Ludography
70/100
Players23 ratings
92/100
Critics1 review
More scores
Metacritic6 critic reviews
89/100
Metacritic usersuser score
84/100
GameFAQsTough
3.99/5
Player reviews
92% positive166 reviews
Steam Deck
Unsupported
Runs on
Windows, Mac, Linux
Price
US$19.99

Where to get it

Descent II cover

1996 · First-person shooter · Shooter

Descent II

PlayStation console exclusive

You're going down... again. If you thought Descent went to the edge of 360° 3D power-blasting sensory insanity, then prepare yourself. You're about to plunge over the edge, and into the depths of Descent II.

Released
29 February 1996
Platforms
Acorn ArchimedesLinuxMS-DOSPlayStationWindowsmacOS
Genres
First-person shooterShooterSimulation
Developers
—
Publishers
Interplay Entertainment
Series
Descent
Modes
Co-opMultiplayerSingle-player
Perspective
First person
Themes
ActionScience fiction
Country
United States
Age ratings
ESRB TUSK 12
Languages
English
Entry
#2 in Descent
Time to beat
11hmain story22hcompletionist

About

Descent II is a 1996 first-person shooter game developed by Parallax Software and first published for MS-DOS by Interplay Productions. A version for the PlayStation was released under the title Descent Maximum. It is the second installment in the Descent video game series and the sequel to Descent. Like its predecessor, the player controls a spaceship from the pilot's perspective and must navigate extrasolar underground mines to locate and destroy their reactors and escape being caught in their self-destructions, while engaging and surviving infected robots, which will attempt to destroy the ship. Unlike other first-person shooters, its six-degrees-of-freedom scheme allows the player to move and rotate in any three-dimensional space and direction.

Descent II started as a project intended to expand the original using a compact disc's storage, and later became a standalone product, using an upgraded version of its predecessor's graphics engine. The game received very positive reviews from video game critics, who widely lauded the multiplayer mode and the inclusion of the Guide-Bot, a scouting robot that guides the player to their objectives. The PlayStation version's reception was rather mixed, with critics often disagreeing in their evaluations of its frame rate. A sequel, Descent 3, was released in 1999.

›Story

The plot is linear and is mostly provided for the introductory and concluding full-motion video cutscenes. After the "Material Defender" (voiced by George DelHoyo) has destroyed all of the Solar System's mines in the original game, he stops in the asteroid belt to dock. He is then contacted by Post-Terran Mining Corporation executive Dravis, who exploits a loophole in a contract to coerce him to accept a new mission or forfeit his reward and face legal action. The Material Defender consents, and as Dravis tries to convince him that he is merely embarking on a reconnaissance mission, his ship is fitted with a prototype warp core. He is then sent to clear out PTMC's deep space mines beyond the Solar System.

The Material Defender teleports to Zeta Aquilae and five other, fictional star systems and destroys their mines. In the sixth system, the last mine seems to run all through a planetoid, which is revealed in the final cutscene to be a large spaceship. After the spaceship breaks apart, the Material Defender alerts Dravis to his return home, but his warp drive malfunctions and he teleports to an unknown location. The camera then fades to that location and the ship appears, heavily damaged and crackling with excess radiation drifting towards the camera, ending with the words "to be continued..." being displayed.

Players say

Media

The articlegameplay, story, development, reception

Gameplay

Like its predecessor, Descent I, Descent II is a six-degrees-of-freedom shoot 'em up game in which the player pilots a fighter spaceship from a first-person perspective in zero gravity. It differs from standard first-person shooters in that it allows the player to move freely across three-dimensional planes and rotate on three axes, often termed pitch, yaw, and roll. Besides the keyboard, Descent II features a wide range of supported hardware configurations with which to play it, including the Gravis Gamepad and certain brands of joysticks, some of which support force feedback—making it one of the earliest PC games to support force feedback. Virtual reality and stereoscopic graphics are also officially supported.

