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{{Short description|1995 first-person shooter game}} {{good article}} {{Use mdy dates|date=June 2019}} {{Infobox video game | title = Descent | image = Descent cover.png | alt = The ''Descent'' cover art is a portrait image comprising two vertical halves: a pale red on the left and a dark gray on the right, with three antagonistic robots appearing in the background. In the center of the cover art is an inverted square containing a shield orb and above that the title "DESCENT". | caption = MS-DOS cover art | developer = [[Parallax Software]] | publisher = {{Unbulleted list|[[Interplay Productions]]|[[MacPlay]] (Mac OS)|R-Comp Interactive (RISC OS)}} | director = {{Unbulleted list|Mike Kulas|Matt Toschlog}} | producer = Rusty Buchert | programmer = {{Unbulleted list|John Slagel|Rob Huebner}} | designer = {{Unbulleted list|Che-Yuan Wang|Mark Dinse|Jasen Whiteside}} | artist = Adam Pletcher | writer = Josh White | composer = | series = | released = {{Unbulleted list|'''MS-DOS'''|{{vgrelease|UK|March 3, 1995|NA|March 17, 1995}}|'''Macintosh'''|Late 1995|'''PlayStation'''|{{Video game release|JP|January 26, 1996|NA|March 12, 1996|EU|March 1996}}|'''RISC OS'''|Late 1998}} | platforms = [[MS-DOS]], [[Mac (computer)|Mac]], [[PlayStation (console)|PlayStation]], [[RISC OS]] | genre = [[First-person shooter]], [[shoot 'em up]] | modes = [[Single-player]], [[multiplayer]] }} '''''Descent''''' is a [[first-person shooter]] (FPS) game developed by [[Parallax Software]] and released by [[Interplay Productions]] in 1995 for [[MS-DOS]], and later for [[Mac (computer)|Macintosh]], [[PlayStation (console)|PlayStation]], and [[RISC OS]]. It popularized a subgenre of FPS games employing [[six degrees of freedom]] and was the first FPS to feature entirely [[true-3D]] graphics. The player is cast as a mercenary hired to eliminate the threat of a mysterious extraterrestrial computer virus infecting off-world mining robots. In a series of mines throughout the [[Solar System]], the protagonist pilots a spaceship and must locate and destroy the mine's power reactor and escape before being caught in the mine's self-destruction, defeating opposing robots along the way. Players can play online and compete in either [[Deathmatch (video games)|deathmatch]]es or cooperate to take on the robots. ''Descent'' was a commercial success. Together with its sequel, it sold over 1.1 million units as of 1998 and was critically acclaimed. Commentators and reviewers compared it to ''[[Doom (1993 video game)|Doom]]'' and praised its unrestrained range of motion and full 3D graphics. The combination of traditional first-person shooter mechanics with that of a [[space flight simulator]] was also well received. Complaints tended to focus on the frequency for the player to become disoriented and the potential to induce [[motion sickness]]. The game's success spawned expansion packs and the sequels ''[[Descent II]]'' (1996) and ''[[Descent 3]]'' (1999). ==Gameplay== ===Single-player=== [[File:Descent (1995 video game).png|thumb|250px|left|Screenshot of the player engaging a robot from a cockpit perspective. The yellow number and adjacent bars in the HUD represent the amount of total energy. Also in the HUD, counterclockwise from top left: the available [[Extra life|extra lives]], an enemy missile lock indicator, a colored key inventory, the selected primary weapon, the player ship's shields, the selected secondary weapon, and the score count.{{sfn|Instruction Manual|1995|p=18}}<ref name="pcplayer-review">{{cite magazine|title=Descent Review|magazine=[[PC Player (German magazine)|PC Player]]|language=de|date=March 1995|pages=46–48, 50–52}}</ref>]] ''Descent'' is a first-person shooter and shoot 'em up<ref name="pcmag"/> game wherein the player pilots a spaceship through labyrinthine mines while fighting [[computer virus|virus]]-infected robots, using the ship's armaments. They must find and destroy each mine's reactor core, triggering a meltdown that will destroy the mine as the player escapes.<ref name="Jan1995-preview"/> For two levels, the reactor core is replaced with a [[boss (video gaming)|boss]]. To obtain access to the reactor, the player must collect one or a combination of the three colored access keys for each level.{{sfn|Instruction Manual|1995|p=14}}<ref name="GameFan-review"/> As a secondary objective, the player can also choose to rescue PTMC (Post Terran Mining Corporation) workers who were taken hostage by the infected robots.<ref name="Jan1995-preview"/> ''Descent'' features 30 levels, of which three are [[secret level]]s. Each level is based in a mine or military installation<ref name="pcgamerus"/> in various locations in the Solar System. The game demands that players keep their sense of orientation in a fully 3D environment with a flight model featuring six degrees of freedom in zero-gravity.<ref name="Jan1995-preview"/> It also provides a 3-dimensional [[Wire-frame model|wire-frame]] [[automap]] that displays any area of the current mine visited or seen by the player. Variously colored lines indicate locked doors and zones such as energy stations and reactor areas.{{sfn|Instruction Manual|1995|p=12}} These mines may contain hidden doors{{sfn|Instruction Manual|1995|p=16}} or robot generators that spawn enemy robots.{{sfn|Instruction Manual|1995|p=17}} Flares and lasers light up dark areas of the mine.{{sfn|Instruction Manual|1995|p=9}}<ref name="pcplayer-review"/> Items are available as collectible [[power-up]]s. They are either scattered throughout the mines or may be obtained by destroying robots.