing non 2, however ternion different categories of weapon to become utilized at the same time around a given situation outcomes around countermeasures lean litte to there are no attention in multiplayer.

The bouncing betty countermeasure is an a lot-however-useless weapon. Whilst dropped, it lessens to the ground & bounces at exponential speed, step by step flying completely all over the place inside a chaotic fashion. the condition by using this weapon is that per instance it began moving convenient plenty to exist as utile, a battle was hanker ended or even got moved to a different location. Moreover, it explodes shortly fallowing reaching utile speed. Finally, it is the causal agent of super little damage. The proximity bomb was seldom utilized around a last ii games & the trend continues in D3. Drives super little damage, possibly whenever an opponent is helpless plenty to wander into 1. Several populatiaround potential a D3 proximity bomb would develop a attributes of the D2 ache bomb (stimulating little damage on initial explosion, however spewing mighty mini-warheads akin to the hurt missile), since hurt bombs became extremely popular & were super utile in D2. The chaff occurs as droppable packet which would attract any weapons locked-in to the falling streaming video player. Although this theoretically makes it the like utile thing withinside combat, it was seldom possibly available for pickup in virtually all multiplayer maps.

Tons Descent games develop likewise given the streaming video player a flare to fire into dark areas for illumination. Within Descent, a flare numbers Unity energy by a shot to fire & whenever energy was totally depleted from either the streaming video player's ship, it was there are no elongated available. Within Descent Two, a numbers to fire a flare remained the equivalent however may however become fired (at a reduced rate) possibly in case the streaming video player there are no hanker got any energy. Eventually, inside Descent Three the flare was mass produced a there are no-energy weapon. Uniform throughout the series notwithstanding, is the most common utilise of the flare as a weapon utilized to humiliate a touching-dead opponent. Since the flare may sole drive of these unit of damage potentially at the greatest difficulty level, existence flushed by a flare occurs as demeaning own household budget.

Sequels

Descent Two added additional weapon types, different enemy types, different mines, laser-reflecting inflict field bulwarks, & transporter areas. There exists a inclusion of hard puzzles; virtually all to hide worthful powerups however occasionally come involved to complete a level. a notable addition was a Conclusion-Bot, a companion golem the streaming video streaming video player can utilize to help inside navigation & more tasks, & the Thief-Bot, a convenient-moving, strong-to-put to death enemy that attempted to steal the player's devices. Graphics were however Eight-bit, however multiple results were supported, & it was ported to the Macintosh. When its release a patch was issued to add trend lines for early 3D accelerators heading the S3 Virge chipset. The fanmade patch added 3Dfx Voodoo trend lines farther down the line. A soundtrack was composed by range of musicians, from either Type O Negative to Mark Walk and Skinny Puppy's Nivek Ogre. An expansion few dozen featured remixes of a few tracks from either a original score.

Descent Three switched to natively utilise accelerated 3D graphics hardware and improved the giving engine to trend lines outdoor environments sustaining the nice automatic LOD (level-of-detail) terrain patterns. A higher guide & renderer vary makes a textures come out flatter, notwithstanding, & so a game seems less ominous than its predecessors. Although reviewers praised & lauded it, gamers failed to note, possibly because of the high models requirements at the instance, & a want of advertising. Several humans besides point out that a usual control scheme at a period - mouse+keyboard - was disabled by default inside multiplayer modes, sequentially to appease joystick users. Disregardless of the reasons, Descent Three was the commercial flop.

The debate is when to whether or even does'nt Volition ever seriously considered doing the Descent Four. These are widely believed that Descent Four was a working title for what became a popular number 1-human shooter Red Faction. Observant Descent fans might use found that ''Descent We's opening briefing mass produced the information to the "Humans First" strike (watch a Premiss division above) in which a mineworker rebelled against a newly golem technology. This reportedly served as a basis for Red Faction, although Red Faction'' doesn't directly relate to Descent. An archived copy of the official Descent Iv site began by Volition is on text: [http://web.archive.org/web/20000301165215/http://www.descent4.com/]

Descent: FreeSpace also used 3D acceleration. Because FreeSpace was the trainer, the independent difference was that there is no streaming video streaming video player-controlled ships can strafe (though occasionally enemy-controlled ships can), requiring the player to adopt a different strategy for dodging enemy weapons fire. When a action took place completely inside deep space, it was harder to judge 1's speed since there were fewer frames of information. FreeSpace has there are no straight connection to the Descent series, & was given a "Descent" prefix to keep away from trademark issues (within Europe, it wwhen freed as Conflict: FreeSpace).

These are rumored that FreeSpace originally got missions involving a look for for the Poop Defender's ship from either a Descent series.

FreeSpace got the sequel in the form of FreeSpace Two, however prefer Descent Three, it was the commercial flop.

Descent Novels
In a side note, the Descent series besides spawned the trilogy of novels written by Peter Telep and sold at several major booksellers. A titles come Descent, Descent: Stealing Thunder, & Descent: Equinox. A novels did non watch a games to the word, however expanded on the basic assumption, & were typically received swell.

Descent Movie
There were hearsay of the Descent picture. NBC commissioned the script for a TV pic then again distinct to become adapted for movie house. Interplay Productions, the creator & publisher of the Descent games, created the section known as Interplay Movies that was going to have a popular Interplay franchises of the instance into motion-picture show, one of which was Descent. A endure known upgrade was within 1999, so a plans come considered dead. Interplay Picture show reportedly with success had Redneck Rampage made into a film, although it was never freed.

A Sci-Fi channel started making a motion picture away from Descent. (understand Descent (movie)).

Source code

A source code to the original Descent (minus the networking code) was freed inside 1997. A source code to Descent Deuce & FreeSpace Two has besides been freed. Open source projects have arise about these source releases & may be observed on the Internet, the virtually all popular design existence D1X. D1X was the limited viable file of Descent, which added numerous fresh features like a ability to vary guide & detail levels, higher mouse & joystick sensitivites, customizable primary & secondary weapon priority, & numbers of more features that can be noticed inside Descent Deuce. When a release of the Descent II source code, a D1X task sparked an additional task known as D2X, which went in to enhance a gameplay of Descent 2. D1X & D2X too manufactured it imaginable to play a games in different platforms prefer Linux.

Since operate on a D1X & D2X projects became stagnant, an MS Windows specific development branch was spawned from either the D2X task fixing virtually all of the issues D2X however experienced & adding a great deal of fresh features.

D1X Project
Working to improve on the released Descent source code. Now also runs on Linux.

3D Models
High resolution versions to use in rendering programs.

D1_3dfx
A Win32 version of Descent, supporting 3dfx acceleration.

Network Music Article
Samples of the soundtracks from Descent I and II in MIDI format.

Source Code
Full source code for the game except for the modem and sound routines.

WinAMP skins
An assortment from Descent I and II.

Descent
Includes tips and cheats.

GameSpot
Review by Bernard Yee [8/10]. "I say without hyperbole that Descent is destined to be a classic".


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