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Descent, ported to the web (mrdoob.github.io)
224 points by memalign 12 hours ago | hide | past | favorite | 45 comments
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For anyone who enjoyed Descent, please go buy Overload. It's a pretty much perfect spiritual sequel, with a great soundtrack.

And I believe made by some of the people that formerly worked on Descent.


Specifically, Overload was made by Mike Kulas and Matt Toschlog, who were the original Descent developers. There were also major contributions from people like Dan Wentz (who worked on Descent 3) and from people who spent a lot of time playing the original game, like me and my wife (our 3 sons are all named for friends we know from Descent.)

That is true, furthermore Overload has an usermade campaign called Overload: First Strike, which is a conversion and upgrade of the entire Descent 1 campaign to Overload. Additionally I recommend Desecrators, which is a Descent-like with procedurally generated maps. Think Sublevel Zero or Everspace, except good.

Forsaken for n64 was pretty good too.

Whoa, I just remembered playing forsaken multiplayer at sleepover when I was a kid. Thanks for reminding me!

And it supports VR if you really need to separate yourself from your lunch.

Overload VR was one of the most intense VR experiences I’ve ever had.

It also really helps immerse you in the “there’s no up/down” feeling.

Sure, you start feeling sick after a few minutes, but it’s such a fun few minutes that you can’t wait to do it again.


To add, I also loved Fury 3 because it had outdoor environments - https://www.youtube.com/watch?v=EmOtHKZHjxU - though Wikipedia tells me it's a rebrand of Terminal Velocity

Damn, Terminal Velocity, I probably haven't thought about this game in 3 decades! I played the hell out of it!

The gameplay in that YouTube video is very similar to "TV", so it probably is a rebrand.


Fury 3 was its own game, albeit an extension of the TV engine. Both had some underground areas, though IIRC were mostly and best above ground.

Descent 3 also had outdoor environments, but they were all barren rocks.

Now all that's missing is a spiritual successor to Terminal Velocity. Or at least I think so. There's like a 10% chance that game was one of those games that was seriously held up by how much its soundtrack slapped.

I haven't played Terminal Velocity, but I finished the Descent Freespace game decades ago, and I am also itching for modernesque space-sims with 6-degrees-of-freedom dogfights, with some campaigns and explorations.

I liked this teaser trailer of Remnant Protocol, it seems exciting and perhaps a spiritual successor to Descent and Terminal Velocity games: https://m.youtube.com/watch?v=vemaUWPs6Zo

No Man's Sky was interesting, but its combat is meh, and it is a sandbox with procedurally generated planets made of limited types of biomes. It's inventory management is very clunky, so I finally gave up on it.

I tried Everspace, it is good, but it is more of a roguelite comprising only of dogfights in space. Haven't tried Everspace 2 yet, which I believe has campaign mode and is a better space sim.

I steered clear of Starfield, since Bethesda is infamous for launching buggy games. I will try it after a few years, once the modding community has overhauled it nicely.


One of the first PC games I ever played, I was single-digit years old when this released. Fond memories.

Will have to have a play of this web version and try out Overload, thanks.


I absolutely LOVED this game when it first came out. I played with a trackball + keyboard, and the 6 degrees of freedom, paired with an environment where there often was no natural sense of "up" or "down" (zero gravity, inside tunnels) really blew my mind. I experienced a sensation I had never before experienced, almost out-of-body.

For example, you approach a "T" junction, and depending on your pitch angle, the branches may be up/down or left/right. But since there's no natural ground or sky, you can either maintain an orientation memory (I usually did automatically), or you can just let all that go and travel with no sense of true orientation.

Occasionally you reach an area with some signs or printed panels, and then you realize what the regional up/down orientation was; but it didn't matter in zero gravity.


I used to consider it a form of flow-state when you’ve played Descent/Overload long enough that up/down stops being a thing.

It always took a while each session to get to that point, but once you were there it all just starting flowed so damn well, and manoeuvring the tunnels became so much faster/easier.


Mr. Doob has been doing experiments like this for at least a decade, glad to see that he's still at it.

He's the creator of three.js, and it looks like this uses that for rendering instead of being a straight port.


He also remade quake a couple weeks ago (on three.js as well I believe).

https://mrdoob.com/#/160/threejs_quake

(It's also his homepage now, but I included the full link for posterity.)

--

Edit: How do you actually play? I keep getting trapped in the Shareware Dimension!


I play inverted mouse on every game because that was the default on Descent, my first 3D game. At least that's what I remember.

However this version uses mouse up/down to do up/down, and that seems so wrong. Can't play it :(


You might be able to invert it on your OS.

Yeah. Same. Looked all over for an option to flip the controls!

Descent was a huge part of my childhood (and surprisingly my little kids are now big fans as well)! Unfortunately this seems to stutter pretty badly with audio issues as well for me on Firefox on Linux. As a huge fan of three.js and other past work... I guess I'll blame Claude?

i have no issues in brave on linux mint


I remember mostly playing the port of this to the PS1, which had a fully animated opening cut scene. When I got the PC port like fifteen years later at a Goodwill, I was disappointed to see that that was a Playstation exclusive.

Descent is good, but I do think the series peaked with Descent II, if for no other reason than the rocking soundtrack. Very awesome, cool, industrial rock; I used to put the game CD in my car to listen to it since it was Red Book audio.


I remember buying this at fry’s with my dad in the 90s!

Impressively faithful, right down to weapons functioning incorrectly at a high framerate!

Very impressive - graphically it runs very smoothly on Firefox under Linux - but unfortunately the audio is extremely choppy.

I was lucky enough to have a flight stick with a hat switch. Absolutely unfair, but I tore up my peers in the dorm because of that. Fantastic memories.

Since it's not linked anywhere that I could see, here's the source I found: https://github.com/mrdoob/three-descent

And Quake for web by the same author: https://mrdoob.github.io/three-quake/


Interesting: it was done with Claude, in about one day.

I’ve been following Mr. Doob since the flash days. Cool to see they’re still doobing cool things.

Surprisingly faithful! Works great on Safari, latest Mac OS.

I need to replay this game with a dual stick controller. Previously played it on a serial joystick and keyboard.

I used to play this game incessantly. Audio on Firefox on Linux is, sadly, very very garbled.

Is there a way to play this without geting vertigo?

Try configuring WASD controls, mouse look, turning off auto roll / leveling. Use your choice of 'jump' and 'crouch' to slide up and down. Then it feels more like an ice-skating FPS than a flying game.

Keeping the cockpit on screen may also help provide a frame of reference.

I found that helped me enjoy the game more now that I'm older and less tolerant of 6DOF movement.


Grew up with an Acer running Windows 95 that came with this preinstalled… now that’s bloatware that ain’t bloat. Descent floatware.

works excellent on m2 max -- thanks! good times.

Seeing this kind of games so beloved by the HN greybeards, makes you wonder what will be the equivalent nostalgia games for the next generation. Pokemon red maybe? Perhaps Fortnite?

Descent came out in 1995. Pokémon red came out in 1996.

Sorry to be the one to ruin your concept of time.


> Sorry to be the one to ruin your concept of time.

Was this necessary?


Minecraft, very likely.

My money: Minecraft, Breath of the Wild and Undertale are going to feature prominently.



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