<ref name="pcgamerus"/> Weapons are split up into primary and secondary weapons. Primary weapons range from lasers to wide-range Spreadfire Cannons to the chargeable Fusion Cannons whose shots can punch through numerous enemies. They all consume energy as their ammunition, except for the Vulcan Cannon, which uses rounds of explosive shells. Secondary weapons include various missiles (both unguided and homing) including the Smart Missile which upon impact released several smaller guided bomblets, as well as Proximity Bombs that are dropped behind the player's craft to slow pursuing enemies.{{sfn|Instruction Manual|1995|pp=14–15}} The player's spacecraft uses shield power as [[Health (gaming)|health]], and can carry a maximum of 200 units of shields and energy each. Energy is replenished from energy power-ups or recharged to 100 units at permanent energy centers. Shields can only be restored by collecting blue shield orbs. There are also power-ups that modify the ship's status and weaponry. For example, Cloaking Devices temporarily render the ship invisible, Invulnerability temporarily inhibits receiving damage, and Quad Lasers modify the ship's laser system to fire four bolts of energy instead of the standard two.{{sfn|Instruction Manual|1995|p=14}} Points are gained by defeating robots, rescuing hostages, and escaping the mine before its self-destruction.{{sfn|Instruction Manual|1995|p=23}} If the player ship's shields drop to 0, the ship is destroyed, all acquired weapons are strewn about the area as power-ups,<ref name="prima-guide"/>{{rp|3}} and any rescued hostages aboard are killed.<ref name="ps-book">{{cite book|url=https://books.google.com/books?id=DxXbRvOozJIC|title=PlayStation Games Book|publisher=[[Brady Games]]|date=June 1, 1996|volume=2|isbn=9781566865739|access-date=June 23, 2019}}</ref>{{rp|20}} The ship respawns at the cost of a [[life (computer and video games)|life]] and the player must navigate the mines to regain the power-ups.<ref name="PCZone"/> Players can record and later view their experiences in the form of demos, both in single-player and multiplayer.{{sfn|Instruction Manual|1995|p=19}}<ref name="EDGE19"/> ===Multiplayer=== ''Descent'' allows online competitive and cooperative multiplayer sessions. The competitive sector consists of "Anarchy", "Team Anarchy", and "Anarchy With Robots", three deathmatch modes whereby players attempt to destroy as many of each other's ships as possible. Team Anarchy assigns players to two opposing teams, and Anarchy With Robots adds hostile robots to the match. In Cooperative, players team up to destroy mines and compete for the highest score. Competitive modes allow a maximum of eight players and cooperative modes allow up to four.{{sfn|Instruction Manual|1995|p=23}} Players can press a single key to type a message referred to as a taunt, rather than pausing to type in the full message.{{sfn|Instruction Manual|1995|p=27}}<ref name="PCZone"/> They can also [[cross-platform play|join same servers across different platforms]], particularly MS-DOS and Macintosh.<ref name="macworld"/> ==Plot== ''Descent'' is set in 2169.<ref name="Jan1995-preview">{{cite magazine|title=Descent Preview|last=Wells|first=Jeremy|magazine=[[PC Zone]]|date=January 1995|issue=22|pages=48, 50}}</ref> The story begins with a briefing between PTMC executive S. Dravis and the player's character, PTMC's best "Material Defender", who is hired on a mercenary basis to eliminate the threat of a mysterious alien computer virus infecting the machines and robots used for off-world mining operations.<ref>{{cite video game|title=Descent|developer=[[Parallax Software]]|publisher=[[Interplay Entertainment]]|date=1995|scene=Introduction cutscenes|level=1}}</ref> The PTMC developed numerous mines in the Solar System's planets and moons for a variety of uses, including resource extraction, science research, and military installations. Prior to entering a mine, the player receives an intelligence briefing upon the robots used there, however the computer virus has resulted in some existing robots either modified considerably or even new robots being produced that PTMC is unaware about.<ref name="lparchive.org">{{cite web | url=https://lparchive.org/Descent/ | title=Descent }}</ref><ref>{{cite web | url=http://insectoid.budwin.net/dos/descent/d1robots.html | title=DESCENT: Robots | access-date=July 15, 2022 | archive-date=September 18, 2021 | archive-url=https://web.archive.org/web/20210918053708/http://insectoid.budwin.net/dos/descent/d1robots.html | url-status=live }}</ref> The player starts with the mines on the Moon and later shift to Venus and to Mercury, where a boss robot has to be destroyed. Afterward, the mines progress further away from the Sun, as the player visits Mars, then the moons of Jupiter, Saturn, Uranus, Neptune, and eventually to Pluto and its moon [[Charon (moon)|Charon]]. The player accesses the three secret levels located in the [[asteroid belt]] using alternative exit doors hidden in specific levels.<ref name="prima-guide">{{cite book|url=https://books.google.com/books?id=H0XwyEPIcZ8C|title=Descent: The Official Strategy Guide|last=Kunkel|first=Bill|publisher=[[Prima Publishing]]|date=1995|isbn=9780761500414|access-date=June 23, 2019}}</ref>{{rp|219}} After defeating the boss robot on Charon, the Material Defender is informed he cannot return to the PTMC's headquarters in Earth orbit, as there is a chance his ship may be infected with the same virus as the defeated robots. His employer also mentions that PTMC has lost contact with their deep-space installations outside the Solar System, setting the stage for the sequel.