Descent was the first game installed to me on Pentium IV from “128 bezt games” (sic). I was visually mesmerized by watching on flying ship in closed spaces from the first-person. A man, who showed that game, deleted it and I continue with trivial – I have never seen him after that… what must be to the best. Anyway, I installed Descent a little period later, but it didn’t launch. Many times I was doing it again with knowing obvious. Since that when I could install any game from any platform I wasn’t enticed to Descent by watching gameplay videos. It was until learning on Volition. There I wanted to play in it.
The game was developed by few men of Parallax Software and released in March 17, 1995. It introduces with impression to prolific and solid great texts of dialogs by making unusual for that time in non-adventure game. A mercenary who isn’t hiding cynicism is sending for rescue mine workers. Plot finishes there after it will level by level of flying in limited spaces for saving people and shooting down a reactor.
A control optioned in Descent wasn’t adaptable but, fortunately, I could make to usual comfort for me. After that I went in flying where can lost in knowing where is up and down and that’s wonderful. The first-view person was associative with flying stages in Red Faction, which developed studio will release in September, 17 2001, to whose I was charmed and always in replaying in it. An analogy is correct due to those gameplay in Red Faction was scrapped from cancelled Descent 4 due to low sales of Descent 3.
Descent is involvement in gripping shooting. I’m in looking for a requiring key move in narrow corridors in which I sometimes must evade from coming lasers. I am going to the next room after shooting with a big number of robots with wished don’t see them more for hope to find a health pack. Techno energizing music is playing in background. These lovable nineties. All six composers do genius in listening a new track in each level. Changing and evolving weapons in my ship are exciting every time. Different type of lasers, rockets and picked up machine gun is masterpiece in killing. I was using flyer for seeing light in darkness. Bombs could be useful against spider-kind enemy who are approaching for straight attack. Design of hostiles are impression for mind. A robot ship attacks from dark to which I must shoot. I out of lasers and only rockets have. It teaches to use rational, but shoot in a door for probable enemy can save your health. I was in state when rockets ended in fighting against many adversaries. I was ready to danger from an each angle. Did I kill an invisible enemy? That’s experience! I never needed in map in playing those games in nineties and zeroes. I used it in Descent although levels aren’t complicate in structure.
It doesn’t make me glad that I must watch on being killed, a moment when I have barred in loading a saved game. I destroy a reactor and must escape from going to explode place, but if I didn’t succeed, I move to the next stage anyway what derailed a survival instinct. A lead misfire in this game that each level is one approach: you mustn’t find and save of miners due to it’s game for score (I always totally disliked it’s arcade element.) and a goal is one in coming to a reactor and shoot down. Uniformity ruined Descent, which was a masterpiece candidate.
Descent II was released in March 13, 1996. A little less of year. Then games didn’t require much time and hundreds of people. Sequel was with videos and voiceover. Nevertheless, a plot still a backside element. I again launched with seeing that I need to option control. I fixed with that when I couldn’t reduce loud volume of playing CD music. Breaking in metal is excellent, but I felt a teenager myself who closed up in his room and listening a satanic music by opinion of his Christian parents. Solution was on switching on to midi tunes, which melodies are wonderfully made compositions too. Parallax Software still was thinking that I should wait again for moment of loading after being killed (by the way, ALT and F3 aren’t comfortable combination what also has in the first game.). Descent II has a smart rocket, which does fated flying to the nearest enemy. However, action process is not exciting as Descent while gameplay is same basis in find and destroy a reactor and escape from it.
Parallax Software was founded by Mike Kulas and Matt Toschlog in calm Illinois town Champaign. After Descent II, in that 1996, a studio changes name on Volition, Inc.. Toschlog doesn’t want to stay for long in Champaign and moves to Ann Arbor of Michigan state in the next year for heading of separate studio Outrage Entertainment from where will be released Descent 3 in June 17, 1999. I watched walkthrough videos of this game. The third games have different destroying goals when nothing more else. No point to play in it. A year before, as Volition, the studio developed a space simulator Descent: FreeSpace – The Great War, which became available for buying in June 15, 1998.
I can take on mind how can be killed by collision if I hadn’t it? Colleagues are impossible faster on target place. That I didn’t like in Wing Commander series, as killing faster than me when I spent more ammunition for destroy enemy. Descent: FreeSpace – The Great War have all that and blatantly that allies takes your targets and can easily shot me. And I should longer to switch on in pointing on any hostile ship what wasn’t in Wing Commander games.
I hadn’t choice in menu for option control and should use a right number keyboard, which isn’t precisely for targeting and that’s why a mouse requires. Volition put buttons on contradictive places in keyboard.
A game is advanced of Wing Commanders in realistic shooting physics. Descent: FreeSpace – The Great War has is fine with music and has that wonderful, as compositions of Chris Roberts, in failure of assignments, which allow to continue playthrough. Aforementioned flaws and reading on screenplay brought to deletion from my computer. I saw that FreeSpace 2 had coming on shelves in September 30, 1999 didn’t improve in any failed aspects. I still want a decent simulator in space.
Critical praise and commercial failure of Descent 3 and FreeSpace 2 ended with flying games for two studios and they swapped to other type of games what actually they wanted. Volition and Outrage Entertainment will become a part of THQ in 2000 and 2002 respectively. The second who will become Outrage Games will make a PC porting of Red Faction II had appearance in April 7, 2003 and willn’t successful with console Alter Echo in that year. THQ will be forced to close this studio. Volition, who accepted acquisition offer from THQ, will develop astonishing games in twelve years until publisher’s bankruptcy. Mike Kulas did resignation from general manager’s berth in 2011, but in future will return and leave again Volition when between them he will found with Matt Toschlog Revival Productions in 2014 for develop Overload, a game in spirit of Descent and Descent II by making a winning campaign on Kickstarter.
Overload, which was in sales since May 31, 2018, executes in being the spirit of Parallax Software games. Everything is familiar. I should only do switching of up-and-down axis in options. An exciting shooting under spectacular music as it was whilst no so much worry on end of ammo. However, a plot with multiple voiceovers aren’t make story. A woman voice will say one known thing – save miners, whom I never saw, destroy reactor and escape from impending explosion of facility. I watched in videos, due to I hadn’t intention to play in it by getting such longing, where assignment will have a little variety by boss fight and destroy cores what don’t make difference to ruining the reactors. Plot imitates itself by picking up records of log journal of people, but no care and odd place in all heard single talks.
Directing will reveal ineptness by picking up a key for that will be got a straight attack from a back. It wasn’t in Descent. Liquidation of a reactor will take one structure, which will with pile enemies and they will carry on to teleport if not destroy places of their coming. Weapons are becoming better when on enemies comes what always wrong in games, they require more for eliminating. Long killing does less to fun. There gets clearer on detected before in that shooting physics isn’t precisely correct and hostile’s laser couldn’t hit me. If I can don’t use guide indicating a right way, I can’t rid from enemy indicator although I saw not so long before the game moved out from the computer.
And since many years I still can’t load in getting killed, to big happiness without ALT+F3. Everything for dislike.