History VideoGame / Descent

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.

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* 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.
24th Jul '16 5:45:31 AM Androgeos
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Added DiffLines:

* 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.
13th Jun '16 8:05:13 AM VampireBuddha
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* EmergencyWeapon: The Vulcan Cannon in the first two games, mostly because it uses its own ammo instead of the ship's energy like every other primary weapon. Still fairly threatening because of it being HitScan in a game where most weapons fire very slow projectiles, despite weak damage—a problem the [[GameBreaker Gauss Cannon]] rectifies and then some in ''Descent II''.

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* EmergencyWeapon: The Vulcan Cannon in the first two games, mostly because it uses its own ammo instead of the ship's energy like every other primary weapon. Still fairly threatening because of it being HitScan {{hitscan}} in a game where most weapons fire very slow projectiles, despite weak damage—a problem the [[GameBreaker Gauss Cannon]] rectifies and then some in ''Descent II''.



* HitScan: The Mass Driver and the Omega Cannon, though the last one is more of a short-range sustained beam. The Vulcan/Gauss/Vauss Cannons and Mercury Missiles aren't quite hitscan, but are much faster than most of the other weapons in the game. Other EnergyWeapons in this game employ the same physics as FrickinLaserBeams, which is part of why KineticWeaponsAreJustBetter.

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* HitScan: {{Hitscan}}: The Mass Driver and the Omega Cannon, though the last one is more of a short-range sustained beam. The Vulcan/Gauss/Vauss Cannons and Mercury Missiles aren't quite hitscan, but are much faster than most of the other weapons in the game. Other EnergyWeapons in this game employ the same physics as FrickinLaserBeams, which is part of why KineticWeaponsAreJustBetter.



* SniperRifle: The Vulcan and Gauss cannons in the first two games could be used as such, picking off robots from beyond their sensor range with precise HitScan shots. The D2X-XL mod includes the option for a zoom function on said cannons for precisely this purpose. ''Descent 3'' introduced the Mass Driver, which fit the bill more clearly: it has a low rate of fire (once every two seconds), does extreme damage, and your sight zooms in if you hold the trigger down without firing.

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* SniperRifle: The Vulcan and Gauss cannons in the first two games could be used as such, picking off robots from beyond their sensor range with precise HitScan {{hitscan}} shots. The D2X-XL mod includes the option for a zoom function on said cannons for precisely this purpose. ''Descent 3'' introduced the Mass Driver, which fit the bill more clearly: it has a low rate of fire (once every two seconds), does extreme damage, and your sight zooms in if you hold the trigger down without firing.
28th May '16 12:27:34 PM Shishkahuben
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* ForMassiveDamage: The final boss in ''Descent II'' can only be harmed by shooting a little green pyramid-thing attached to its back. This is made harder by the fact that it usually rotates to hide that part from you. [[spoiler:The weak spot can be hit with an Earthshaker missile, Smart missile, or another rebounding attack, as long as it doesn't teleport.]]
28th May '16 10:52:44 AM nombretomado
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In ''Descent'' (released in 1995), a representative of [[MegaCorp PTMC (Post-Terran Minerals Corporation)]] hires you, Material Defender, on a [[PrivateMilitaryContractors mercenary contract]]. The company's mining robots have been infected with TheVirus, and the only solution is to flush out the mines by [[ReactorBoss destroying the reactor in each one]]. You start on [[BackFromTheBrink Earth's moon]], progressing toward the sun via Venus and Mercury, then swing around to Mars and go all the way to Pluto and Charon and defeat the final boss, only to find that PTMC won't allow you to return to base, for fear that your ship might have received the virus. ''Descent'' later received a PlayStation port with some new levels, prerendered cutscenes, and new music. Ports to both the UsefulNotes/SegaSaturn and WiiWare were also planned, but did not materialize.

At the start of ''Descent II'' (released in 1996), you are contacted by the same representative from the first game (now with the name [[CorruptCorporateExecutive Samuel Dravis]]) and assigned a new mission. Same job, new mines. These mines are far more remote than the solar system, so a [[FasterThanLightTravel warp core prototype]] is installed in the Pyro in order to get there. After you've dealt with the final boss, it's time to "go home, get paid ... and sleep for the next two years." Unfortunately, your ship's warp core malfunctions at that very moment, knocks you out and dumps you into a random point in space. ''Descent II'' received a "port" in the form of ''Descent: Maximum'' for the PlayStation, which was essentially a new game with 30 new levels similar to the previous games' but smaller and optimized for the console.

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In ''Descent'' (released in 1995), a representative of [[MegaCorp PTMC (Post-Terran Minerals Corporation)]] hires you, Material Defender, on a [[PrivateMilitaryContractors mercenary contract]]. The company's mining robots have been infected with TheVirus, and the only solution is to flush out the mines by [[ReactorBoss destroying the reactor in each one]]. You start on [[BackFromTheBrink Earth's moon]], progressing toward the sun via Venus and Mercury, then swing around to Mars and go all the way to Pluto and Charon and defeat the final boss, only to find that PTMC won't allow you to return to base, for fear that your ship might have received the virus. ''Descent'' later received a PlayStation UsefulNotes/PlayStation port with some new levels, prerendered cutscenes, and new music. Ports to both the UsefulNotes/SegaSaturn and WiiWare UsefulNotes/WiiWare were also planned, but did not materialize.

At the start of ''Descent II'' (released in 1996), you are contacted by the same representative from the first game (now with the name [[CorruptCorporateExecutive Samuel Dravis]]) and assigned a new mission. Same job, new mines. These mines are far more remote than the solar system, so a [[FasterThanLightTravel warp core prototype]] is installed in the Pyro in order to get there. After you've dealt with the final boss, it's time to "go home, get paid ... and sleep for the next two years." Unfortunately, your ship's warp core malfunctions at that very moment, knocks you out and dumps you into a random point in space. ''Descent II'' received a "port" in the form of ''Descent: Maximum'' for the PlayStation, [=PlayStation=], which was essentially a new game with 30 new levels similar to the previous games' but smaller and optimized for the console.
11th May '16 10:45:21 PM justanid
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The InNameOnly game ''[[VideoGame/FreeSpace Descent: FreeSpace]]'' features an unrelated plot and was made by [[Creator/{{Volition}} Volition, Inc.]] who split off from Parallax Software, its expansion and sequel [[AppropriatedTitle drop the title]].






!!The ''Descent'' series provides examples of:

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!!The ''Descent'' !!This videogame series provides examples of:
30th Apr '16 10:24:04 PM aye_amber
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* PopStarComposer: Ogre of SkinnyPuppy contributed the songs "Glut", "Ratzetz", and "Rusty" to the second game and its expansion. It also featured an instrumental version of TypeONegative's "Haunted".

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* PopStarComposer: Ogre of SkinnyPuppy Music/SkinnyPuppy contributed the songs "Glut", "Ratzetz", and "Rusty" to the second game and its expansion. It also featured an instrumental version of TypeONegative's "Haunted".Music/TypeONegative's "Haunted."
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.Descent