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Why do we need two section of this when the miscellaneous seems to fit quite well into Reality Subtext? Getting rid of the section headers.


!! Trivia items

to:

!! Trivia items* RealitySubtext: An artist who worked on the first game [[https://twitter.com/adampletcher/status/1465472961285087234 mentioned on Twitter]] that the iconic super-angular font used in the main menus was designed that way to prove a point -- he had wanted a font tool to have kerning capabilities, and the programmer working on the tool was skeptical because he didn't know what kerning was, so the artist made that font as a demonstration, to produce extreme examples of how bad a font could look without kerning. Seeing this, the programmer duly added the kerning support.



** '''Three''' separate attempts at creating the next game in the ''Descent'' series failed, with the first attempt, ''Descent IV: Invasion'', cancelled due to legal issues surrounding the use of the ''Descent'' trademark, the second attempt, ''Sol Contingency'', left in DevelopmentHell after it was outright ScrewedByTheLawyers, and the developers of the third attempt, originally named ''Descent: Underground'', ultimately forfeiting the use of the ''Descent'' trademark to avoid being completely ScrewedByTheNetwork, and reverting to the game's original working name of ''Ships That Fight Underground''.

!! Miscellaneous trivia
* An artist who worked on the first game [[https://twitter.com/adampletcher/status/1465472961285087234 mentioned on Twitter]] that the iconic super-angular font used in the main menus was designed that way to prove a point -- he had wanted a font tool to have kerning capabilities, and the programmer working on the tool was skeptical because he didn't know what kerning was, so the artist made that font as a demonstration, to produce extreme examples of how bad a font could look without kerning. Seeing this, the programmer duly added the kerning support.

to:

** '''Three''' separate attempts at creating the next game in the ''Descent'' series failed, with the first attempt, ''Descent IV: Invasion'', cancelled due to legal issues surrounding the use of the ''Descent'' trademark, the second attempt, ''Sol Contingency'', left in DevelopmentHell after it was outright ScrewedByTheLawyers, and the developers of the third attempt, originally named ''Descent: Underground'', ultimately forfeiting the use of the ''Descent'' trademark to avoid being completely ScrewedByTheNetwork, and reverting to the game's original working name of ''Ships That Fight Underground''.

!! Miscellaneous trivia
* An artist who worked on the first game [[https://twitter.com/adampletcher/status/1465472961285087234 mentioned on Twitter]] that the iconic super-angular font used in the main menus was designed that way to prove a point -- he had wanted a font tool to have kerning capabilities, and the programmer working on the tool was skeptical because he didn't know what kerning was, so the artist made that font as a demonstration, to produce extreme examples of how bad a font could look without kerning. Seeing this, the programmer duly added the kerning support.
Underground''.

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Bulleting corrected, and mentioned the increasingly long list of failed Descent sequels.


** The working title for Descent was [[https://youtu.be/Q8tsuYH1AIk?t=410 "Inferno"]].
** In ''Descent 2'', the "alien" virus turns out not to have been alien in origin after all.
** The novels feature a story more in line with the above, having the virus indeed be alien in origin, with Dravis, who is a much more of a MagnificentBastard in the books, instead stealing it and altering it for his own purposes in the third novel.
** ''Descent 3: Mercenary'' sets the record straight by revealing that the PTMC's encounter with the virus was indeed by chance. The missions in the singleplayer ''Mercenary'' campaign [[spoiler:take place during the period when Dravis attempts to control the virus (this is after the end of ''Descent II''), and finally succeeds in doing so, using the SRAD Research Laboratory and CED outpost on Io as testing grounds for the controlled strain.]]
** ''Descent 3'', it seems, was originally planned to be much more complex than what it is now. An old video on what used to be [=PlanetDescent=] shows a short segment of Level 3 when ''Descent 3'' was still in testing, and [[http://web.archive.org/web/20060706123037/http://avault.com/featured/descent3/ an ancient Adrenaline Vault feature]] used to detail every single robot's strengths, weaknesses and capabilities, such as the Juggernaut being able to kneel down to dodge a missile, the EMD Gun being the only weapon capable of short-circuiting the Spy Hunter's self-destruct mechanism, or the Thief being able to generate three decoys to fool a pursuing player. Traces of some of these additional features are still present in the final game (like the Stinger being more prone to friendly-fire incidents, or the EMD Gun being particularly effective on the Spy Hunter).
** Some levels, such as Level 6 and 15, were originally meant to have much more eventful boss battles, such as the player navigating a maze while being chased by a Homunculus shrouded in darkness, or the Hellion Assault Mech smashing out huge sections of the cavern he is in to generate lava falls. In addition, Level 3 of ''Mercenary'' was originally conceived such that the player would have a more drawn-out battle with the Tracking Station's Captain; he would remove himself from the lavatory and enter a secret door to the side into a very small room.
** ''Descent 3'' was also wildly anticipated by fans of the franchise, and had Interplay invested their funds in the right kind of advertising (a tournament [[NoExportForYou held in the US]] is ''not'' the right kind of advertising), ''Descent 3'' may have had a larger, albeit [[BrokenBase very broken]], fanbase.
** ''Descent 4''. A fourth title in the series got pushed back when the developers Parallax split into two separate companies, Outrage and Volition, of which Volition made a sort-of sequel in the form of ''[[VideoGame/FreeSpace Descent: FreeSpace]]'', and a lot of rumored elements of ''Descent 4'', such as the character's name (Parker) got recycled into the then new series, ''VideoGame/RedFaction''.

