

1993 · Bungie · Adventure · Shooter
Pathways Into Darkness
A first-person shooter paired with RPG elements with a few survival elements added in. You start exploring a pyramid after getting separated from the rest of your team.
- Released
- 1 August 1993
- Platforms
- macOS
- Genres
- AdventureShooterZombie
- Developers
- Bungie
- Publishers
- Bungie
- Modes
- Single-player
- Perspective
- First person
- Themes
- ActionHorror
About
Pathways into Darkness is a first-person shooter and adventure video game developed and published by Bungie in 1993, for Macintosh personal computers. Players assume the role of a special forces soldier who must stop a powerful, godlike being from awakening and destroying the world. Players solve puzzles and defeat enemies to unlock parts of a pyramid where the god sleeps; the game's ending changes depending on player actions.
Pathways began as a sequel to Bungie's Minotaur: The Labyrinths of Crete, before the developers created an original story. Jason Jones programmed the game, while his friend Colin Brent developed the environments and creatures. The game features three-dimensional, texture-mapped graphics and stereo sound on supported Macintosh models. Pathways was critically acclaimed and won a host of awards; it was also Bungie's first major commercial success and enabled the two-man team of Jason Jones and Alex Seropian to move into a Chicago office and begin paying staff.
›Story
Sixty-four million years ago, a large extra-terrestrial object struck the Earth in what would later be called the Yucatan Peninsula, in southeastern Mexico. The dust and rock thrown up by the resulting explosion caused enormous climactic changes in the ensuing years, and many of the Earth's species became extinct during the long winter that followed.
The object itself was buried thousands of feet below ground, its nearly two kilometer length remarkably intact. It remained there, motionless, for thousands of years before it finally began to stir- and to dream. It was a member of a race whose history began when the Milky Way was still a formless collection of dust and gas- a powerful race of immortals which had quickly grown bored of their tiny universe and nearly exterminated themselves in war.
This particular being, whose name no human throat will ever learn to pronounce, was part of the cataclysmic battle that formed Magellanic Clouds, billions of years ago. It died there, or it came as close to dying as these things can, and drifted aimlessly for millions of light years before striking the Earth.
The heat of impact liquefied the rock around it, which later cooled and encased the dead god's huge body far below ground. As it began to dream, it wrought unintentional changes in its environment. Locked deep beneath the Earth, strange and unbelievable things faded in and out of reality. Vast caverns and landscapes bubbled to life within the rock, populated by horrible manifestations of the dead god's dream.
Only during the last few centuries has the god begun to effect changes on the surface of the Earth. Grotesque creatures have been sighted deep in the trackless forest of the Yucatan, and strange rumors of an ancient pyramid- which is neither Aztec nor Mayan- in the same area have been circulating in the archaeological community since the early 1930's.
The god is awakening.
Keywords
- aliens
- zombies
- demon
- skeleton
- demons
- multiple endings
- skeletons
- mid-development ip split
- ancient advanced civilization technology
- ghoul
Media
The articlegameplay, story, development, reception
Gameplay
Pathways into Darkness is a first-person shooter and adventure game. The game interface consists of four windows. The primary "World View" shows the player character's first-person perspective. Players move, dodge, fire, and use weapons and items using the computer keyboard.
The "Inventory" window displays items players have acquired, the "Message" window relates events and the in-game time, and the "Player" window displays health and energy information. The game clock runs constantly during gameplay, except when in conversation; the player loses the game if the sleeping god wakes after a set period of time.
Story
Pathways casts the player as a member of a US Army Special Forces team sent on a mission to the Yucatán Peninsula. On May 5, 1994, a diplomat from the alien race known as the Jjaro appeared to the President of the United States and informed him that on May 13, an ancient godlike being sleeping beneath a pyramid would awaken and destroy the Earth. The only way to prevent this catastrophe is to prevent the god from awakening. The eight-man Special Forces team carries a nuclear weapon, with the goal of entering the ancient pyramid, descending to the bottom level where the god sleeps, and activating the bomb to stun the god and bury it under tons of rock.
The player character's parachute fails to open, and they fall unconscious in the landing. Awakening hours later, the player finds almost all their equipment inoperable. Reaching the pyramid on foot hours after the rest of their team, the player must complete the mission before the god awakens in five days. In the pyramid, the player finds bodies of squad-mates, the remains of Spanish-speaking treasure hunters, and fallen members of a Nazi expedition from the 1930s who were looking for a secret weapon. Additional plot elements can be revealed by speaking to these dead, enabled by the yellow crystal.
Development
Pathways was Bungie's fourth game and third commercial title after their previous game, Minotaur: The Labyrinths of Crete, sold around 2,500 copies. In the summer of 1992, Jones was living in dorms at the University of Chicago when he saw Wolfenstein 3D, a shooter game with three-dimensional (3D) graphics. Inspired, Jones created a rough 3D-graphics engine for the Mac that simulated walls with trapezoids and rectangles. Originally, Bungie intended Pathways to be a straightforward 3D version of Minotaur, but they quickly found that the top-down perspective of their previous game did not mesh with the new 3D presentation.
An additional consideration was that the developers wanted to create a game that did not rely on then-rare networks and modems, an issue in marketing Minotaur. The rest of 1992 was spent tweaking the graphics engine.
Reception
Pathways was positively received. Inside Mac Games reviewer Jon Blum wrote that Pathways was "one of the best Macintosh games I've ever played". Computer Gaming World described Pathways as "a dungeon crawl, pure and simple". The magazine praised the "simple, elegant and easy to use" user interface and "excellent" graphics and sound.
Computer Gaming World concluded that while "somewhat weak on actual game play", Pathways was "a job worthy of a strong recommendation". Macworld's Steven Levy commented that the gameplay and graphics were extremely smooth. He singled out the creatures for specific praise, likening them to "something that might have come from a brain-merge of Tim Burton, Anne Rice and Hieronymus Bosch" instead of simple line drawings. Criticisms of the game included the difficulty level; Blum found some segments too difficult and that it was possible to spend hours playing before realizing that the player had made an irreversible mistake.
Releases by platformdates and regions as published
Editions and related releases
- Included in
- Bungie Mac Action SackMarathon Trilogy Box Set
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Description adapted from its source, CC BY-SA 4.0.
