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Which Way is Up?

A Review of Descent

by Michael Allen

At first glance, Descent looks like another re-heated Doom clone, cooked over in the microwave of game imitation. The impression lasts about five seconds, before you make the realization that can have startling and sometimes unpleasant implications for your lunch:

"Hey, there's no FLOOR!"

Well, actually there is a floor, but you aren't necessarily bound to it as your erstwhile Doomarine is. Those crazy folks over at Parallax Software have decided that life is just much more fun if gravity is left out of it. This lack of one of the fundamental forces of nature has it's advantages: falling over while tying your shoelaces no longer has any painful side-effects. But, it also allows the map designers to do things to mess with your head like putting doors in the ceiling. Or is that a wall?

The cover story for this strangely-addicting "if-it-moves-shoot-it" festival is one of the tried-and-true science fiction plots: the ordinarily friendly mining robots are revolting (yeah, they stink on ice...) against the Post Terran Mineral Corporation, and your job is to mop them up. Of course, there are about a thousand of them and only one of you. What is it with these future mega-corporations that they cannot afford more than one troubleshooter? However, the ship that the corporation provides you is par excellence. It has the ability to cloak and become invulnerable... of course, you have to pick up powerups to do those functions. They couldn't just include those in their general design, nooooooo. That would be too easy. So, you must satisfy yourself with blowing up robots using a variety of energy weapons and missiles, ten in all.

As far as controlling your ship goes, Descent proves far more interesting and slightly more complicated than your average Doom clone. The initial learning curve is quite steep due to the 360 degree-3D environment touted proudly many places outside the box. Determining a configuration of keyboard and joystick which allows easy, smooth maneuvering can take a good hour or two. I highly recommend the use of a joystick for this one; trying to just use the keyboard to control forward momentum as well as the orientation of your ship proved too confusing for my fingers. After beginning struggles, though, the joystick-keyboard combination becomes quite natural.

The actual gameplay is very straightforward: robots are bad, shoot them. The big reactor at the end of most waves is very bad, kill it. The hostages are innocent victims of an anti-capitalistic monopoly, rescue them. But, don't die after you pick them up or you take them with you. The intelligence of your robotic enemies is actually very impressive. Robots will take potshots at hovering players, then duck back around a corner to await further opportunities. If you come flying at them guns blazing, the smarter ones will simply slide up beyond the line of your fire and continue raking you with theirs. The levels are well-designed and complicated without becoming impossibly confusing, and utilize the same three color keys of Doom. The automap feature is something that every serious Descent player should become intimately familiar with.

As the next step along the Wolfenstein-Doom evolutionary ladder, Descent makes a great impression and a pleasing distraction. However, Descent has the same fundamental problem as Doom in terms of long-lasting playability: the only way to keep the game interesting is to up the sheer number of robots you have to kill. In the end, after thirty levels, I was ready to ascend from Descent.

Gamer's Zone Scorecard

Product:

Descent

Company:

Interplay Software
http://www.interplay.com

Cost:

$39.99

System Requirements:

386/40 or better (486/66 recommended)
8 MB RAM
Sound Card
Mouse

Breakdown:


Fun Factor 3
Graphics 4
Sound 4
Interface 5
Replayability 3

Overall Score:

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