![]() SE personally improved on FE's gameplay a lot since it added 2 very good weapons: The Sniper Rifle and the Serious Bomb. Not to mention it lacks some of the better weapons introduced in it's younger brother game: Second Encounter. Sure there's water you can dive in a fields of grass but it only break it up here and there. For a kick off, EVERY level is Egyptian/Desert themed as thus the constant beige everywhere does wear thin over time. It's a brutal series.įirst encounter was technologically impressive for the very early 2000's and definitely has some good architectural designs but I'd be lying if I said it aged well. When it boxes you in and spawns enemies all around you constantly, it can really wear you down, particularly on the higher difficulties. I do feel Sam is at its best when you're going through stages like a traditional FPS, taking it slow around corners, exploring the areas for secrets, etc. Unlike DOOM, in Serious Sam you constantly feel like you're at a major disadvantage. That would be fine, but there are a lot of enemies that outpace you and it just becomes tedious and frustrating. Asides from having to prioritize specific enemy types, every intense arena fight ends up turning into a circle-strafe fest. If I remember correctly, Serious Sam doesn't have a lot (if any) of that. Slaughter works so well in DOOM because of the major differences in how infighting functions. Like, don't get me wrong, slaughtermaps in doom are freakin' fantastic and i could play them all day, but no matter how many enemies serious sam throws at me, i just can't get myself to like it very much. The fighting was still intense but it also was much punchier because it came in smaller doses so every fight did feel more unique. ![]() Painkiller didn't have a room variety as good as Serious Sam's but rooms went by a whole lot faster and the pacing was a million times better as a result. Being trapped in a rotating room and shooting hundreds of tiny frogs for 5 minutes is not fun. Even though the game boasts an impressive monster count, you typically only fight about 10-15 monsters at a time (unless it's frogs because ooooooh boy there'll be way more!), the rest are just gradually spawned in the arena at a slow pace.Įven when arenas go and do something different, it typically goes on for so long that the novelty wears off and you're just ready to move on something else. By the time you're ready to move on to a new room, it still goes on for like 5 minutes so you're totally bored and willing to do anything else. Most of the time the only feature of every arena is "lol it's so full of monsters" and the pace of the game seriously suffers as a result. The big problem of Serious Sam is that it's a one trick pony. So all this to say, are there Serious Sam games out there that are better in terms of level design? I remember Serious Sam 3 not being much of an improvement in that regard either: some set pieces would bring the game to a screeching halt by forcing you to play hide and seek with enemies that love to camp behind objects and you are not given much in the way of flushing them out. Enemies will also spawn out of thin air - sometimes so far away from you that you have to go look for them - as if they were an afterthought and as such there never seems to be any sense of pacing or even momentum. Maps tend to be huge and realistic, which means that they are mostly empty and I have to run around for what feels like minutes without encountering anything. It took me a while, but I think I know why: the level design is just not good most of the time. and yet I am oftentimes not having fun at all. Visually, it is fine (especially the HD version), the enemies are generally interesting to fight (except maybe for the Kleer), the weapons are satisfying to use. That game was a lot less enjoyable than I remember it to be. ![]() Flores, F.After bringing up Serious Sam in a discussion about Rise of the Triad's weapons, I felt like reinstalling and replaying Serious Sam. One year follow-up on a randomized study investigating serratus anterior muscle and pectoral nerves type I block to reduced neuropathic pain descriptors after mastectomy year follow-up on a randomized study investigating serratus anterior muscle and pectoral nerves type I block to reduced neuropathic pain descriptors after mastectomy},Īuthor=, ![]()
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