Ludography
78/100
Players16 ratings
89/100
Metacritic14 critic reviews
More scores
Metacritic usersuser score
79/100
GameFAQsJust Right-Tough
4.06/5
Player reviews
69% positive97 reviews
Steam Deck
Playable
Runs on
Windows, Mac, Linux
Price
US$19.99

Where to get it

Descent 3 cover

1999 · Outrage Games · First-person shooter · Shoot 'em up

Descent 3

The gut-wrenching Descent saga continues with more pulse-pounding action than ever before. Dive into massive subterranean strongholds and experience a whole new degree of freedom, as you careen through canyons and craters on the surface above... powered by the all-new Fusion engine. Test your piloting skills against an army of battle-drones and assault-bots using an extensive arsenal of tactics and heavy firepower.

Released
17 June 1999
Platforms
LinuxWindowsmacOS
Genres
First-person shooterShoot 'em upShooterSimulation
Developers
Outrage Games
Publishers
Interplay EntertainmentSuntendy Interactive Multimedia Co.,Ltd.
Series
Descent
Modes
Co-opMultiplayerSingle-player
Perspective
First person
Themes
ActionScience fiction
Country
United States
Age ratings
ACB PGUSK 12ESRB T
Languages
English
Entry
#3 in Descent
Time to beat
9.5hmain story13hcompletionist

About

Descent 3 is a first-person shooter video game developed by Outrage Entertainment and published by Interplay Entertainment. It was originally released for Microsoft Windows in North America on June 17, 1999. Descent 3 is the third game in the Descent video game series and a sequel to Descent II. The game takes place in a science fiction setting of the Solar System where the player is cast as Material Defender, a mercenary who must help an organization known as the Red Acropolis Research Team to stop robots infected by an alien virus.

Unlike in standard first-person shooters, the player must control a flying ship that has a six degrees of freedom movement scheme, allowing the player to move and rotate in any 3D direction. In addition to a single-player campaign mode, Descent 3 features an online multiplayer mode where numerous players can compete against each other in eight different game types. The game features both indoor and outdoor environments, made possible with the use of a hybrid engine that combines the capabilities of a portal rendering engine with those of a flight simulator-like terrain engine.

Players say

Media

The articlegameplay, story, development, reception

Gameplay

Like its predecessors Descent and Descent II, Descent 3 is a six degrees of freedom shooter where the player controls a flying ship from a first-person perspective in zero-gravity. It is differentiated from standard first-person shooters in that it allows the player to move and rotate in any 3D direction. Specifically, the player is free to move forward/backward, up/down, left/right, and rotate in three perpendicular axes, often termed pitch, yaw, and roll. Aboard the ship, the player can shoot enemies, turn on the ship's afterburners to temporarily increase its acceleration and speed, and fire flares or turn on the ship's headlight to explore darkened areas.

In the game's single-player mode, the player must complete a series of levels where multiple enemies controlled by the game's artificial intelligence will try to hinder the player's progress. The game primarily takes place inside labyrinthine underground facilities, but the player can occasionally travel over the surface of the planets where the facilities are buried to reach other nearby areas. The underground facilities are composed of a set of tunnels and rooms separated by doors. Most of them can be opened by either firing weapons at them or bumping into them, but others require special actions to be performed first before entry is allowed.

Story

Descent 3 takes place in a science fiction setting of the Solar System where the player is cast as Material Defender MD1032, a mercenary working for a corporation called the Post Terran Mining Corporation (PTMC). The game begins moments after the events of Descent II, with the Material Defender escaping the destruction of a planetoid where he was clearing PTMC's robots infected by an alien virus. He was about to return to Earth to collect his reward, but a malfunction occurred with the prototype warp drive in the ship he was piloting, making it drift towards the Sun's atmosphere. At the very last moment, the Material Defender is rescued via a tractor beam by an organization known as the Red Acropolis Research Team.

While the Material Defender recovers in the Red Acropolis station on Mars, the director of the team informs him that they have been investigating PTMC, and have uncovered a conspiracy: one of her acquaintances in the PTMC was killed by a robot, and when she contacted PTMC about it, they denied having ever employed such acquaintance, even though he had worked with them for years. The Red Acropolis had tried to notify the Collective Earth Defense (CED), a large police group, of the PTMC's actions, but they took no action, not daring to interfere with such a powerful corporation. The director also tells the Material Defender that, while he was clearing the mines during the events of Descent II, PTMC executive Samuel Dravis was actually testing and modifying the virus and deliberately tried to kill him by overloading the warp drive on his ship. After some persuasion and offers from the director, including a new ship and an AI assistant known as the Guide-Bot, the Material Defender accepts to help the Red Acropolis stop the virus.

Development

Descent 3 is the first project developed by Outrage Entertainment. The company was founded when Parallax Software, creators of previous Descent games, decided to split in two: Outrage Entertainment and Volition. Volition would focus on creating the combat space simulator FreeSpace games, while Outrage would continue with the Descent series. Development on Descent 3 began in November 1996 with a team of eight people.

The developers worked to incorporate a number of ideas they had for the original Descent which they were unable to realize for that game due to the limitations of time and the technology that was then available. According to programmer Jason Leighton, one of the major problems during the game's development cycle was a lack of direction and control. He explained that the team had "No code reviews, no art reviews, [and] no way of saying, 'This is bad and we should be going in a different direction.'" This lack of oversight and authority worked for Descent and Descent II because they were developed by small groups that worked closely together and often in the same room.

Reception

Descent 3 received positive reviews from video game critics. The most praised aspects were its graphics, artificial intelligence of enemies, and outdoor environments. Erik Wolpaw of GameSpot felt that the game "improves in almost every conceivable way on its predecessors and reestablishes the series as the premier example of the play style it single-handedly pioneered", while Next Generation praised both its originality and faithfulness to its predecessors. IGN lauded the game's new engine, noting that the transition between indoor and outdoor environments is seamless.

GameRevolution remarked that the addition of outdoor environments allows "greater use of the maneuvering capabilities, adds variety to the levels, and ensures that the game never gets dull or boring". The reviewer also acknowledged that the game's six degrees of freedom movement scheme may be difficult to master for some players, stating that the game "can be confusing, dizzying, and even nauseating. This is a game for the pro's".

Releases by platformdates and regions as published

PlatformReleasedRegions
Windows17 June 1999North America · Japan 10 September 1999 · Europe 31 December 2000 · Worldwide 15 April 2014
macOS1 November 1999North America · Worldwide 15 April 2014
Linux1 July 2000North America · Worldwide 15 April 2014

Editions and related releases

Included in
Descent 3: White Label Edition
Expansions
Descent 3: Mercenary

In the same series

Games like this

Collections2 collections

Platform libraries

Description adapted from its source, CC BY-SA 4.0.