to:

** ''Descent'':
***
The working title for Descent was [[https://youtu.be/Q8tsuYH1AIk?t=410 "Inferno"]].
** In ''Descent 2'', the "alien" virus turns out not to have been alien in origin after all.
** The novels feature a story more in line with the above, having the virus indeed be alien in origin, with Dravis, who is a much more of a MagnificentBastard in the books, instead stealing it and altering it for his own purposes in the third novel.
** ''Descent 3: Mercenary'' sets the record straight by revealing that the PTMC's encounter II'':
*** The game and novels conflict
with each other regarding the origins of the virus. While the games describe the virus was indeed by chance. The missions as being completely alien in nature, the singleplayer ''Mercenary'' campaign [[spoiler:take place during the period when novels mention that Dravis attempts to control altered the virus (this is after the end for his own purposes. The release of ''Descent II''), 3'' and finally succeeds its ExpansionPack, ''Mercenary'', canonizes both the game and novel's description of the virus, in doing so, using that it truly is alien in origin, but a strain of it was then altered by the PTMC, under orders from Dravis, which was then let loose on the SRAD Research Laboratory on Tiris and CED outpost on Io as testing grounds for the controlled strain.]]
to test its potential.
** ''Descent 3'', it seems, 3'':
*** The game
was originally planned to be much more complex than what it is now. An old video on what used to be [=PlanetDescent=] shows a short segment of Level 3 when ''Descent 3'' was still in testing, and [[http://web.archive.org/web/20060706123037/http://avault.com/featured/descent3/ an ancient Adrenaline Vault feature]] used to detail every single robot's strengths, weaknesses and capabilities, such as the Juggernaut being able to kneel down to dodge a missile, the EMD Gun being the only weapon capable of short-circuiting the Spy Hunter's self-destruct mechanism, or the Thief being able to generate three decoys to fool a pursuing player. player, and the Tubbs getting distracted by items jettisoned from the player's ship. Traces of some of these additional features are still present in the final game (like the Stinger being more prone to friendly-fire incidents, or the EMD Gun being particularly effective on causing the Spy Hunter).
** Some levels, such as Level 6 and 15,
Hunter's self-destruct mechanism to dud). Boss battles were originally also meant to have much taken place in larger locales or have more eventful boss battles, scripted events, such as the player navigating a maze while being chased by a Homunculus shrouded in darkness, or the Hellion Assault Mech smashing out huge sections of the cavern he is in to generate additional lava falls. In addition, Level 3 of ''Mercenary'' was originally conceived such that the player would have a more drawn-out battle with the Tracking Station's Captain; he would remove himself from the lavatory and enter a secret door to the side into a very small room.
** ''Descent 3'' was also wildly anticipated by fans of the franchise, and had Interplay invested their funds in the right kind of advertising (a tournament [[NoExportForYou held in the US]] is ''not'' the right kind of advertising), ''Descent 3'' may have had a larger, albeit [[BrokenBase very broken]], fanbase.
falls.
** *** ''Descent 4''. A fourth title 3'' was also wildly anticipated by fans of the franchise, and had Interplay invested their funds in the series got pushed back when the developers Parallax split into two separate companies, Outrage and Volition, right kind of which Volition made a sort-of sequel advertising (a tournament [[NoExportForYou held in the form US]] is ''not'' the right kind of ''[[VideoGame/FreeSpace Descent: FreeSpace]]'', advertising), ''Descent 3'' may have had a larger, albeit [[BrokenBase very broken]], fanbase.
*** Level 3 of ''Mercenary'' was originally conceived such that the player would have a more drawn-out battle with the Tracking Station's Captain; he would remove himself from the lavatory
and enter a lot of rumored elements of secret door to the side into a very small room.
** The next installment in the series,
''Descent 4'', was being developed as a prequel to ''Descent''. However, development of it was cancelled and several elements of the cancelled game found their way into ''VideoGame/RedFaction'', such as the character's [=GeoMod=] engine, portions of the plot, and the name (Parker) got recycled into of the then new series, ''VideoGame/RedFaction''.protagonist, Parker.
** '''Three''' separate attempts at creating the next game in the ''Descent'' series failed, with the first attempt, ''Descent IV: Invasion'', cancelled due to legal issues surrounding the use of the ''Descent'' trademark, the second attempt, ''Sol Contingency'', left in DevelopmentHell after it was outright ScrewedByTheLawyers, and the developers of the third attempt, originally named ''Descent: Underground'', ultimately forfeiting the use of the ''Descent'' trademark to avoid being completely ScrewedByTheNetwork, and reverting to the game's original working name of ''Ships That Fight Underground''.
Is there an issue? Send a MessageReason:


