History VideoGame / Descent

15th Jan '17 11:28:44 PM Androgeos
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As of April 2014, the trilogy ''was'' available on Steam, but [[ScrewedByTheLawyers legal troubles with Interplay]] caused their removal (those who bought the games through Steam retain their copies).

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As of April 2014, the The trilogy ''was'' originally available on Steam, Steam and GOG.com, but [[ScrewedByTheLawyers legal troubles with Interplay]] Interplay and Revival Productions (a company comprising most of the trilogy's core developers)]] caused their removal (those who bought the games through Steam retain their copies).



* ATasteOfPower: The singleplayer ''Mercenary'' campaign in the third game starts the player off in a Phoenix interceptor, but within the first level ''alone'', they can pick up the [[InfinityMinusOneSword Plasma Cannon]], possibly salvage a [[OneHitPolykill Fusion Cannon]] from destroying the numerous Threshers that populate the latter half of the level, and stock up on a huge amount of missiles, including less common ones like the [[PlanarShockwave Impact Mortar]] and [[ExactlyWhatIAimedAt Smart Missile]]. Shortly after the start of the second level, however, all your weapons and missiles are confiscated during a security clearance check in a [=CED=] base. You have to play through at least the next two levels before you have a similar amount of ordnance at your disposal again.

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* ATasteOfPower: The singleplayer ''Mercenary'' campaign in the third game starts the player off in a Phoenix interceptor, but within the first level ''alone'', they can pick up the [[InfinityMinusOneSword Plasma Cannon]], possibly salvage a [[OneHitPolykill Fusion Cannon]] from destroying the numerous Threshers that populate the latter half of the level, and stock up on a huge amount of missiles, including less common ones like the [[PlanarShockwave Impact Mortar]] and [[ExactlyWhatIAimedAt Smart Missile]]. Shortly after the start of the second level, however, all your of the player's weapons and missiles are confiscated during a security clearance check in a [=CED=] base. You have to The player must play through at least the next two levels before you they have a similar amount of ordnance at your their disposal again.
11th Jan '17 1:46:02 PM Kalanco
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* ExactTimeToFailure: Played straight and averted. Indeed, the reactor will blow the mine in the first two games exactly when the timer runs out... but you still have a few seconds to escape after the timer hits zero, and if you make it before the entire screen turns white it counts as a success!
25th Dec '16 8:58:46 AM ADrago
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** In ''Descent II'', found via a hidden CoolGate in a given level, the secret levels end when either you've destroyed the reactor and escaped or you die once. [[LostForever Either way, you're bounced back into the level you entered the secret one from and you can't get back in on that playthrough.]]

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** In ''Descent II'', found via a hidden CoolGate in a given level, the secret levels end when either you've destroyed the reactor and escaped or you die once. [[LostForever [[PermanentlyMissableContent Either way, you're bounced back into the level you entered the secret one from and you can't get back in on that playthrough.]]
20th Dec '16 4:37:07 PM DarkHunter
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As of April 2014, [[http://store.steampowered.com/app/273570/ all]] [[http://store.steampowered.com/app/273580/ three]] [[http://store.steampowered.com/app/273590/ games]] are now available on Steam.

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As of April 2014, [[http://store.steampowered.com/app/273570/ all]] [[http://store.steampowered.com/app/273580/ three]] [[http://store.steampowered.com/app/273590/ games]] are now the trilogy ''was'' available on Steam.
Steam, but [[ScrewedByTheLawyers legal troubles with Interplay]] caused their removal (those who bought the games through Steam retain their copies).
10th Oct '16 12:27:28 AM DarkHunter
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An official prequel/reboot, ''Descent: Underground'' is in development by [[http://descendentstudios.com/ Descendent Studios]]. Most of their teased material is for the game's multiplayer component, but the devs have said a single player campaign is also in the works.

