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Descent (video game)
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==Reception== ===Pre-release=== Customer reception of the shareware version of ''Descent'' was very positive, with players praising the fully 3D environment and commentators noting perceived "loyalty and goodwill" that both Parallax and Interplay fostered.<ref name="wired-1995">{{cite magazine|url=https://www.wired.com/1995/06/scans-8/|title=The Doom Killers|author=Laidlaw, Marc|magazine=[[Wired (magazine)|Wired]]|date=June 1, 1995|access-date=June 16, 2019|author-link=Marc Laidlaw|archive-date=September 20, 2020|archive-url=https://web.archive.org/web/20200920053452/https://www.wired.com/1995/06/scans-8/|url-status=live}}</ref> However, it also garnered player complaints about a technical bug that would recharge each robot's shields whenever the player ship was destroyed (the problem was exacerbated on the last level of the shareware, where the power reactor is replaced with a boss and the gameplay thus becomes extremely difficult). It also received complaints for lacking the ability to save ''in-game'', instead saving the player's progress ''between'' levels. Parallax recognized the bug and the popularity of the save feature, so they released patches to address the issues.<ref name="gd-jj95"/> Mark Burgess of ''[[PC Zone]]'' called it one of the best shoot 'em up games and wrote that it justified shareware, giving it a perfect five floppy disks out of five.<ref name="PCZone"/>{{rp|106}} ''Descent'' would later go on to become one of the games to inspire other retailers and software companies to look into and embrace the shareware model.<ref name="wired-1995"/><ref name="billboard"/> ===Sales=== On ''Electronic Entertainment''{{'}}s charts in March 1995, the PC and CD-ROM editions of ''Descent'' appeared as Nos. 5 and 8 of the top-selling PC and CD-ROM titles before climbing to Nos. 4 and 3 the next month, respectively.<ref>{{cite magazine|title=Leader Board|magazine=Electronic Entertainment|date=September 1995|volume=2|issue=9|page=18}}</ref> The game first appeared on ''PC Zone''{{'}}s charts of the top-selling games in May 1995, landing on Nos. 4 and 2 on the top full price and CD-ROM titles, respectively. The shareware version appeared as No. 3 on the top budget games.<ref>{{cite magazine|title=Gallup Charts|magazine=[[PC Zone]]|date=May 1995|issue=26|page=18}}</ref> In June 1995, the CD-ROM version dropped off, and the shareware version fell to No. 6 of the budget games and the full game to No. 9 of the full price games<ref>{{cite magazine|title=Gallup Charts|magazine=[[PC Zone]]|date=June 1995|issue=27|page=18}}</ref> before dropping off next month. The full game rose back up in August 1995 to No. 19 of the top full price games, while the shareware version fell down to No. 7 of the top commercial titles.<ref>{{cite magazine|title=Gallup Charts|magazine=[[PC Zone]]|date=August 1995|issue=29|page=16}}</ref> The game dropped off ''PC Zone''{{'}}s charts altogether the next month.<ref>{{cite magazine|title=Gallup Charts|magazine=[[PC Zone]]|date=September 1995|issue=30|page=20}}</ref> The Macintosh port also landed on No. 10 of the top Macintosh games in December 1995.<ref>{{cite magazine|title=Leader Board|magazine=[[PC Entertainment]]|date=April 1996|volume=3|issue=4|page=20}}</ref> Interplay estimated in March 1995 before ''Descent''{{'}}s full release that shareware copies of ''Descent'' were distributed 900,000 times via online services, on the Internet, or at retail.<ref>{{cite web|url=https://www.baltimoresun.com/news/bs-xpm-1995-03-13-1995072109-story.html|title=A game that two comouters can play|last=Himowitz|first=Michael J.|work=[[The Baltimore Sun]]|date=March 13, 1995|access-date=June 29, 2019|archive-date=June 29, 2019|archive-url=https://web.archive.org/web/20190629231327/https://www.baltimoresun.com/news/bs-xpm-1995-03-13-1995072109-story.html|url-status=live}}</ref> Official global sales of the game, together with its sequel, surpassed 1.1 million copies as of June 1998,<ref>{{cite report | date = June 22, 1998 | title = Interplay Entertainment Final Prospectus |archive-url=https://web.archive.org/web/20170226210148/https://www.sec.gov/Archives/edgar/data/1057232/0001017062-98-001416.txt | url=https://www.sec.gov/Archives/edgar/data/1057232/0001017062-98-001416.txt | archive-date=February 26, 2017 | location=[[Irvine, California]] | page=36 }}</ref> while [[VentureBeat]] estimated in 2015 that the actual sales figure of the original was as high as 25 million copies.