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PCPP#001: Descent 2 Review

CLASSIC PCPP

PCPP#001: Descent 2 Review

Mon, 19 May 2008
posted by: This e-mail address is being protected from spam bots, you need JavaScript enabled to view it | originally written by: David Wildgoose
published: May 1996 | commentary: Ah, for the days when lava looked liked a bowl of baked beans...

(click the cover for a full-size image)

It's a month of great sequels, with Descent being amongst the most eagerly awaited. Ferocious gameplay plus beautiful graphics make for a great gaming experience...

In the first Descent, you played a freelance gun-for-hire, hauled in and contracted to the Post-Terran Mining Corporation (PTMC). Apparently, some dastardly alien race had infiltrated some 30 vital mining stations belonging to the PTMC and turned all the mines' worker robots against their owners. Even more disturbing was that they had constructed a form of artificial intelligence, thus creating not only tenacious opponents, but ones that could adapt to their surroundings and their needs. The PTMC wanted you to enter each mine, on various moons from Earth to Pluto, clean them out, rescue any hostages still alive, destroy the life-source reactors, and return in time for sausage and kippers for breakfast. Though they were not overly worried about the last bit.

Descent 2 comes in where the proficient Descent player finished, having accomplished the mission and headed back to PTMC headquarters. An understated introductory sequence shows you navigating an impressive asteroid belt and, after gaining security clearance, docking with the PTMC mothership. You're on a bit of a high, feeling pretty pleased with yourself and getting ready to start counting your pay. However, a nagging doubt still lingers in the back of you mind - "Have I simply been used? Did something go wrong? How do I know I can trust the PTMC? And why have Interplay decided to release this sequel? Do they know something I don't?" Then it hits. Flashing onto your computer monitor is the self-satisfied head of your emplyer. He says you're still under contract (some minor detail stipulating that the PTMC have final veto over the length and termination of your employment), and they still have work for you to do, and there's nothing you can do about it.

From top: P.I.G Bot, Sidearm Bot, Smelter Bot, Thief Bot(Bandit), Guide Bot.
Unconfirmed reports of abnormal activity in a far-flung sector under PTMC's control need investigation and taking into account the success of your previous job, you are obviously the man for this one, too. Besides, as the PTMC man unconvincingly attempts to assure you, this is just a straightforward reconnaissance mission - fly in, take a look around, then report back, easy, no worries, piece of cake... until things start shooting at you.

Spectacular and Vital Manoeuvres
Descent 2 is a truly 3D game that allows total freedom of movement. Pressing left or right rotates your ship around the y-axis, while up or down rotates around the x-axis. Then using A and Z (to move in, respectively, forward and reverse) you can move in absolutely any direction you wish. Barrel rolls are able to be performed at the press of a key, so too strafing, whether it be up, down, left or right. Combining any of the above will result in some spectacular, and often essential (being capable of strafing whilst turning and shooting is vital), manoeuvres. Of course, none of these fancy acrobatics would count for anything if the level design wasn't unique and adventurous. Thankfully, after a slow start, it is.

Some of you would no doubt have seen the three level Descent 2 demo that was doing the rounds on the internet earlier in the year. Did you feel a little disappointed? Come on, if I'm willing to admit it, then you should too - it WAS disappointing. Sure, they were some impressive cosmetic enhancements and new features, but the level design was quite a letdown. Level One was dull, drab and completely uninspired, while the next two seemed intent on throwing in everything - grey metallic sections, long thin twisty rooms, large expansive rooms, lava pools, ice walls, dark rooms, the kitchen sink, its mouldy plug and contaminated dishcloth - throwing off all its wares at once, in the hope that the player must like at least one of them. Sadly, the result was a mess, the variety in graphical styles only managed to detract from the overall atmosphere of each level. However, with the complete game now in my hands I can say that these early levels are just an aberration (if, still, a strange an annoying one).


 


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