Descent
| Filename | descent-ppc.hqx |
|---|---|
| Size | 6,756.6 KB (6918777 bytes) |
| Architecture | PowerPC |
| Downloads | 12 |
Released by Parallax Software and published by Interplay in March 1995, with a Mac OS port from MacPlay arriving in 1996, Descent is a six-degrees-of-freedom first-person shooter set inside the cubic mining tunnels of a pirated Solar System. The player pilots a single craft through 27 main levels (plus three secret stages), destroying robot-infested reactors before escaping each mine.
Setting and story
A Post Terran Mining Corporation pilot is contracted by an executive to purge PTMC's planetary mines after a virus has turned its mining robots hostile. The campaign moves outward from Lunar Base 1 through Venus, Mercury, Mars, the Jovian moons and beyond, ending with a confrontation with the saboteur on Pluto. Briefings are sparse text screens between missions; the action carries the narrative.
Gameplay
The pilot navigates fully volumetric mines using pitch, yaw, roll, and translation on three axes. Each level requires destroying the central reactor and reaching the exit before a countdown ends, while killing or evading dozens of robot variants and rescuing trapped hostages for bonuses. The arsenal spans lasers, Vulcan cannon, plasma, fusion cannon, concussion and homing missiles, smart missiles, megabombs and proximity bombs, with energy and shield pickups scattered through reactor rooms.
Engine and technical changes
Parallax wrote a portal-based, fully texture-mapped 3D engine on a cube grid, considered the first true 6DoF environment in a commercial game. The Mac port doubled the DOS resolution from 320x200 to 640x480 and replaced the DOS Adlib/General MIDI score with CD-quality Redbook tracks. Minimum hardware was a PowerPC 601, 8 MB RAM, and Mac OS 7.1.2; the disc shipped bundled with the fan-made Levels of the World contest pack.
Development and release
Parallax founders Mike Kulas and Matt Toschlog assembled a small team in Champaign, Illinois, with a shareware first episode released by Interplay in late 1994 ahead of the full DOS launch on March 17, 1995. MacPlay's port followed in 1996, alongside a PlayStation conversion in early 1996 and a much later RISC OS edition from R-Comp Interactive in 1998.
Reception and legacy
Combined sales of Descent and Descent II exceeded 1.1 million units by 1998. Reviewers awarded scores in the 8 to 10 range and PC Gamer named it Best Action Game of 1995, though its disorienting 6DoF camera generated widespread reports of motion sickness. The series defined the 6DoF subgenre, directly inspiring Forsaken and the Acclaim/Probe ports, and remains supported through community engines DXX-Rebirth and D2X-XL.
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