LYCOS RETRIEVER
Serious Sam
built 213 days ago
Back in 2001 Serious Sam was a cult smash hit for fledgling developer Croteam. Crafting the game on a shoestring budget in the war-torn country of Croatia, Croteam literally came out of nowhere rocking the first person shooter scene to its knees. Huge Egyptian themed levels, frantic arcade style action and a solid homegrown graphics engine were the game's trademarks making it among the top games of the year. Not a bad accomplishment for a value priced title ($19.95) from a company no one had ever heard of before. Now the year is 2005 and the Serious sequel has finally arrived. Armed with a larger budget, a new more powerful Serious Engine 2 and loads of confidence comes Serious Sam 2, a game that in many ways departs from the original's formula, but keeps enough so fans of the first will feel right at home.
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The combat in Serious Sam II is extremely fast paced and invigorating, which delivers a nonstop intense FPS experience. Unlike most other games where you’ll spend a lot of your time searching for cover, ducking around corners, and saving up your ammo, Serious Sam II is all about running into room after room and blowing the hell out of everything. Once you enter a new section of a level, you’ll be greeted with a seemingly endless wave of baddies. However, instead of being able to effortlessly destroy the opposition with a few rockets, you’ll be faced with an assortment of enemies with different attacking styles. Some foes will fly around your head in a distracting manner, while others will charge right at you in a mad rush. Just when you think you’ve taken care of the last of them, a whole new group of enemies will spawn out of nowhere and immediately begin to swarm you.
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Serious Sam II doesn't do much with the original game's formula, but it introduces some vehicle-driving and turret-gun sequences into the mix. These aren't anything you haven't seen in numerous other shooters prior to this one, but they help alleviate Serious Sam II from what's a very monotonous level design overall. While the worlds you'll visit have their own unique visual style and enemies, the underlying level design and enemy behavior doesn't change much from one level to the next, and the game's challenge doesn't really escalate all that much either. In fact, at the default difficulty, most of the game is fairly easy, though certain end-of-level sequences will probably take you a few tries, at least until you figure out where all the enemies are coming from. Many of the game's levels end with an anticlimax. You battle waves and waves of foes until they simply stop coming, and then the level ends.
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Serious Sam begins with more of a story than the previous game but at its heart the emphasis is on relentless action. There are some medallion pieces scattered all over the place and it’s up to Sam to find them, simple. Playing the game you get thrust into a situation and you simply let rip with whatever weapons you have available. The game play is very much from the old school of first person gaming with clear routes as to where to go next and not much brain power needed. A quick trigger finger and a grasp of strafing from side to side are pretty much the skills required in this game. There are moments where you are able to take control of turrets and other vehicles but generally you are on foot verses the masses of weird and wonderful enemies.
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The original Serious Sam games were framed with a plot, but were largely about moving from area to area and dealing with larger and more difficult waves of larger and more difficult enemies. Typical first person shooter tactics such as fighting from cover were useless, as all enemies knew exactly where you were and charged directly towards your position. Enemies would spawn or drop from any number of places on a map, so you could not assume that you had cleared any section, and had to maintain awareness of all sides. The environments were bright and colorful and very nicely done, especially given the huge amount of enemies onscreen at any given time.
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Serious Sam II is subtitled by default so you'll have no problem following events in the cutscenes and in-game dialogue. The subtitles are very easy to see as a bold font has been used and placed on a dark overlay for maximum clarity. NETRICSA returns once more and this time it has a voice. Thankfully all the comments from the NETRICSA are subtitled. There aren't any captions, although this won't cause any problems. Hearing gamers will be forewarned of an enemy assault because of a change in tempo in the background music.
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