** ''Descent 3'' was also wildly anticipated by fans of the franchise, and had Interplay invested their funds in the right kind of advertising (a tournament [[NoExportForYou held in the US]] is ''not'' the right kind of advertising), ''Descent 3'' may have had a larger, albeit [[BrokenBase very broken]], fanbase. Further details may be found [[http://www.descent4.org/ here]]. You might be surprised at the wealth of information over there.

to:

** ''Descent 3'' was also wildly anticipated by fans of the franchise, and had Interplay invested their funds in the right kind of advertising (a tournament [[NoExportForYou held in the US]] is ''not'' the right kind of advertising), ''Descent 3'' may have had a larger, albeit [[BrokenBase very broken]], fanbase. Further details may be found [[http://www.descent4.org/ here]]. You might be surprised at the wealth of information over there.
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this probably falls under some trivia item but. we can't think of which one lol


!! Trivia items



** ''Descent 4''. A fourth title in the series got pushed back when the developers Parallax split into two separate companies, Outrage and Volition, of which Volition made a sort-of sequel in the form of ''[[VideoGame/FreeSpace Descent: FreeSpace]]'', and a lot of rumored elements of ''Descent 4'', such as the character's name (Parker) got recycled into the then new series, ''VideoGame/RedFaction''.

to:

** ''Descent 4''. A fourth title in the series got pushed back when the developers Parallax split into two separate companies, Outrage and Volition, of which Volition made a sort-of sequel in the form of ''[[VideoGame/FreeSpace Descent: FreeSpace]]'', and a lot of rumored elements of ''Descent 4'', such as the character's name (Parker) got recycled into the then new series, ''VideoGame/RedFaction''.''VideoGame/RedFaction''.
!! Miscellaneous trivia
* An artist who worked on the first game [[https://twitter.com/adampletcher/status/1465472961285087234 mentioned on Twitter]] that the iconic super-angular font used in the main menus was designed that way to prove a point -- he had wanted a font tool to have kerning capabilities, and the programmer working on the tool was skeptical because he didn't know what kerning was, so the artist made that font as a demonstration, to produce extreme examples of how bad a font could look without kerning. Seeing this, the programmer duly added the kerning support.
Is there an issue? Send a MessageReason:
None


* ImageSource:
** BigDamnFireExit
Is there an issue? Send a MessageReason:
None


** The working title for the first game was [[https://youtu.be/Q8tsuYH1AIk?t=410 "Inferno"]].

to:

** The working title for the first game Descent was [[https://youtu.be/Q8tsuYH1AIk?t=410 "Inferno"]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The working title for the first game was [[https://youtu.be/Q8tsuYH1AIk?t=410 "Inferno"]].
Is there an issue? Send a MessageReason:
None


