3 ms·
Is it the gigantic, sparse levels made out of 10 polygons per square mile? I only played the game for a few months 27 years ago but it has stuck with me. I don
by IncreasePosts 10mo ago
Is it the gigantic, sparse levels made out of 10 polygons per square mile?
I only played the game for a few months 27 years ago but it has stuck with me. I don't know if I've ever found a game that was that compelling and fun. But then again, I haven't really given any of the modern games a shot and mostly gave up with the FPS genre after team fortress classic fell out of favor
- MomsAVoxell 10mo agoThe Descent 2 levels were indeed 'huge' in a sense, there were vast spaces and tunnels and mazes - and indeed, arenas - in the initial releases of the game, per my own experience, of course. The first days of Descent 2 installs were, for me and my colleagues, really good reasons to go to work. :) Anyway yeah, 10 polygons per 'mile' seemed about right. The Descent engine, I think, was well exploited in the sense that artistically, few polygons ended up being enough.. I often have flashbacks of the tight, cramped death tunnels and the inevitable race to the Fusion and Gauss Cannons... a colleague once had the Earthshaker warnings in a loop, and it literally immediately changed the room temperature whenever someone called them. Anyway, apropos classics, in favour. I think these games are pretty much gems.