<ref name="D1_Lv27"/> ==Development== ''Descent'' was co-created by programmers Mike Kulas and Matt Toschlog. It has origins as far back as 1986, when Toschlog first joined the gaming industry at [[Sublogic]], where he also first met Kulas. There, the pair worked on various simulation titles from ''[[Flight Simulator II (Sublogic)|Flight Simulator 2]]'' to ''[[Jet (video game)|Jet]]''. Toschlog left the company in 1988 for [[Looking Glass Studios|Looking Glass]], where he worked with [[Ned Lerner]] to develop ''[[Car and Driver (video game)|Car and Driver]].'' Kulas joined the company in 1990 to develop utilities for ''Car and Driver''. The two had devised an idea of an indoor flight simulator that used shaded polygons. After working on ''[[Ultima Underworld]]'' however, they realized they could [[texture mapping|add textures]] to the polygons for a spectacular effect. By April 1993, they finished a two-page sketch for what would become ''Descent''.{{efn|name=devhist|<ref name="gtm-155">{{cite magazine|title=Behind the Scenes: Descent|magazine=[[GamesTM]]|issue=155|pages=136–139}}</ref><ref name="gd-jj95">{{cite magazine|url=https://archive.org/details/GDM_JuneJuly_1995|title=Descending to the Top|last=Antoniades|first=Alexander|magazine=[[Game Developer (magazine)|Game Developer]]|date=June–July 1995|pages=57, 59}}</ref><ref name="gi-2011">{{cite magazine|url=https://www.gameinformer.com/b/features/archive/2011/03/30/the-secret-history-of-volition.aspx|title=The Secret History of Volition|last=Hanson|first=Ben|magazine=[[Game Informer]]|date=March 30, 2011|access-date=June 16, 2019|archive-date=November 11, 2018|archive-url=https://web.archive.org/web/20181111160638/https://www.gameinformer.com/b/features/archive/2011/03/30/the-secret-history-of-volition.aspx|url-status=live}}</ref>}} {{quote box|align=left|width=30%|Our aim was to create an '80s-style arcade game with '90s technology. We wanted a full 3-D environment in which the player was surrounded by interesting structures and threats in all dimensions.|author=Mike Kulas|source=''Wired''<ref name="wired-1995"/>}} ''Descent'' took about 21 months to finish. According to Kulas,<ref name="gi-2011"/> the game cost around US$450,000 to make. The game's marketing budget was $1 million.<ref>{{cite web|url=https://www.newspapers.com/clip/85840180/|title=Interplay:Firm Tempts Customers With Free Samples|newspaper=[[Los Angeles Times]]|date=March 16, 1995|access-date=August 17, 2021|via=[[Newspapers.com]]|archive-date=February 10, 2024|archive-url=https://web.archive.org/web/20240210135311/https://www.newspapers.com/article/the-los-angeles-times/85840180/|url-status=live}}</ref> Deciding that their idea was too good for anyone else to develop it, Kulas and Toschlog left Looking Glass in June 1993 to form Parallax Software. They hired Che-Yuan Wang and John Slagel as their programmers, with Wang also being their level designer. They also hired Adam Pletcher as their artist. They set out to contact publishers, including [[Scott Miller (entrepreneur)|Scott Miller]] of [[Apogee Software]], [[id Software]]'s primary publisher, who was excited about their proposal and signed a contract with them. For the next seven months, Apogee invested in Parallax and shared with them experience they had gained from developing their own 3D shareware titles. Parallax would implement artistic and structural changes that Apogee requested. After those months, Apogee had numerous projects in the works, and Parallax's project became more expensive to create, so Apogee severed its involvement in the project.{{efn|name=devhist}} Left without a publisher, Parallax spent the next three months to develop a mock-up prototype, continuing their coding. The project was originally titled ''Miner'', but Parallax presented their prototype in written letters to 50 game companies as ''Inferno''. Of those letters, three of them received a reply. One of them was from Interplay, who immediately signed the company up. Until the game's full release, Interplay's producer Rusty Buchert would oversee and guide the development of the project. Parallax hired three more people to finish the project: level designers Mark Dinse and Jasen Whiteside and story writer and 3D modeler Josh White.{{efn|name=devhist}} During level design, the idea of simple connected tunnels as the sole component of level architecture expanded to also include rooms and exits. As levels became more complex and confusing, the developers added an automap to address this problem.{{efn|name=devhist}} To design the levels, ''Descent''{{'}}s [[Rendering (computer graphics)|graphics engine]] uses [[portal rendering]], which uses collections of cubes to form rooms and tunnels. Within the game, 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 set|convex]]. To create effects like doors and see-through grating, walls could be placed at the connected sides of two cubes.<ref name="portal-peek">{{cite magazine|title=Peeking Through Portals|last=Perez|first=Adrian|magazine=[[Game Developer (magazine)|Game Developer]]|date=March 1998|page=45}}</ref> Robots were drawn as polygonal models; [[Sprite (computer graphics)|sprites]] were only used to represent the hostages and power-ups.<ref name="pcgh-retro">{{cite web|url=https://www.pcgameshardware.de/Retrospektive-Thema-214694/News/Apple-verklagt-Microsoft-und-Interplay-bringt-Descent-PCGH-Retro-17-Maerz-636195/|title=Apple sues Microsoft and Interplay brings Descent (PCGH Retro, March 17)|last=Spille|first=Carsten|work=[[PC Games (magazine)|PC Games]]|language=de|date=March 17, 2019|access-date=June 24, 2019|archive-date=June 25, 2019|archive-url=https://web.archive.org/web/20190625033135/https://www.pcgameshardware.de/Retrospektive-Thema-214694/News/Apple-verklagt-Microsoft-und-Interplay-bringt-Descent-PCGH-Retro-17-Maerz-636195/|url-status=live}}</ref> This system was very efficient, and made possible the first truly 3D textured environment in a video game.