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An official prequel/reboot, ''Descent: Underground'' is in development by [[http://descendentstudios.com/ Descendent Studios]]. Most of their teased material is for Studios]], with the game's multiplayer component, but the devs have said a component in open beta on Steam Early Access. A single player campaign is also in the works.
works, the plot of which the devs have been very quiet about.
12th Sep '16 12:31:55 PM longWriter
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* RobotBuddy: The [=GuideBot=], introduced in ''Descent II'' and reappearing in ''Descent 3'', was a godsend to disoriented ''Descent'' players everywhere. On the other hand, [[StopHelpingMe enough people found him annoying that Parallax programmed in a command to have him stay away from you]]. Then again, those players could simply not release the bot in the first place.

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* RobotBuddy: The [=GuideBot=], introduced in ''Descent II'' and reappearing in ''Descent 3'', was a godsend to disoriented ''Descent'' players everywhere. On the other hand, [[StopHelpingMe [[AnnoyingVideoGameHelper enough people found him annoying that Parallax programmed in a command to have him stay away from you]]. Then again, those players could simply not release the bot in the first place.
16th Aug '16 5:51:26 AM Androgeos
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* ATasteOfPower: The singleplayer ''Mercenary'' campaign in the third game starts you off in a Phoenix interceptor, but within the first level ''alone'', you can pick up the Plasma Cannon, possibly salvage a Fusion Cannon from destroying the numerous Threshers that populate the latter half of the level, and stock up on a huge amount of missiles, including less common ones like the Impact Mortar and Smart Missile. Shortly after the start of the second level, however, all your weapons and missiles are confiscated during a security clearance check in a [=CED=] base. You have to play through at least the next two levels before you have a similar amount of ordnance at your disposal again.
* AttackItsWeakPoint: Both the FinalBoss in ''Descent 2'' and the FinalBoss of the ''Vertigo'' add-on are completely impervious to both energy and kinetic weapons unless they hit a glowing green triangle on its back. Made harder by the fact that unless you're cloaked, it tries to stay facing you to keep you from hitting that weak spot.

to:

* ATasteOfPower: The singleplayer ''Mercenary'' campaign in the third game starts you the player off in a Phoenix interceptor, but within the first level ''alone'', you they can pick up the [[InfinityMinusOneSword Plasma Cannon, Cannon]], possibly salvage a [[OneHitPolykill Fusion Cannon Cannon]] from destroying the numerous Threshers that populate the latter half of the level, and stock up on a huge amount of missiles, including less common ones like the [[PlanarShockwave Impact Mortar Mortar]] and [[ExactlyWhatIAimedAt Smart Missile.Missile]]. Shortly after the start of the second level, however, all your weapons and missiles are confiscated during a security clearance check in a [=CED=] base. You have to play through at least the next two levels before you have a similar amount of ordnance at your disposal again.
* AttackItsWeakPoint: Both the FinalBoss in The {{Final Boss}}es of ''Descent 2'' II'' and the FinalBoss of the its ''Vertigo'' add-on are completely impervious to both energy and kinetic weapons unless they players hit a glowing green triangle on its back. Made their backs. The fight is made harder by the fact that unless you're the player is cloaked, it tries both bosses try to stay facing you always face the player to keep you from hitting protect that weak spot.


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* BodyArmorAsHitPoints: Subverted; in all three games, the player's shield rating ''is'' their hitpoints, but it is also possible for the ship to fly around perfectly fine with 0 shields, whereupon the next hit will destroy the ship outright. This essentially means the player ship has 201 hitpoints when its shields are full.


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* CriticalExistenceFailure: In the first two games, the player ship will fly the same regardless of whether its shield rating is 200 or 0. However, it spins out of control and explodes into a cloud of powerups the moment its shield rating goes below 0. ''Descent 3'' pulls a double subversion as the player ship will now [[ShowsDamage show damage]] when its shield rating is below 30, in the form of electric arcs emanating from the ship itself, but still fly as per normal until its shield rating drops below 0.


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* DeflectorShields: In ''Descent 3'', it is possible to see the player ship's shields from an external camera (such as via the appropriate cheat or toggling between AI cameras with the Rear View key while playing a demo) if they take a hit from most weapons while their shield level is 10 or above.


