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Descent marks a milestone in the FPS genre as being the first (and remains one of few) 3-dimensional games, in that all three axis can be traversed freely. The game has you traveling through the winding corridors of various mining complexes throughout the solar system, destroying rampaging mining robots. Action is very much like that of other FPS games, but the addition of the third axis allows much greater variation in environments, and the outcome of battles.
Though technically a space sim, Descent should not be confused with games like Elite, the X series or even Freespace- the tactical options involved with flying are not present in this game, making it more akin to a twitch shooter than a full fledged space flight sim. The combination of the very simple shoot-em-up game play with the freedom of flight leads to a very unique gaming experience that provides a sense of freedom and exploration tied successfully with the very intense combat.
The presentation and overall quality of the game is very high. Enemies are imaginative and easily recognizable in the heat of battle. Destroyed opponents will explode into pieces, that will fly across the room in a pleasing manner. Available weapons are lacking a little in variety but all feel quite visceral and are good fun to use. Again the simplicity of the game play precludes much sophistication but trying to think in three dimensions will be enough to keep you occupied without worrying too much about your armament.
Descent is not without it's weaknesses. Environments reuse textures quite a bit, and many of these are unnecessarily garish and clashing. Levels tend to rely too heavily on long winding corridors too much, which doesn't really take advantage of the game play style. The long length of levels later in the game, many of which are exceedingly difficult, combined with the monotony of the level designs and textures can make gamers tire long before the experience is over, which is disappointing. Descent 2 combats the issue of getting lost with the guide bot, that automatically points you in the direction you need to go, but this removes the element of exploration and freedom the 3D game play is so well suited to. Better level design and more interaction with the environments would have solved these issues.
A smaller point to make is the music. In my youth I owned the Macintosh version of Descent which had digital audio rather than the midi tunes of the PC version. The digital soundtrack is unquestionably superior, so I recommend downloading this along with the game, and playing it rather than the PC music. I can also recommend using a joystick rather than a game pad or mouse, as it gives the game that retro feel and is significantly more immerse.