<ref>{{cite web|url=https://venturebeat.com/2015/03/10/sci-fi-game-makers-aim-to-bring-back-the-3d-space-combat-of-descent/|title=Sci-fi game makers aim to bring back the 3D space combat of Descent|last=Takahashi|first=Dean|work=[[VentureBeat]]|date=March 10, 2015|access-date=July 2, 2019|archive-date=July 2, 2019|archive-url=https://web.archive.org/web/20190702075825/https://venturebeat.com/2015/03/10/sci-fi-game-makers-aim-to-bring-back-the-3d-space-combat-of-descent/|url-status=live}}</ref> ===Computer versions=== {{Video game reviews | Edge = 8/10<ref name="EDGE19">{{cite magazine|title=Test Screen: Descent|magazine=[[Edge (magazine)|Edge]]|date=April 1995|issue=19|pages=68β69}}</ref> | GSpot = 8/10<ref name="GSpot"/> | PCGUS = 96%<ref name="pcgamerus">{{cite magazine| author=Bennett, Dan | magazine=[[PC Gamer US]] | url=http://www.pcgamer.com/reviews/333.html | archive-url=https://web.archive.org/web/19991115082344/http://www.pcgamer.com/reviews/333.html | archive-date=November 15, 1999 | title=''Descent'' | date=May 1995 | url-status=dead}}</ref> | CGW = {{Rating|4|5}}<ref name="cgw">{{cite magazine| author=Vox Day | author-link=Vox Day |title=Vertigo to the Third Degree |date=June 1995 |issue=131 | magazine=[[Computer Gaming World]] | pages=104, 106, 108 }}</ref> | PCZone=94%<ref name="PCZone"/> | rev1 = ''[[MacUser]]'' | rev1Score = {{Rating|4.5|5}}<ref name="macuser">{{cite web | archive-url=https://web.archive.org/web/19990225083300/http://macuser.zdnet.com/mu_0696/personal/gameroom.html | url=http://macuser.zdnet.com:80/mu_0696/personal/gameroom.html | title=The Game Room | date=June 1996 | archive-date=February 25, 1999 | author=LeVitus, Bob | work=[[MacUser]] | url-status=dead | access-date=July 20, 2019 }}</ref> | rev2 = ''[[Macworld]]'' | rev2Score = {{Rating|4|5}}<ref name="macworld">{{cite web|archive-url=https://web.archive.org/web/19970809014714/http://www.macworld.com/pages/april.96/Reviews.1966.html |url=http://www.macworld.com/pages/april.96/Reviews.1966.html |title=''Descent 1.0'' | author=DeLisio, Fred |work=[[Macworld]] | date=April 1996 | archive-date=August 9, 1997 |url-status=dead}}</ref> | rev3 = ''[[PC Magazine]]'' | rev3Score = {{Rating|4|4}}<ref name="pcmag">{{cite magazine| author=Ryan, Michael | magazine=[[PC Magazine]] | title=360Β° of War | date=August 1995 | archive-url=https://web.archive.org/web/20010417204701/http://www.zdnet.com/pcmag/issues/1414/pcm00135.htm | url=http://www.zdnet.com/pcmag/issues/1414/pcm00135.htm | archive-date=April 17, 2001 | url-status=dead}}</ref> | NGen = {{Rating|4|5}}<ref name="NG5"/> | rev4 = ''[[PC Player (German magazine)|PC Player]]'' | rev4Score = 90%<ref name="pcplayer-review"/> }} The computer versions of ''Descent'' received near-universal acclaim, with reviewers widely comparing it to ''Doom'' and noting its unique use of free motion, as well as a fully three-dimensional environment.{{efn|<ref name="pcplayer-review"/><ref name="pcmag"/><ref name="pcgamerus"/><ref name="PCZone"/><ref name="rps"/><ref name="EDGE19"/><ref name="macworld"/><ref name="GSpot"/><ref name="cgw"/><ref name="macuser"/><ref name="NG5"/>}} The multiplayer aspect received equal acclaim.{{efn|<ref name="pcplayer-review"/><ref name="pcmag"/><ref name="pcgamerus"/><ref name="PCZone"/><ref name="EDGE19"/><ref name="macworld"/><ref name="GSpot"/><ref name="cgw"/><ref name="macuser"/>}} Michael Ryan of ''[[PC Magazine]]'' enthusiastically attributed the attention the game received to its unique gameplay and found no similar alternatives.<ref name="pcmag"/> ''[[GameSpot]]'' remarked that "only one 3-D shooter adds a whole new dimension to the field: ''Descent''.", particularly noting the labyrinthine environments.<ref name="GSpot"/> [[Charlie Brooker]] of ''PC Zone'' noted the game's intense environment and similarities to ''Doom'' and praised its multiplayer and ability to taunt opposing players, with only minor criticism directed toward its slight repetitiveness.