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* PlanarShockwave: The Impact Mortar in ''Descent 3'' releases a ''very'' fast one when it explodes, although it isn't randomly oriented—the player always sees the "ring" head-on. If the Impact Mortar struck an enemy, the shockwave does no damage regardless of how close the player is to the explosion. However, if the missile exploded in mid-air, and the player is unable to see the ring expand completely within their field of view, their shields will take a massive hit.
14th Aug '16 10:54:36 AM nombretomado
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* FunWithAcronyms: The first level of ''Descent II'' is called "'''[[DivineComedy Ahayweh]]''' Gate" ('''A'''bandon '''H'''ope, '''A'''ll '''Y'''e '''W'''ho '''E'''nter '''H'''ere).

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* FunWithAcronyms: The first level of ''Descent II'' is called "'''[[DivineComedy "'''[[Literature/TheDivineComedy Ahayweh]]''' Gate" ('''A'''bandon '''H'''ope, '''A'''ll '''Y'''e '''W'''ho '''E'''nter '''H'''ere).
24th Jul '16 7:21:05 AM Androgeos
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* ExactlyWhatIAimedAt: There are some weapons that appear to be made for this trope. The Smart missile from the first game, for instance, is much deadlier if it misses the target and hits a nearby wall because it would then spew a massive cluster of plasma projectiles that track and can easily destroy most robots. ''Descent II'' adds the Phoenix Cannon, which fires projectiles that bounce off walls, giving a skilled player an alternative to shoot around corners, while also taking the concept of the Smart missile further by introducing the Earthshaker missile, which can deliver both extreme direct impact damage as well as spew a cluster of equally potent ''homing'' warheads if it misses the target but impacts a nearby surface. ''Descent 3'' adds the Frag missile, which spews a storm of shrapnel projectiles if it hits a wall but otherwise does mediocre damage on a direct hit, making it extremely deadly in enclosed spaces if it hits a surface near the target ''without'' actually hitting the target itself.

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* ExactlyWhatIAimedAt: There are some weapons Each game in the series introduces one missile that appear appears to be made for this trope. The Smart missile from the first game, for instance, game is much deadlier if it misses the target and hits a nearby wall because it would then spew a massive cluster of plasma projectiles that track and can easily destroy most robots. ''Descent II'' adds the Phoenix Cannon, which fires projectiles that bounce off walls, giving a skilled player an alternative to shoot around corners, while also taking takes the concept of the Smart missile further by introducing the Earthshaker missile, which can deliver both extreme direct impact damage as well as spew a cluster of equally potent ''homing'' warheads if it misses the target but impacts a nearby surface. ''Descent 3'' adds the Frag missile, which spews a storm of shrapnel projectiles if it hits a wall but otherwise does mediocre damage on a direct hit, making it extremely deadly in enclosed spaces if it hits a surface near the target ''without'' actually hitting the target itself.


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* PinballProjectile: ''Descent II'' adds the Phoenix Cannon, which fires projectiles that bounce off walls, giving a skilled player a weapon to make trick shots around corners or off walls.
24th Jul '16 7:17:20 AM Androgeos
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Added DiffLines:

* ExactlyWhatIAimedAt: There are some weapons that appear to be made for this trope. The Smart missile from the first game, for instance, is much deadlier if it misses the target and hits a nearby wall because it would then spew a massive cluster of plasma projectiles that track and can easily destroy most robots. ''Descent II'' adds the Phoenix Cannon, which fires projectiles that bounce off walls, giving a skilled player an alternative to shoot around corners, while also taking the concept of the Smart missile further by introducing the Earthshaker missile, which can deliver both extreme direct impact damage as well as spew a cluster of equally potent ''homing'' warheads if it misses the target but impacts a nearby surface. ''Descent 3'' adds the Frag missile, which spews a storm of shrapnel projectiles if it hits a wall but otherwise does mediocre damage on a direct hit, making it extremely deadly in enclosed spaces if it hits a surface near the target ''without'' actually hitting the target itself.
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