<ref name="portal-peek"/><ref name="pcgh-retro"/> Another obstacle to overcome was adding online multiplayer. Parallax found it difficult to implement and were initially reluctant to do so. At the same time during development, they had learned of ''Doom'' and the popularity of its multiplayer. Interplay sent Rob Huebner to help Parallax program multiplayer. Near their project's completion, Parallax faced yet another obstacle: they needed to make sure that their highly detailed and complex game could run smoothly on computers. Although ultimately the requirements to run the game fast were high, an added option to adjust detail complexity did help.{{efn|name=devhist}} {{Timeline of release years | 1995a = '''''Descent''''' | 1996a = ''<small>Descent: Levels of the World</small>'' | 1996b = '''''[[Descent II]]''''' | 1996c = ''<small>Descent II: Vertigo Series / The Infinite Abyss</small>'' | 1999a = '''''[[Descent 3]]''''' | 1999b = ''<small>Descent 3: Mercenary</small>'' }} ===Releases and ports=== Parallax Software and Interplay followed the shareware model used by Apogee and id Software, and on December 24, 1994;<ref>{{cite web|url=http://www.interplay.com/press/descshpr.html|title=Interplay's Descent Released As Shareware|date=December 27, 1994|publisher=[[Interplay Entertainment]]|archive-url=https://web.archive.org/web/19961220010604/http://www.interplay.com/press/descshpr.html|archive-date=December 20, 1996|url-status=dead|access-date=September 26, 2019}}</ref> uploaded a seven-level shareware demo as ''Descent'' both in retail and on the Internet.<ref name="lparchive.org"/> The full game for MS-DOS was released in the United Kingdom on March 3, 1995,<ref>{{Cite news |date=March 4, 1995 |title=''Descent'' PC/CD-ROM Interplay |pages=4 |work=[[Heartland Evening News]] |url=https://www.newspapers.com/image/823117796 |access-date=December 30, 2023 |quote=The latest game to be inspired by PC classic, ''Doom'', is ''Descent'' -- a futuristic 3D extravaganza from Interplay on PC floppy and CD-ROM, due out in early March. |archive-date=February 10, 2024 |archive-url=https://web.archive.org/web/20240210135309/https://www.newspapers.com/image/823117796 |url-status=live }}</ref><ref>{{Cite news |date=March 4, 1995 |title=Dixon's Latest Releases for Sega, Nintendo, & PCs |pages=10 |work=[[Daily Mirror]] |url=https://www.newspapers.com./image/790506363 |access-date=December 30, 2023 |quote=New Release//''Descent''//New |archive-date=December 31, 2023 |archive-url=https://web.archive.org/web/20231231072556/https://www.newspapers.com/image/790506363 |url-status=live }}</ref> and in North America on March 17, 1995,<ref name="gtm-155"/><ref name="billboard">{{cite magazine|title=Hot Games Take Shareware Route|last=Atwood|first=Brett|magazine=[[Billboard (magazine)|Billboard]]|date=April 22, 1995|volume=107|issue=16|page=76}}</ref> followed by a Macintosh port published by [[MacPlay]] in December 1995.<ref>{{cite magazine|title=New Games Go High-Tech|last=Loyola|first=Roman|magazine=[[MacUser]]|date=December 1995|page=50}}</ref> A modified version of ''Descent'' with [[Stereoscopic video game|stereoscopic graphics]] was released as a bundle with [[StereoGraphics]]'s SimulEyes VR 3D glasses.<ref>{{cite magazine |title=Quick Hits |magazine=[[GamePro]] |issue=89 |publisher=[[International Data Group|IDG]]|date=February 1996|page=17}}</ref> A PlayStation port was released in Japan on January 26, 1996, in the United States on March 12, 1996, and in Europe that same month, with [[SoftBank]] being the Japanese version's developer.<ref>{{cite magazine |url=https://archive.org/details/gamecriticismvol8april1996scan|script-title=ja:3Dゲ—ムの記念碑的な作晶、デイセント|title=Descent, a monumental crystal of 3D games|language=ja |last=Kondō|first=Kōshi|script-work=ja:ゲーム批評|trans-work=Gēmu Hihyō|magazine=Game Criticism|date=April 1996|access-date=April 13, 2021|volume=8|page=111 |isbn=4-944000-31-6}}</ref><ref>{{cite magazine|url=https://archive.org/details/MacUserUSDec1995|title=You're going down, mate!|magazine=[[Play (UK magazine)|Play]] |date=February 1996|issue=4|pages=20–21}}</ref><ref>{{Cite web |date=1998-06-11 |title=Sony PlayStation Available Software sorted by Release Date @ www.vidgames.com |url=http://www.vidgames.com/ps/software/release.html |access-date=2023-11-27 |archive-date=June 11, 1998 |archive-url=https://web.archive.org/web/19980611181118/http://www.vidgames.com/ps/software/release.html |url-status=dead }}</ref> The PlayStation version replaces the still screens and text with [[full-motion video]] [[Pre-rendering|pre-rendered cutscenes]] incorporating voice acting.<ref>{{cite web | url=https://www.youtube.com/watch?v=wyxU1bAuR-c | title=Descent 1 Ending | website=[[YouTube]] | date=February 2012 | access-date=July 22, 2022 | archive-date=July 22, 2022 | archive-url=https://web.archive.org/web/20220722020255/https://www.youtube.com/watch?v=wyxU1bAuR-c | url-status=live }}</ref> November 22, 1995 also saw the release of ''Descent: Levels of the World'', an add-on containing over 100 winning level submissions from a design competition held by Interplay, plus one level designed by Parallax Software.