** ''Descent 4''. A fourth title in the series got pushed back when the developers Parallax split into two separate companies, Outrage and Volition, of which Volition made a sort-of sequel in the form of ''[[VideoGame/FreeSpace Descent: FreeSpace]]'', and a lot of rumored elements of ''Descent 4'', such as the character's name (Parker) got recycled into the then new series, ''RedFaction''.

to:

** ''Descent 4''. A fourth title in the series got pushed back when the developers Parallax split into two separate companies, Outrage and Volition, of which Volition made a sort-of sequel in the form of ''[[VideoGame/FreeSpace Descent: FreeSpace]]'', and a lot of rumored elements of ''Descent 4'', such as the character's name (Parker) got recycled into the then new series, ''RedFaction''.''VideoGame/RedFaction''.
Is there an issue? Send a MessageReason:
Please politely let me know if I accidentally an effect or something.


** ''Descent 3'', it seems, was originally planned to be much more complex than what it is now. An old video on what used to be [=PlanetDescent=] shows a short segment of Level 3 when ''Descent 3'' was still in testing, and [[http://web.archive.org/web/20060706123037/http://avault.com/featured/descent3/ an ancient Adrenaline Vault feature]] used to detail every single robot's strengths, weaknesses and capabilities, such as the Juggernaut being able to kneel down to dodge a missile, the EMD Gun being the only weapon capable of short-circuiting the Spy Hunter's self-destruct mechanism, or the Thief being able to generate three decoys to fool a pursuing player. Traces of some of these additional features are still present in the final game (like the Stinger being more prone to friendly-fire incidents, or the EMD Gun being particularly effective on the Spy Hunter).\\
** Some levels, such as Level 6 and 15, were originally meant to have much more eventful boss battles, such as the player navigating a maze while being chased by a Homunculus shrouded in darkness, or the Hellion Assault Mech smashing out huge sections of the cavern he is in to generate lava falls. In addition, Level 3 of ''Mercenary'' was originally conceived such that the player would have a more drawn-out battle with the Tracking Station's Captain; he would remove himself from the lavatory and enter a secret door to the side into a very small room.\\

to:

** ''Descent 3'', it seems, was originally planned to be much more complex than what it is now. An old video on what used to be [=PlanetDescent=] shows a short segment of Level 3 when ''Descent 3'' was still in testing, and [[http://web.archive.org/web/20060706123037/http://avault.com/featured/descent3/ an ancient Adrenaline Vault feature]] used to detail every single robot's strengths, weaknesses and capabilities, such as the Juggernaut being able to kneel down to dodge a missile, the EMD Gun being the only weapon capable of short-circuiting the Spy Hunter's self-destruct mechanism, or the Thief being able to generate three decoys to fool a pursuing player. Traces of some of these additional features are still present in the final game (like the Stinger being more prone to friendly-fire incidents, or the EMD Gun being particularly effective on the Spy Hunter).\\
Hunter).
** Some levels, such as Level 6 and 15, were originally meant to have much more eventful boss battles, such as the player navigating a maze while being chased by a Homunculus shrouded in darkness, or the Hellion Assault Mech smashing out huge sections of the cavern he is in to generate lava falls. In addition, Level 3 of ''Mercenary'' was originally conceived such that the player would have a more drawn-out battle with the Tracking Station's Captain; he would remove himself from the lavatory and enter a secret door to the side into a very small room.\\
Is there an issue? Send a MessageReason:
None


''Descent 3'' was also wildly anticipated by fans of the franchise, and had Interplay invested their funds in the right kind of advertising (a tournament [[NoExportForYou held in the US]] is ''not'' the right kind of advertising), ''Descent 3'' may have had a larger, albeit [[BrokenBase very broken]], fanbase. Further details may be found [[http://www.descent4.org/ here]]. You might be surprised at the wealth of information over there.

to:

** ''Descent 3'' was also wildly anticipated by fans of the franchise, and had Interplay invested their funds in the right kind of advertising (a tournament [[NoExportForYou held in the US]] is ''not'' the right kind of advertising), ''Descent 3'' may have had a larger, albeit [[BrokenBase very broken]], fanbase. Further details may be found [[http://www.descent4.org/ here]]. You might be surprised at the wealth of information over there.
Is there an issue? Send a MessageReason:
Added missing bullet point.