<ref name="PCZone">{{cite magazine|title=Descent review|last=Brooker|first=Charlie|magazine=[[PC Zone]]|date=April 1995|issue=25|pages=72β74}}</ref> Common complaints tended to focus on ''Descent''{{'}}s ability to disorient players, as well as potentially induce motion sickness.{{efn|<ref name="pcplayer-review"/><ref name="pcmag"/><ref name="pcgamerus"/><ref name="PCZone"/><ref name="rps"/><ref name="EDGE19"/><ref name="GSpot"/><ref name="macuser"/><ref>{{cite book |title=Games Online for Dummies |first=John |last=Kaufeld |publisher=IDG Books Worldwide |year=1998 |isbn=978-0764504341 |page=[https://archive.org/details/gamesonlinefordu00kauf/page/42 42] |access-date=November 20, 2012 |url=https://archive.org/details/gamesonlinefordu00kauf|url-access=registration }}</ref>}} ''[[Next Generation (magazine)|Next Generation]]'' particularly praised the graphics and animation, intelligent enemies, and wide array of power-ups, all of which it said would "keep most gamers glued to the screen for hours". They were however disappointed by the game's delayed release, asserting it led to the game being overshadowed by id Software's then-newly released ''[[Heretic (video game)|Heretic]]''.<ref name="NG5">{{cite magazine|title=Finals|magazine=[[Next Generation (magazine)|Next Generation]]|issue=5|date=May 1995|page=92}}</ref> Nevertheless, they rated it the fourth-best virtual reality game in September 1995 due to its 3D environment and graphics.<ref>{{cite magazine|title=Top 10 Virtual Reality Games|magazine=[[Next Generation (magazine)|Next Generation]]|date=September 1995|issue=9|page=43}}</ref> In its third-highest-rated review,<ref>{{cite magazine|title=The Highest Game Ratings of the Year|magazine=[[PC Player (German magazine)|PC Player]]|language=de|date=January 1996|page=48}}</ref> ''[[PC Player (German magazine)|PC Player]]'' also praised the intelligent enemies, as well as the lighting effects, the use of various graphical textures, and "genuine" 3D graphics.<ref name="pcplayer-review"/> ''[[Edge (magazine)|Edge]]'' remarked the ability to record demos that capture the player's experiences, but also criticized the slightly repetitive gameplay and noted the robots' basic algorithm of being only a little more than "fire and evade", despite their intelligence.<ref name="EDGE19"/> The Macintosh port of ''Descent'' also received praise. Bob LeVitus of ''[[MacUser]]'' called it "one of the best Mac games ever released", attributing its popularity to its online multiplayer mode. His only criticism was the high system requirements (the port required a [[Power Macintosh]] to play) and a difficult [[learning curve]].<ref name="macuser"/> ''[[Macworld]]''{{'}}s Fred DeLisio also praised the enemy artificial intelligence, realism and sense of immersion, and multiplayer for allowing cross-platform sessions between MS-DOS and Macintosh users and allowing players to join and quit anytime without ending the sessions for everyone else, but also criticized the high system requirements.<ref name="macworld"/> Jeremy Parish of ''[[USgamer]]'' ran a retrospective feature on the game, saying ''Descent'' combined the genre of space flight simulator with a first-person shooter experience. He also attributed the game's popularity and modifiability to the continued development of fan mods.<ref name="USgamer"/> ''[[Engadget]]''{{'}}s David Lumb retrospectively likened the game's graphical innovations to the [[computer-generated imagery]] used in the 1995 film ''[[Toy Story]]''.<ref name="spiritual-successor">{{cite web|url=https://www.engadget.com/2018/05/31/overload-game-revival-classic-shooter-descent/|title='Overload' revives the cramped combat of classic shooter 'Descent'|last=Lumb|first=David|work=[[Engadget]]|date=May 31, 2018|access-date=June 27, 2019|archive-date=June 14, 2019|archive-url=https://web.archive.org/web/20190614190431/https://www.engadget.com/2018/05/31/overload-game-revival-classic-shooter-descent/|url-status=live}}</ref> ''[[GamesTM]]'' rated it No. 4 on their retrospective "Top Five FPS" list for its truly 3D environment combined with the six degrees of freedom,<ref>{{cite book|chapter=Top Five FPS|title=Retro|publisher=[[GamesTM]]|date=2010|volume=3|page=88|isbn=9781906078560}}</ref> and ''[[Rock, Paper, Shotgun]]'' ranked it No. 13 on its list of "The best space games on PC", citing the game's numerous innovations, speed, labyrinthine level structures, and the free range of motion.