<ref>{{Cite web |date=1997-10-08 |title=Interplay Releases Descent: Levels of the World CD |url=http://www.interplay.com/press/dlowpr.html |access-date=2023-04-16 |archive-url=https://web.archive.org/web/19971008234927/http://www.interplay.com/press/dlowpr.html |archive-date=October 8, 1997 }}</ref><ref>{{cite magazine|title=Descent: Levels of the World|magazine=[[GamePro]]|volume=8 |issue=3|page=44|date=March 1996}}</ref> Also in March 1996, ''Descent: Anniversary Edition'' was released, which bundled ''Descent'', ''Levels of the World'', as well as additional exclusive levels. On October 29, 1997, Interplay published ''Descent I and II: The Definitive Collection'', a compilation containing the full versions of ''Descent'', the ''Levels of the World'' mission pack, ''Descent II'', and ''Vertigo'' mission packs, and a mission [https://web.archive.org/web/19980423233446/http://www.brainware.net/ editor by Brainware]. Besides a choice of the original ''Descent II'' levels (subtitled ''Counterstrike''), or the ''Vertigo Series'' levels, the first ''Descent'' levels (subtitled ''The First Strike'') can be started in the ''Descent II'' game UI where robots adopt the ''Descent II'' sounds and improved AI. The original ''Descent'' program is included for players that prefer the unmodified ''The First Strike'', as well as to run ''Levels of the World''. There is also a preview for the upcoming ''Descent 3''.<ref>{{cite press release|url=http://interplay.com/press/descent.html|title=Interplay To Ship Descent I & II: The Definitive Collection In Time For Christmas Rush|publisher=Interplay Productions|date=September 17, 1997|archive-url=https://web.archive.org/web/19980710171627/http://interplay.com/press/descent.html|archive-date=July 10, 1998|url-status=dead}}</ref> ''Descent'' was later ported to [[RISC OS]] by R-Comp Interactive in late 1998,<ref>{{cite magazine|url=https://archive.org/details/AcornUser202-Xmas98|title=Deeper and down|last=Nelson|first=Graham|magazine=[[Acorn User]]|date=Christmas 1998|issue=202|pages=52–53}}</ref> which received a 32-bit update in 2003.<ref>{{cite magazine|url=https://archive.org/details/AcornUser263-Sep03|title=Faster Descent|magazine=[[Acorn User]]|date=September 2003|issue=263|page=9}}</ref> ====Cancelled ports==== A [[Sega 32X]] version of ''Descent'' was planned as the first console version,<ref name="EGM_Saturn"/> but it was never released. A [[3DO Interactive Multiplayer]] version was showcased at [[E3 1995]] and slated to be published by Interplay, but never came to fruition for unknown reasons.<ref>{{cite magazine |url=https://archive.org/stream/Gamefan_Vol_3_Issue_07#page/n40/mode/2up|title=E-3 The Biggest And Best Electronic Entertainment Show Ever! – 3DO|magazine=[[GameFan]]|volume=3 |issue=7|date=July 1995 |pages=38–39}}</ref> Likewise, a [[Panasonic M2]] version was also announced but never released due to the system's cancellation.{{efn|<ref>{{cite magazine |url=https://archive.org/details/nextgen-issue-012/page/n81|title=NG Hardware – 3DO M2 – Key Software|magazine=[[Next Generation (magazine)|Next Generation]]|issue=12 |date=December 1995|page=81}}</ref><ref>{{cite magazine |url=https://archive.org/details/Edge_UK_024/page/n5|title=Cutting Edge – 3DO buoyant as M2 picks up speed – M2 launch software|magazine=[[Edge (magazine)|Edge]]|issue=23 |date=September 1995|page=7}}</ref><ref>{{cite magazine|url=https://archive.org/details/3DO_Magazine_Issue_10_1996-05_Paragon_Publishing_GB/page/n33|title=Preview – Coming Soon – M2|magazine=[[Paragon Publishing|3DO Magazine]]|issue=10|date=May 1996|page=34}}</ref><ref>{{cite magazine|url=https://archive.org/details/3DO_Magazine_Issue_12_1996-07_Paragon_Publishing_GB/page/n3|title=News – E3 '96: 3DO? – M2 Dream List|magazine=[[Paragon Publishing|3DO Magazine]]|issue=12|date=July 1996 |page=4}}</ref><ref>{{cite magazine|url=https://archive.org/details/3DO_Magazine_Issue_12_1996-07_Paragon_Publishing_GB/page/n33|title=Preview – Coming Soon – M2|magazine=[[Paragon Publishing|3DO Magazine]]|issue=12|date=July 1996|page=34}}</ref>}} A planned [[Sega Saturn]] version was cancelled because the programmers found that a straight port of the PlayStation version was not possible, and they did not think it would be worth their while to do a more elaborate port for the Saturn.<ref>{{cite magazine |title=Descent Is Sent Down|magazine=[[Sega Saturn Magazine]]|issue=14 |date=December 1996|page=8}}</ref><ref>{{cite magazine|title=Descent|magazine=[[GamePro]] |issue=86|date=November 1995|page=186}}</ref> Interplay had plans dating to mid-1996 to port ''Descent'' to [[Nintendo 64]] under the name ''Ultra Descent''.<ref>{{cite magazine |title=Dossier|magazine=[[Nintendo Acción]]|language=es|date=July 1996|issue=44|page=45}}</ref> The port was delayed before it was eventually cancelled in 1998 in favor of ''Descent 3'', with Parallax's Jim Boone explaining that it never reached the design phase in development.<ref>{{cite web|url=http://www.ign.com/articles/1997/09/26/update-ultra-descent|title=Descent N64 Update September 1997|website=[[IGN]]|date=September 25, 1997|access-date=June 28, 2019|archive-date=November 21, 2018|archive-url=https://web.archive.org/web/20181121072857/https://www.ign.com/articles/1997/09/26/update-ultra-descent|url-status=live}}</ref><ref>{{cite magazine|title=In Search of the Requested Cartridge|magazine=Magazine 64|publisher=[[Future plc|Future Publishing]]|language=es|location=Barcelona|date=May 1998|issue=5|page=45}}</ref> In April 2010, Interplay partnered with independent developer G1M2 to release a [[WiiWare]] version for Fall 2010.<ref>{{cite web|url=http://www.nintendolife.com/news/2010/04/interplay_straps_in_with_descent_for_wiiware|title=Interplay Straps In with Descent for WiiWare|last=Wahlgren|first=Jon|date=April 15, 2010|work=[[Nintendo Life]]|access-date=June 28, 2019|archive-url=https://web.archive.org/web/20230415080527/https://www.nintendolife.com/news/2010/04/interplay_straps_in_with_descent_for_wiiware|archive-date=April 15, 2023|url-status=live}}</ref> It would have featured enhanced textures and a variety of controls, including motion controls of a Wii Remote and Nunchuk with a MotionPlus accessory and possibly a [[Wii Balance Board]].