Some levels, such as Level 6 and 15, were originally meant to have much more eventful boss battles, such as the player navigating a maze while being chased by a Homunculus shrouded in darkness, or the Hellion Assault Mech smashing out huge sections of the cavern he is in to generate lava falls. In addition, Level 3 of ''Mercenary'' was originally conceived such that the player would have a more drawn-out battle with the Tracking Station's Captain; he would remove himself from the lavatory and enter a secret door to the side into a very small room.\\

to:

** Some levels, such as Level 6 and 15, were originally meant to have much more eventful boss battles, such as the player navigating a maze while being chased by a Homunculus shrouded in darkness, or the Hellion Assault Mech smashing out huge sections of the cavern he is in to generate lava falls. In addition, Level 3 of ''Mercenary'' was originally conceived such that the player would have a more drawn-out battle with the Tracking Station's Captain; he would remove himself from the lavatory and enter a secret door to the side into a very small room.\\
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None

Added DiffLines:

* ImageSource:
** BigDamnFireExit
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Hey Its That Guy cut by TRS decision. Ditto for Hey Its That Voice.


* HeyItsThatVoice: Dravis's voice actor in ''Descent 3'' is David Warner, who is in ''everything''.
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None


** ''Descent 4''. A fourth title in the series got pushed back when the developers Parallax split into two separate companies, Outrage and Volition, of which Volition made a sort-of sequel in the form of ''Descent: FreeSpace'', and a lot of rumored elements of ''Descent 4'', such as the character's name (Parker) got recycled into the then new series, ''RedFaction''.

to:

** ''Descent 4''. A fourth title in the series got pushed back when the developers Parallax split into two separate companies, Outrage and Volition, of which Volition made a sort-of sequel in the form of ''Descent: FreeSpace'', ''[[VideoGame/FreeSpace Descent: FreeSpace]]'', and a lot of rumored elements of ''Descent 4'', such as the character's name (Parker) got recycled into the then new series, ''RedFaction''.
Is there an issue? Send a MessageReason:
None


** ''Descent 4''. A fourth title in the series got pushed back when the developers Parallax split into two separate companies, Outrage and Volition, of which Volition made a sort-of sequel in the form of ''Descent: FreeSpace'', and a lot of rumoured elements of ''Descent 4'', such as the character's name (Parker) got recycled into the then new series, ''RedFaction''.

to:

** ''Descent 4''. A fourth title in the series got pushed back when the developers Parallax split into two separate companies, Outrage and Volition, of which Volition made a sort-of sequel in the form of ''Descent: FreeSpace'', and a lot of rumoured rumored elements of ''Descent 4'', such as the character's name (Parker) got recycled into the then new series, ''RedFaction''.
Is there an issue? Send a MessageReason:
Added archived Avault feature.


** ''Descent 3'', it seems, was originally planned to be much more complex than what it is now. An old video on what used to be [=PlanetDescent=] shows a short segment of Level 3 when ''Descent 3'' was still in testing, and an ancient page on the Adrenaline Vault used to detail every single robot's strengths, weaknesses and capabilities, such as the Juggernaut being able to kneel down to dodge a missile, the EMD Gun being the only weapon capable of short-circuiting the Spy Hunter's self-destruct mechanism, or the Thief being able to generate three decoys to fool a pursuing player. Traces of some of these additional features are still present in the final game (like the Stinger being more prone to friendly-fire incidents, or the EMD Gun being particularly effective on the Spy Hunter).\\

to:

** ''Descent 3'', it seems, was originally planned to be much more complex than what it is now. An old video on what used to be [=PlanetDescent=] shows a short segment of Level 3 when ''Descent 3'' was still in testing, and [[http://web.archive.org/web/20060706123037/http://avault.com/featured/descent3/ an ancient page on the Adrenaline Vault feature]] used to detail every single robot's strengths, weaknesses and capabilities, such as the Juggernaut being able to kneel down to dodge a missile, the EMD Gun being the only weapon capable of short-circuiting the Spy Hunter's self-destruct mechanism, or the Thief being able to generate three decoys to fool a pursuing player. Traces of some of these additional features are still present in the final game (like the Stinger being more prone to friendly-fire incidents, or the EMD Gun being particularly effective on the Spy Hunter).\\



** ''Descent 4''. A fourth title in the series got pushed back when the developers Parallax split into two separate companies, Outrage and Volition, of which Volition made a sort-of sequel in the form of ''Descent: FreeSpace'', and a lot of rumoured elements of ''Descent 4'', such as the character's name (Parker) got recycled into the then new series, ''RedFaction''.

to:

** ''Descent 4''. A fourth title in the series got pushed back when the developers Parallax split into two separate companies, Outrage and Volition, of which Volition made a sort-of sequel in the form of ''Descent: FreeSpace'', and a lot of rumoured elements of ''Descent 4'', such as the character's name (Parker) got recycled into the then new series, ''RedFaction''.

