
Chasm: The Rift
#1 Posted 22 September 2013 - 09:28 PM
#3 Posted 23 September 2013 - 05:46 AM

It's weird though, the Quake engine was quite capable of running at various resolutions.
This post has been edited by NightFright: 23 September 2013 - 05:49 AM
#4 Posted 23 September 2013 - 06:17 AM
Absolutely amazing game

#5 Posted 23 September 2013 - 06:27 AM
NightFright, on 23 September 2013 - 05:46 AM, said:
Not every company can afford Michael Abrash or have VESA 2/3 forward compatibility. Though with the 640x480 limitation it's probably for the sake of stability, they probably don't want to list modes beyond the common 640x480-max SVGA monitors that were still very prevalent and they also probably didn't have the time or adequate hardware - supporting 640x480 was a very late addition to the game.
Be grateful you get 640x480 at all! Considering their systems stated in an earlier readme file... they obviously didn't have the best PCs to work with:
* The CHASM demo completely tested and found workable on the following models: - Packard Bell Pentium 100Mhz, 8Mb RAM, VESA 1Mb. - Packard Bell i486DX2 66hz, 8Mb RAM, VESA 1Mb.
This post has been edited by leilei: 23 September 2013 - 06:32 AM
#6 Posted 23 September 2013 - 06:35 AM
#7 Posted 23 September 2013 - 07:34 AM
leilei, on 23 September 2013 - 06:27 AM, said:
According to Mobygames, Chasm was released in late 1997, considerably closer to Jedi Knight and Quake 2 than Duke Nukem 3D and Quake.
Frederik Schreiber, on 23 September 2013 - 06:17 AM, said:

#8 Posted 23 September 2013 - 08:34 AM
#9 Posted 23 September 2013 - 01:08 PM
X-Vector, on 23 September 2013 - 07:34 AM, said:
Please post more inane drivel in response to people's opinions.
I'd also like to say though, while this isn't the best game, it's indeed very good as far as what t tries to do, and actually makes you think on how to beat the bosses and various enemies.
This post has been edited by Colon Semicolon: 23 September 2013 - 01:08 PM
#10 Posted 23 September 2013 - 07:37 PM
Frederik Schreiber, on 23 September 2013 - 06:17 AM, said:
Eh... not really. The maps are mostly just flat mazes with 3d models.
#11 Posted 23 September 2013 - 10:15 PM
In dosbox use DirectDraw (ddraw) as output, the the full screen resolution to 1280x960 ( 1280=2x640 x 960=2x480 ) and the directdraw filter to hardware2x or normal2x (or any other you like).
This post has been edited by supergoofy: 23 September 2013 - 10:21 PM
#12 Posted 23 September 2013 - 11:50 PM
supergoofy, on 23 September 2013 - 10:15 PM, said:
In dosbox use DirectDraw (ddraw) as output, the the full screen resolution to 1280x960 ( 1280=2x640 x 960=2x480 ) and the directdraw filter to hardware2x or normal2x (or any other you like).
I'm quite sure it's not.
#13 Posted 23 September 2013 - 11:59 PM
ReaperMan, on 23 September 2013 - 07:37 PM, said:
And this is what 2.5 generally is referred to as. The Chasm wikia also confirms that it uses an own 2.5D Engine.
This post has been edited by fuegerstef: 23 September 2013 - 11:59 PM
#14 Posted 24 September 2013 - 12:16 AM
#15 Posted 24 September 2013 - 12:23 AM
Deeper Micky, on 24 September 2013 - 12:16 AM, said:
That is true.
#16 Posted 24 September 2013 - 12:52 AM
It's not terribly important to me what tech it used though, the only thing that matters is that playing the demo was one of the worst experiences I've had in almost 18 years of gaming on the PC and watching a handful of walkthrough and review videos of the full version hasn't changed my perspective; it doesn't get much more ugly, dull and lifeless than Chasm: The Rift IMO.
Quake isn't exactly perfect, but it's still vastly superior to Action Forms' effort.
#17 Posted 24 September 2013 - 01:12 AM
The idea behind the whole thing is good (time travel blah), but engine limitations and general realization combined with its difficulty level make it forgettable for me. And even if I were able to play it in 1920x1200, it wouldn't be any better IMHO.