<ref>{{cite magazine|url=https://archive.org/details/nintendo-power-issue-262-holiday-2010/page/34|title=Underground Revival|last=Hoffman|first=Chris|magazine=[[Nintendo Power]]|date=Christmas 2010|access-date=April 15, 2023|issue=262|page=34}}</ref> The deadline was missed, and the last time the developer publicly provided an update on its progress was in a response to a news inquiry in 2011, assuring that the project was still underway,<ref>{{cite web|url=https://www.giantbomb.com/articles/phew-descent-wiiware-still-in-developmentwait-what/1100-3141|title=Phew, Descent WiiWare Still in Development...Wait, What?|last=Klepek|first=Patrick|work=[[Giant Bomb]]|date=May 5, 2011|access-date=April 15, 2023|archive-url=https://web.archive.org/web/20230415080050/https://www.giantbomb.com/articles/phew-descent-wiiware-still-in-developmentwait-what/1100-3141|archive-date=April 15, 2023|url-status=live}}</ref> before it was ultimately quietly abandoned. ===Mods=== ''Descent'' uses package files to store and load level data such as level structures, graphics, objects, and sound effects and music—similar to the [[Doom WAD|WAD file format used for ''Doom'']]. It also allows players to create their own such files containing the data, which can then be loaded and played.<ref>{{cite magazine|title=Menus for HOGS and PIGS|magazine=[[Computer Gaming World]]|date=October 1995|issue=135|pages=272, 275}}</ref> Later in 1997 on the [[End-of-life (product)|end-of-life]] commercial cycle came the release of the game's [[source code]], excluding the audio code. Parallax released the source code under the license that permits non-commercial uses only.<ref>{{cite web |url=http://www.gamespot.com/articles/descent-source-code-released/1100-2462520/ |title=Descent Source Code Released |date=January 26, 1998 |first=Alan |last=Dunkin |access-date=June 28, 2019 |website=[[GameSpot]] |archive-date=March 6, 2014 |archive-url=https://web.archive.org/web/20140306085802/http://www.gamespot.com/articles/descent-source-code-released/1100-2462520/ |url-status=live }}</ref> All of this, combined with the game's popularity, has resulted in a number of distributed [[mod (video gaming)|mods]].<ref name="USgamer"/> ===Re-releases=== ''Descent'' was re-released on modern [[digital distribution]] services. It was one of the launch titles for the open beta version of [[Good Old Games]] on September 8, 2008,<ref>{{cite web|url=https://www.shacknews.com/article/54545/good-old-games-launches-public|title=Good Old Games Launches Public Beta Sept. 8|last=Faylor|first=Chris|work=[[Shacknews]]|date=September 3, 2008|access-date=June 28, 2019|archive-date=June 28, 2019|archive-url=https://web.archive.org/web/20190628211943/https://www.shacknews.com/article/54545/good-old-games-launches-public|url-status=live}}</ref> followed by a [[Steam (service)|Steam]] release on February 13, 2014.<ref>{{cite web|url=https://www.engadget.com/2014/02/13/classic-pc-shooter-descent-plots-a-course-for-steam/|title=Classic PC shooter Descent plots a course for Steam|last=Hinkle|first=David|work=[[Engadget]]|date=February 13, 2014|access-date=June 27, 2019|archive-date=February 10, 2024|archive-url=https://web.archive.org/web/20240210135311/https://www.engadget.com/2014-02-13-classic-pc-shooter-descent-plots-a-course-for-steam.html|url-status=live}}</ref> However, the game was withdrawn from Good Old Games in December 2015 along with ''Descent II'' and ''Descent 3'', and later from Steam. A representative of Parallax Software responded to speculation on the Good Old Games forums regarding the withdrawal of the titles. Interplay owned the ''Descent'' trademark and the publishing rights to those games, but their developers still retained the copyrights to them. The latter pulled their games off because Interplay purportedly had not paid them royalties since 2007. As a result, they had terminated the sales agreement, disallowing Interplay from further selling them.<ref>{{cite web|url=https://www.gamespot.com/articles/descent-games-pulled-from-sale-dev-claims-it-hasnt/1100-6433434/|title=Descent Games Pulled From Sale, Dev Claims It Hasn't Been Paid Royalties in Years [UPDATE]|last=Makuch|first=Eddie|work=[[GameSpot]]|date=January 11, 2016|access-date=June 27, 2019|archive-date=June 27, 2019|archive-url=https://web.archive.org/web/20190627232205/https://www.gamespot.com/articles/descent-games-pulled-from-sale-dev-claims-it-hasnt/1100-6433434/|url-status=live}}</ref> However, in November 2017, Good Old Games announced that the Descent series would be available for sale again on their platform.<ref>{{Cite web|title = Welcome back Descent series!, page 2 - Forum - GOG.com|url = https://www.gog.com/forum/general/welcome_back_descent_series_ff934|website = GOG.com|date = November 24, 2017|access-date = June 27, 2019|archive-date = March 28, 2019|archive-url = https://web.archive.org/web/20190328124101/https://www.gog.com/forum/general/welcome_back_descent_series_ff934|url-status = live}}</ref> The game has also since resurfaced on Steam.<ref>{{cite web|url=http://store.steampowered.com/app/273570/ |title=Descent Video Game on Steam |website=[[Steam (service)|Steam]] |publisher=Parallax Software|access-date=June 27, 2019|archive-url=https://web.archive.org/web/20171217155044/http://store.steampowered.com/app/273570/|archive-date=December 17, 2017 }}</ref> ==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=68–69}}</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=360° 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=72–74}}</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=73–74}}</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=32–34, 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, 30–33}}</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=90–91}}</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"/> ==Legacy== ''Descent'' is credited with starting a subgenre of six-degrees-of-freedom first-person shooters, and remains an icon of the subgenre.