Changed: 1507

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Some changes


** ''Descent 3'', it seems, was originally planned to be much more complex than what it is now. An old video on what used to be [=PlanetDescent=] shows a short segment of Level 3 when ''Descent 3'' was still in testing, and an ancient page on the Adrenaline Vault used to detail every single robot and what it was capable of, such as the Juggernaut being able to kneel down to dodge a missile, the EMP Gun being the only weapon capable of short-circuiting the Spy Hunter's self-destruct mechanism, or the Thief being able to generate three decoys to fool a pursuing player.\\
\\
Only a handful of the robots' abilities and flaws ever made it into the final version. Some levels, such as Level 6 and 15, were originally meant to have much more eventful boss battles, such as the player navigating a maze while being chased by a Homunculus shrouded in darkness, or the Hellion Assault Mech smashing out huge sections of the cavern he is in to generate lava falls.\\
\\
In addition, Level 3 of ''Mercenary'' was originally conceived such that the player would have a more drawn-out battle with the Tracking Station's Captain; he would remove himself from the lavatory and enter a secret door to the side into a very small room. ''Descent 3'', it seems was also wildly anticipated by fans of the franchise, and had Interplay invested their funds in the right kind of advertising (and not on a US$50K tournament, mind you), ''Descent 3'' may have had a larger, albeit [[BrokenBase very broken]], fanbase. Further details may be found [[http://www.descent4.org/outragedescent3 here]]. You might be surprised at the wealth of information over there.

to:

** ''Descent 3'', it seems, was originally planned to be much more complex than what it is now. An old video on what used to be [=PlanetDescent=] shows a short segment of Level 3 when ''Descent 3'' was still in testing, and an ancient page on the Adrenaline Vault used to detail every single robot robot's strengths, weaknesses and what it was capable of, capabilities, such as the Juggernaut being able to kneel down to dodge a missile, the EMP EMD Gun being the only weapon capable of short-circuiting the Spy Hunter's self-destruct mechanism, or the Thief being able to generate three decoys to fool a pursuing player.player. Traces of some of these additional features are still present in the final game (like the Stinger being more prone to friendly-fire incidents, or the EMD Gun being particularly effective on the Spy Hunter).\\
Some levels, such as Level 6 and 15, were originally meant to have much more eventful boss battles, such as the player navigating a maze while being chased by a Homunculus shrouded in darkness, or the Hellion Assault Mech smashing out huge sections of the cavern he is in to generate lava falls. In addition, Level 3 of ''Mercenary'' was originally conceived such that the player would have a more drawn-out battle with the Tracking Station's Captain; he would remove himself from the lavatory and enter a secret door to the side into a very small room.\\
Only a handful of the robots' abilities and flaws ever made it into the final version. Some levels, such as Level 6 and 15, were originally meant to have much more eventful boss battles, such as the player navigating a maze while being chased by a Homunculus shrouded in darkness, or the Hellion Assault Mech smashing out huge sections of the cavern he is in to generate lava falls.\\
\\
In addition, Level 3 of ''Mercenary'' was originally conceived such that the player would have a more drawn-out battle with the Tracking Station's Captain; he would remove himself from the lavatory and enter a secret door to the side into a very small room.
''Descent 3'', it seems 3'' was also wildly anticipated by fans of the franchise, and had Interplay invested their funds in the right kind of advertising (and not on a US$50K tournament, mind you), (a tournament [[NoExportForYou held in the US]] is ''not'' the right kind of advertising), ''Descent 3'' may have had a larger, albeit [[BrokenBase very broken]], fanbase. Further details may be found [[http://www.descent4.org/outragedescent3 org/ here]]. You might be surprised at the wealth of information over there.

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