In the game's single-player mode, the player must complete four levels in each of six differently themed star systems where different types of robots attempt to hinder the player's progress. In each level, the player must find and blow up the mine's reactor and then escape the mine through an exit door before the mine self-destructs. The exit door is always open after the blowing up of the reactor and upon the mine meltdown countdown. Every fourth level has a boss robot that replaces the reactor.

Story

The plot is linear and is mostly provided for the introductory and concluding full-motion video cutscenes. After the "Material Defender" (voiced by George DelHoyo) has destroyed all of the Solar System's mines in the original game, he stops in the asteroid belt to dock. He is then contacted by Post-Terran Mining Corporation executive Dravis, who exploits a loophole in a contract to coerce him to accept a new mission or forfeit his reward and face legal action. The Material Defender consents, and as Dravis tries to convince him that he is merely embarking on a reconnaissance mission, his ship is fitted with a prototype warp core. He is then sent to clear out PTMC's deep space mines beyond the Solar System.

The Material Defender teleports to Zeta Aquilae and five other, fictional star systems and destroys their mines. In the sixth system, the last mine seems to run all through a planetoid, which is revealed in the final cutscene to be a large spaceship. After the spaceship breaks apart, the Material Defender alerts Dravis to his return home, but his warp drive malfunctions and he teleports to an unknown location. The camera then fades to that location and the ship appears, heavily damaged and crackling with excess radiation drifting towards the camera, ending with the words "to be continued..." being displayed.

Development

Parallax Software began Descent II's development as an expansion pack for the original Descent game using a CD's storage, but it later evolved into a separate project lasting about one year. Descent II's graphics were upgraded to operate at Super VGA standards, and can also take advantage of 3D acceleration graphics cards. The MIDI soundtrack was composed by Dan Wentz, whereas the included redbook features industrial metal contributed by notable musicians such as Type O Negative and Ogre of Skinny Puppy. It cost $500,000 to produce the game.

Descent II's portal engine remained fundamentally unchanged; it operates on the premise of adjacent cubes or polyhedra whose sides connecting them form portals. The scenes that are drawn are the cube the player ship is in and the areas of other cubes the camera can see through their portals, and the process is repeated as the player enters a different polyhedron. Cubes can be deformed so long as they remain convex. Respectively, these prevent overdraw and accelerate portal rendering, making the engine practical to run on even inexpensive personal computers of that time. The preceding Descent introduced a dynamic light-sourcing scheme by which the environment could be lit with flares, while newly added in Descent II is the ability to shoot out sources of light which will darken rooms as well as a headlight powerup which can continuously illuminate the space in front of the player.

Reception

Upon release, Descent II received very positive reviews from video game critics. Citing its replay value, GameSpot commented: "If you don't like Descent at least a little bit, make no mistake, there is something wrong with you." Next Generation opined that a few sequels "can boast the improvements like those made on Descent II", citing the SVGA graphics, the story sequences in full motion video, and the new items. It forgave the same simple mission formula because of the improvements. Computer Gaming World compared the gameplay and enhancements of the sequel to those of Doom II, but complained about the graininess of the textures, and the two magazines warned that players who did not care for the original might not care for the sequel either.

The addition of the Guide-Bot was well received. In a very positive review, PC Magazine considered it to be a valuable addition to the game "because the automap is just as confusing as it was in the original game". Conversely, PC Review felt the Guide-Bot ran contrary to the disorienting character of the series and that the Guide-Bot diminished the need to use strategy, but did write that using the robot was optional. Computer Game Review liked the AI of the new cast of robots in general and other measures taken to prevent getting lost, such as plotting map positions with markers.

Releases by platformdates and regions as published

PlatformReleasedRegions
Windows13 March 1996North America · Europe 31 December 1996 · North America 19 June 2008 · Worldwide 19 February 2014
MS-DOS13 March 1996North America · Europe 29 March 1996 · Brazil 31 December 1996
macOS1 August 1996North America
Linux14 October 2021Worldwide

Editions and related releases

Expansions
Descent II: The Vertigo Series
Ported as
Descent Maximum
Built on it
Descent Maximum

In the same series

Games like this

Collections4 collections

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