<ref>{{cite web|url=https://www.eurogamer.net/articles/digitalfoundry-2018-08-12-forsaken-remastered-the-return-of-the-six-degrees-shooter|title=Forsaken Remastered – the welcome return of the six-degrees shooter|last=Linneman|first=John|work=[[Eurogamer]]|date=August 12, 2018|access-date=June 28, 2019|archive-date=August 3, 2019|archive-url=https://web.archive.org/web/20190803054044/https://www.eurogamer.net/articles/digitalfoundry-2018-08-12-forsaken-remastered-the-return-of-the-six-degrees-shooter|url-status=live}}</ref><ref>{{cite web|url=https://www.pcworld.com/article/2907922/reader-picks-15-more-classic-pc-games-you-should-play-again.html|title=Reader picks: 15 more classic PC games you should play again|last=Dingman|first=Hayden|work=[[PCWorld]]|date=April 10, 2015|access-date=June 28, 2019|archive-date=July 20, 2017|archive-url=https://web.archive.org/web/20170720052023/http://www.pcworld.com/article/2907922/reader-picks-15-more-classic-pc-games-you-should-play-again.html|url-status=live}}</ref> It holds a [[Guinness World Record]] for being the first fully 3D first-person shooter,<ref>{{Cite web |title=First fully 3-dimensional FPS |work=Guinness World Records |date=2010 |access-date=2 July 2019 |url=https://www.guinnessworldrecords.com/world-records/first-fully-3-dimensional-fps |archive-date=September 24, 2020 |archive-url=https://web.archive.org/web/20200924160758/https://www.guinnessworldrecords.com/world-records/first-fully-3-dimensional-fps |url-status=live }}</ref> and its popularity spawned two sequels: [[Descent II]] in 1996 and [[Descent 3]] in 1999.<ref>{{cite web|url=https://www.gamedeveloper.com/programming/postmortem-outrage-s-descent-3|title=Postmortem: Outrage's Descent 3|last1=Derrick|first1=Craig|last2=Leighton|first2=Jason|work=[[Gamasutra]]|date=October 8, 1999|access-date=July 2, 2019|archive-date=February 4, 2019|archive-url=https://web.archive.org/web/20190204014350/https://www.gamasutra.com/view/feature/131788/postmortem_outrages_descent_3.php|url-status=live}}</ref> It also led to a 1999 trilogy of [[Peter Telep]] novels based on the series, comprising ''Descent'', ''Descent: Stealing Thunder'', and ''Descent: Equinox''.<ref>{{cite web|url=https://www.pcgames.de/Descent-Spiel-21285/Videos/PC-Games-Meisterwerke-682442/|title=PC Games Meisterwerke: Heute mit Descent 1 und Descent 2|last=Thöing|first=Sebastian|work=[[PC Games (magazine)|PC Games]]|language=de|date=April 24, 2009|access-date=June 14, 2019|archive-date=February 10, 2024|archive-url=https://web.archive.org/web/20240210135312/https://www.pcgames.de/Descent-Spiel-21285/Videos/PC-Games-Meisterwerke-Heute-mit-Descent-1-und-Descent-2-682442/|url-status=live}}</ref> It brought about a handful of similar "''Descent'' clones", most notably ''[[Forsaken (video game)|Forsaken]]'', which was released by [[Acclaim Entertainment]] in 1998 and had similar graphics and almost identical gameplay to ''Descent''.<ref>{{cite magazine|title=Special Preview: Forsaken|magazine=[[PC PowerPlay|PowerPlay]]|date=April 1998|issue=23|page=40}}</ref> In 1997, Interplay released ''[[Descent to Undermountain]]'', a role-playing video game that used a modified version of the ''Descent'' graphics engine.<ref>{{cite magazine |title=Descent to Undermountain: The Flame Sword of Lloth|magazine=[[Next Generation (magazine)|Next Generation]]|issue=11|publisher=[[Imagine Media]]|date=November 1995|pages=130–1}}</ref> Since ''Descent 3'', there had been plans and considerations to work on another game in the series. Those were either cancelled or abandoned in favor of other projects. [[Volition (company)|Volition]], the developer of the ''[[Descent: FreeSpace|FreeSpace]]'' series, began work on ''Descent 4.'' Again, development was cancelled, as most of the company was interested in developing a fantasy role-playing game instead. It would have been a prequel to ''Descent'', and reportedly served as the basis for the 2001 first-person shooter ''[[Red Faction (video game)|Red Faction]].'' Similarities would have included plot points such as an evil faceless corporation and the mysterious "Plague" they are attempting to harness.<ref>{{cite magazine|title=Preview: Red Faction|last=Price|first=Tom|magazine=[[Computer Gaming World]]|date=September 2001|issue=206|pages=76–77}}</ref><ref>{{cite book|title=Prima's Official Strategy Guide: Red Faction|last=Kolmos|first=Keith M.|date=May 22, 2001|page=2|publisher=[[Prima Games]], Random House Information |isbn=0761536345}}</ref> President of Volition Mike Kulas stated in an interview that the ''Red Faction'' and ''Descent'' universes are strictly separate, but also that the technology intended for ''Descent 4'' had been used in ''Red Faction''.<ref>{{cite web|url=http://www.planetdescent.com/site/articles/asrale/9-11-00-asrale-volition.asp|title=Volition Interview|archive-url=https://web.archive.org/web/20100120073243/http://www.planetdescent.com/site/articles/asrale/9-11-00-asrale-volition.asp|archive-date=January 20, 2010|date=September 11, 2000|access-date=May 15, 2012|author=Asrale|website=Planet Descent|publisher=[[IGN]]}}</ref> A series revival was planned in the late 2010s when development of another ''Descent'' title was confirmed. On [[Kickstarter]] in March 2015, Descendent Studios announced a prequel to the original game, partnering with Interplay and using their intellectual property rights to develop it.