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« Games - Descent 3 / Level 3 - Piccu StationI was reading the walkthrough for the second Descent 3 demo on Moon's Descendarium and it mentioned that, in the demo, there is a significantly different version of Level 3: Piccu Station than the one that's presented in the Retail version of the game. You can download the demo version of the level from Sectorgame's Descent 3 Sector. It comes complete with the demo versions of some additional assets, such as a different targeting reticle, different UI elements for the mission briefing, as well as different sounds for the weapons: especially the laser and Vauss cannons. These assets are used automatically in build 1.5 (and also the GOG version, which claims to be 1.4). Game Story The first major thing that you notice about the demo version of the mission is that, in the briefing, you are still working for Dravis at PTMC, rather than (as in the retail version) for Red Acropolis in order to get revenge against PTMC for sabotaging the Pyro GX's hyperdrive at the end of Descent 2. The character that you play in this demo Piccu Station mission seems to be effectively the same as the one that you play in the D3 expansion pack: Mercenary. So, either this mission was originally to be part of the expansion pack, which was released later than the main game (which seems very unlikely) or Descent 3 was originally more along the lines of Descent 3: Mercenary, before the story was completely changed, to 're-focus' it back onto the story of the 'MD1032' character. The mission briefing talks about "your previous mission" to the Beta Ceti system. This development note from Level 4 of Descent 3: Mercenary is interesting because it shows that the development team had wanted to investigate the alien origins of the virus, which is something that they were clearly trying to do with the crashed alien spaceship in the demo Piccu Station. This topic is completely unaddressed in the retail game, until you get to the Mercenary expansion (which only touches on it in level 4). This level gave me personally the opportunity to revisit one of the remaining questions from Descent 2: "What was that big flying rock? And, are there really aliens involved in this whole Virus mess?" This isn't the same rock obviously, but it's of the same origins as the first. Designed to evoke a mood similar to the LV-426 scenes in the original Alien movie, the layout of the level represents a largely deserted "ring" area which was built by an older species of alien lifeform, and an inner core which has become infested with a new and parasitic variety of alien. However these new aliens are more like that of the movie Virus, than the organic creatures from Alien. The Virus of the Descent storyline has its origins in these new mechanical aliens, and in fact, is essentially their "operating system". In any case, I put this level together with those thoughts in mind, and Nate Goudie (a true Programmer/Designer IMHO) spent a nice amount of time adding scri ... Mission StoryThe second thing that you'll notice about the story is that, in its original, demo configuration, Piccu Station makes better sense.
Robots Another thing thing you'll notice is that the variety of robots in demo Piccu Station is much greater than in the retail. Additionally, one or two matcens that are non-operational in the retail, crank out a steady stream of stingers and other higher-value enemies, like tubbs and the tailbot. You might conclude that Piccu Station was intended to feature later in the game, or it might be that the level was hardened to make the demo more of a challenge. Configuration The level's configuration is mostly the same until you get to the last canyon, where the alien spacecraft is replaced by the surface entrance to Sweitzer's lab facility. Because Sweitzer's lab is bigger and takes a bit more exploring than the interior of the alien ship, the level is balanced out a bit by simplifying and removing a remote part of the initial compound where the player enters the level. The entrance to the removed area is recycled as the entrance to Dravis' stronghold in Level 15 of the retail build. In the "removed" area, there is a room, similar to that where the SRAD distress signal is triggered, but it contains no switches. The positioning of certain energy centres and robot matcens makes a lot better sense in the demo version of the level. The lightning tower from early in the level is missing in the demo version. Mission DetailsThe radio communications from your dropship are different in the demo. Even back in 1998, the voice refers to the numerous robot enemies as "AIs". There are a lot more messages from the base's computer or PA, where it is evacuating personnel and sealing areas off. In the outside area where the lightning tower is in the retail version, you'll see that the terrain is significantly different. The skybox is maybe a bit different, with the sun being lower in the sky in the demo. Perhaps, the developers were looking for a gritter, more industrial look for the level in the finished release. Additionally, in the demo, in the valley with the first stone face, there are some creatures on the ground, along with additional tracker tanks: all of which are missing from the finished game. Conveniently, the two pairs of small, brown tank-like robots with the Vulcan cannons are missing from the demo version. The cave section, where the player first encounters the Stinger in the retail version, is essentially the same apart from the power-up placement in the secret area behind the rockslide. One minor detail about the underground temple is that inside, where lava pours down from the mouths of the stone faces, in the demo version, there is a glow at the point where the lava emerges from the mouths, which really helps to sell the effect. You'll also see some lighting and fog density differences, from early in the level. The pink forcefields in the finished game have a less impressive blue texture in the demo. The exterior of the alien spacecraft looks a bit unfinished. The texture looks as though it doesn't quite belong and the exterior of the ship could use some embellishment. The generators are only re-used in the retail game in the second, very irritating, secret level Once the generators are taken down, the lighting in the ship fluctuates and the central room is accessible. There is a very interesting sequence where the ceiling opens in three sections and a pod lowers into the centre of the room. This pod needs to be shot open and the virus sample is then accessible. It's remarkable to me that all the work that went into the spacecraft section including monitor/display textures etc. was totally removed from the game and that the entire plot point that involved it was never touched on again. Game Details The sounds for the laser and vauss cannons, as well as the concussion missiles are a bit more impressive in the demo. |
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