This post has been edited by NightFright: 24 September 2013 - 04:20 AM
#18 Posted 24 September 2013 - 02:03 AM
Apart from its inferior design, Chasm was just so primitive on multiple levels.
#19 Posted 24 September 2013 - 03:30 AM
I don't think it's primitive tech is surprising as it was a eastern european low budget game.
This post has been edited by necroslut: 24 September 2013 - 03:31 AM
#20 Posted 24 September 2013 - 06:29 AM
This post has been edited by leilei: 24 September 2013 - 06:30 AM
#21 Posted 24 September 2013 - 08:23 AM
NightFright, on 24 September 2013 - 01:12 AM, said:
I found those to be the best part of the game.

#22 Posted 27 September 2013 - 06:46 AM
It may seem hard at first because monsters aren't shy of dealing a lot of damage to the player, and can take quite a few hits, but the AI isn't exactly brilliant and it doesn't take much to outsmart the opponents. Yes, the level designers seem to be very fond of the annoying Teleporting Keycard Squad trick and put it wherever they can, while elsewhere vast portions of a level may be nearly completely devoid of enemies at all, but honestly I don't remember any design flaws that would completely spoil the fun and break the game.
The designers attempted to create more or less realistic environments with what technology they had, and IMO they succeeded in creating a relatively remarkable variety of scenery. There's nothing particularly stunning or breathtaking in any of the levels but what there is creates a solid impression of the desired time period, be it Ancient Egypt, Medieval Europe or a futuristic alien fortress.
I admit that playing through all the levels can become a chore with all those predictable "hidden monster compartments", teleporting guards and such, and the environment is pretty much static save for traps and triggered events. But hey, this is a low budget title after all, and as such it's pretty decent and quite in line with what other non-A-rated games came out back then.
#23 Posted 28 September 2013 - 12:23 AM
I rather enjoy this review. I remember trying to play this game at one point and giving up. I just found it lackluster and undercooked. It's a shame because there is quite a deal of potential here.
#24 Posted 29 September 2013 - 03:52 PM
Screenshots page from Megamedia's website
Screen Shots - Page 0 (www.ChasmAction.com)
Screen Shots - Page 1 (www.ChasmAction.com)
Screen Shots - Page 2 (www.ChasmAction.com)
Screen Shots - Page 3 (www.ChasmAction.com)
Screen Shots - Page 4 (www.ChasmAction.com)
Screen Shots - Page 5 (www.ChasmAction.com)
Screen Shots - Page 6 (www.ChasmAction.com)
Screen Shots - Page 7 (www.ChasmAction.com)
Screen Shots - Game Editor (www.ChasmAction.com)
Screen Shots - New (www.ChasmAction.com)
Items/Weapons (www.ChasmAction.com)
Monsters (www.ChasmAction.com)
Chasm Screen Shots (www.Chasm3D.com)
Level Pack Screen Shots (www.Chasm3D.com)
Chasm Monsters (www.Chasm3D.com)
Chasm Weaons (www.Chasm3D.com)
Chasm Items (www.Chasm3D.com)
There's even an official walktrhough

#25 Posted 23 January 2017 - 01:37 AM
#26 Posted 23 January 2017 - 09:44 AM
I think it's a game that deserve a remake !
Perhaps INTERCEPTOR could work on it...
#27 Posted 23 January 2017 - 10:19 AM
#28 Posted 23 January 2017 - 11:11 AM
Frederik Schreiber, on 23 September 2013 - 06:17 AM, said:
Absolutely amazing game

It is more like Wolfenstein 3-D with 3D models for some structures and the enemies.
#30 Posted 26 January 2017 - 02:05 AM
I love Chasm' style - the visuals, the guns(despite being a little generic) and and creatures and the audio, however it lacks in substance - mediocre combat and flat and mazey levels bring it down. I think it would be some amazing modding material if Chasm assets were brought into Quake engine and given some proper 3d level designs.
This post has been edited by Cage: 26 January 2017 - 02:06 AM