Descent (DOS) - Let's Play 1001 Games - Episode 485
The definitive 6-axis FPS from 1995
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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Descent
from https://en.wikipedia.org/wiki/Descent_(1995_video_game)
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 Macintosh, PlayStation, and Acorn Archimedes. 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 being caught in the mine's self-destruction, defeating opposing robots along the way. Players can play online and compete in either deathmatches 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 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). It also led to the crowdfunding of Descent, a prequel to the original game.
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 2 to Jet. Toschlog left the company in 1988 for Looking Glass, where he worked with Ned Lerner to develop 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 add textures to the polygons for a spectacular effect. By April 1993, they finished a two-page sketch for what would become Descent.
Descent took about 21 months to finish. According to Kulas,[17] the game cost around US$450,000 to make. 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 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.