<ref>{{cite web|url=http://www.eurogamer.net/articles/2015-03-10-descent-is-being-rebooted-as-a-moba-on-kickstarter|title=Descent is being rebooted as a MOBA on Kickstarter|last=Matulef|first=Jeffrey|work=[[Eurogamer]]|date=March 10, 2015|access-date=March 24, 2015|archive-date=March 23, 2015|archive-url=https://web.archive.org/web/20150323043023/http://www.eurogamer.net/articles/2015-03-10-descent-is-being-rebooted-as-a-moba-on-kickstarter|url-status=live}}</ref> Titled simply ''Descent'',<ref>{{cite web|url=https://www.rockpapershotgun.com/2018/10/05/descent-underground-solo-title-change/|title=Descent: Underground resurfaces with a shorter title and more single-player focus|last=Tarason|first=Dominic|work=[[Rock, Paper, Shotgun]]|date=October 5, 2018|access-date=June 30, 2019|archive-date=July 2, 2019|archive-url=https://web.archive.org/web/20190702232842/https://www.rockpapershotgun.com/2018/10/05/descent-underground-solo-title-change/|url-status=live}}</ref> it would have been the first game since ''Descent 3'' to be released in the series. However, after a settlement in 2022, the game was renamed to ''[[Ships That Fight Underground]]'', dropping the ''Descent'' title altogether. Another game, ''[[Overload (video game)|Overload]],'' was announced on Kickstarter by Revival Productions and successfully crowdfunded in 2016. It included many of the former employees of Parallax Software, including co-founders Mike Kulas and Matt Toschlog. It is a six-degrees-of-freedom tunnel shooter and a [[spiritual successor]] to the ''Descent'' games that released in 2018.<ref name="spiritual-successor"/> ==Notes== {{Notelist}} ==References== {{Reflist|refs= <ref name="D1_Lv27">{{cite video game |title=Descent|developer=[[Parallax Software]]|publisher=[[Interplay Entertainment]]|date=1995|scene=Concluding cutscenes|level=27}}</ref> <ref name="EGM_Saturn">{{cite magazine|title=Descent|magazine=[[Electronic Gaming Monthly]]|issue=69|date=April 1995|page=88}}</ref> <ref name="GSpot">{{cite web|title=Descent Review|url=http://www.gamespot.com/reviews/descent-review/1900-2538606/|website=[[GameSpot]]|access-date=July 12, 2015|date=May 1, 1996|archive-date=March 4, 2015|archive-url=https://web.archive.org/web/20150304051655/http://www.gamespot.com/reviews/descent-review/1900-2538606/|url-status=live}}</ref> <ref name="EGM80">{{cite magazine|title=Review Crew: Descent |magazine=[[Electronic Gaming Monthly]]|issue=80|date=March 1996|page=30}}</ref> <ref name="GamePro">{{cite magazine|author=Major Mike|title=ProReview: Descent|magazine=[[GamePro]]|volume=8|issue=4|date=April 1996|page=66}}</ref> <ref name="Max5">{{cite magazine|title=Maximum Reviews: Descent|magazine=Maximum: The Video Game Magazine|issue=5|publisher=[[Emap International Limited]]|date=April 1996|page=154}}</ref> <ref name="Max6">{{cite magazine|title=Descent: Interplay's 3D Classic on PlayStation!|magazine=Maximum: The Video Game Magazine|issue=6|publisher=[[Emap International Limited]]|date=May 1996|pages=68–70}}</ref> <ref name="USgamer">{{cite web|last=Parish|first=Jeremy|title=Revisiting Descent, the Most Literal Interpretation of "3D Shooter"|url=http://www.usgamer.net/articles/daily-classics-descent-the-most-literal-interpretation-of-3d-shooter|website=[[USgamer]]|access-date=July 12, 2015|date=March 16, 2015|archive-date=July 2, 2015|archive-url=https://web.archive.org/web/20150702141243/http://www.usgamer.net/articles/daily-classics-descent-the-most-literal-interpretation-of-3d-shooter|url-status=dead}}</ref> }} * {{cite book |editor=Parallax Software |editor-link=Parallax Software |title=Descent Instruction Manual |year=1995 |publisher=[[Interplay Productions]] |url=https://archive.org/details/manual_Descent |access-date=September 13, 2024 |ref={{sfnref|Instruction Manual|1995}} }} ==External links== {{wikiquote}} * [https://store.steampowered.com/app/273570/Descent/ ''Descent''] Descent on Steam * [https://www.gog.com/game/descent ''Descent''] Descent on Gog.com * {{Webarchive |url=https://web.archive.org/web/20180421175255/http://interplay.com/games/descent.php |title=Official ''Descent'' page}} at [[Interplay Entertainment|Interplay]] * {{MobyGames|/descent}} * {{IMDb title|0154392|Descent}} * {{Internet Archive game|Descent_896|Descent Shareware|MS-DOS}} {{Descent and FreeSpace series}} {{Authority control}} {{DEFAULTSORT:Descent 1}} [[Category:1995 video games]] [[Category:Cancelled 3DO Interactive Multiplayer games]] [[Category:Cancelled Panasonic M2 games]] [[Category:Cancelled Sega 32X games]] [[Category:Cancelled Sega Saturn games]] [[Category:Cancelled Nintendo 64 games]] [[Category:Cancelled Wii games]] [[Category:Commercial video games with freely available source code]] [[Category:Cooperative video games]] [[Category:Descent (series)]] [[Category:DOS games]] [[Category:First-person shooters]] [[Category:Interplay Entertainment games]] [[Category:Classic Mac OS games]] [[Category:Multiplayer and single-player video games]] [[Category:Multiplayer null modem games]] [[Category:PlayStation (console) games]] [[Category:Shareware games]] [[Category:Shoot 'em ups]] [[Category:Fiction about asteroid mining]] [[Category:Fiction about the Solar System]] [[Category:Video games about robots]] [[Category:Video games set in the 22nd century]] [[Category:Video games set on Mars]] [[Category:Video games set on the Moon]] [[Category:Video games set on Titan (moon)]] [[Category:Video games with stereoscopic 3D graphics]] [[Category:Video games with 6 degrees of freedom]] [[Category:Video games with cross-platform play]] [[Category:Space combat simulators]] [[Category:Video games developed in the United States]]
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