<ref name="rps">{{cite web|url=https://www.rockpapershotgun.com/2018/02/01/the-best-space-games-on-pc/3/|title=The best space games on PC|work=[[Rock, Paper, Shotgun]]|page=3|date=February 1, 2018|access-date=June 8, 2019|archive-date=July 27, 2019|archive-url=https://web.archive.org/web/20190727051252/https://www.rockpapershotgun.com/2018/02/01/the-best-space-games-on-pc/3/|url-status=live}}</ref> {{Clear}} ====Accolades==== {| class="wikitable sortable" style="text-align: center;" |- ! Year !! Work !! Category !! Result |- |rowspan="6"|1995 |rowspan="3"|[[PC Gamer]]<ref>{{cite magazine|title=The Year's Best Games|magazine=[[PC Gamer]]|date=March 1996|volume=3|issue=3|pages=73β74}}</ref> |Best Action Game |{{won}} |- |Best Multi-Player Game |{{won}} |- |Special Achievement in Innovative Design |{{won}} |- |[[PC Magazine]]<ref>{{cite magazine|title=After Hours|magazine=[[PC Magazine]]|date=December 19, 1995|volume=14|issue=22|page=130}}</ref> |Technical Excellence Award |{{won}} |- |[[PC Games (magazine)|PC Games]]<ref>{{cite magazine|title=Descent Review|language=de|last=Geltenpoth|first=Alexander|magazine=[[PC Games (magazine)|PC Games]]|date=March 1995|issue=30|pages=32β34, 36}}</ref> |Game of the Month |{{won}} |- |[[PC Computing]]<ref>{{cite magazine|title=The Most Valuable Products|magazine=[[PC Computing]]|date=December 1995|volume=8|issue=12|page=198}}</ref> |Most Valuable Entertainment CD-ROM |{{Runner-up}} |} ===PlayStation version=== {{Video game reviews | EGM = 7.375/10<ref name="EGM80"/> | rev1 = ''Maximum'' | rev1Score = {{rating|4|5}}<ref name="Max5"/> | NGen = {{rating|4|5}}<ref name="NGen17"/> | GameFan=83%<ref name="GameFan-review">{{cite magazine|title=Descent Review|author=K. Lee|magazine=[[GameFan]]|date=1996|volume=4|issue=3|pages=10, 30β33}}</ref> }} The PlayStation port of ''Descent'' also received praise, which was often directed to the port's use of impressive lighting effects.{{efn|<ref name="GameFan-review"/><ref name="EGM80"/><ref name="Max5"/><ref name="NGen17"/><ref name="GamePro"/>}} Like its computer versions, criticism commonly centered on the player's disorientation.<ref name="GameFan-review"/><ref name="EGM80"/> The four reviewers of ''[[Electronic Gaming Monthly]]'' called it an outstanding conversion due to its extremely fast rendering speed and improved lighting effects. However, two of them felt that the gameplay lacked excitement.<ref name="EGM80"/> Major Mike of ''[[GamePro]]'' also judged it "an excellent conversion" due to its complex but generally easy to master controls, though he did complain of occasional severe slowdown.<ref name="GamePro"/> ''Maximum'' stated it "is one of the greatest games to grace the PlayStation, and rates alongside ''[[Wipeout (video game)|WipeOut]]'' as one of the best ambassadors for the machine." They particularly applauded the labyrinthine level design and intelligent enemy AI.<ref name="Max5"/> Their subsequent feature on the game was more critical, saying that "the official PAL version of ''Descent'' features some of the most hideous letterbox PAL borders we've ever seen, with no sign of PAL optimization whatsoever." However, it also praised the game's use of the [[PlayStation Link Cable]].<ref name="Max6"/> ''[[Next Generation (magazine)|Next Generation]]'' too praised the developers for adding a new industrial soundtrack to the PlayStation version rather than doing a direct port. Like Major Mike, they found the controls complex but easy to master. While criticizing that the game can be dry and repetitive, they concluded that "Overall, you still can't go wrong, and if you've got the ability to fly against someone else, it doesn't get much better."<ref name="NGen17">{{cite magazine|title=Descent |magazine=[[Next Generation (magazine)|Next Generation]]|issue=17|date=May 1996|pages=90β91}}</ref> K. Lee of ''[[GameFan]]'' praised the sound and music and noted the game's difficulty due to the ubiquitous doors on walls, ceilings, and floors. He thought the automap was useful, though still found it too easy to become disoriented.<ref name="GameFan-review"/>
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