Okay, so this is only the first battle of the game, so I thought maybe this is just a simple warmup, but as the game continued to unravel, the disposition of the play didn’t improve. I mean, I had this on the hard difficulty, and this seemed like it had been tuned for babies, no jest. You move forward a bit, Netrisca gives you a message “Protect the Simbas!” some drop-ships flies past and a hand full of Master-Chief look alikes - complete with reflective metal buttocks, falls out on ropes, you subsequently have a uneventful little skirmish with them, yawn, and move on. You can pick up boxes and stack them, throw balls around, push objects about, and so forth. The game begins in a jungle setting (again) and there is a tribe of little humanoid blue creatures with ginormous heads, called Simbas, which wave at you and say “Hi”. Let me reaffirm that the operative word in the last sentence was “influence”, apart from some borrowed elements, Sam 2 doesn’t have the feel of any of the aforementioned games. So here, they - Croteam, have drawn influence from countless past shooters, including - Unreal, Unreal 2, Halo, Half-Life 2, and more, but somehow forgot about Serious Sam. None of the nasties presented herein are imposing in the slightest, instead appear quite cute and inviting, and their AI (artificial idiocy) matches this to a tee, as I’ll expand later. But this isn’t what bothered me, it’s how the overall graphic design is so hideously bubbly to the point of being exasperating. It’s not just that because this game was released concurrently on Xbox, meaning the game engine was scaled with that hardware in mind, so the visuals never reach the technical standard of titles designed with the PC in mind. Croteam managed to make every conceivable mistake in the book with this unquestionable fiasco.Įven though this brings forwards some visual enhancements you would come to expect, such as pixel and vertex shading, higher detailed textures, HDR lighting etc., I still didn’t like the new visual style. Serious Sam 2 somehow manages to break the most important rule of game in the unmitigated pure shooter genre. I suppose you can cleanse your hard drive of this repugnant piece of software just as easily as you put it on there. Trying to think of something positive about this outing, thinking, thinking, um, well, nothing immediately springs to mind. SpellingsĬoming off the good vibes from Sam’s second encounter, I was all set for more of the same patented breakneck carnage with some even tastier visuals and outlandish game design, but instead was treated to something a bit, well. The game's engine combines support for a high model count on screen at any given time with a long draw distance. Weapons include a revolver, shotgun, circular saw, plasma gun, sniper rifle, Uzi, rocket launcher grenade launcher, mini gun, canon and a serious bomb. Sometimes a dinosaur, various vehicles (including a flying saucer) and static guns can be mounted to lay waste to Mentals hordes. The outrageous enemies come in waves, dozens at a time, ammo for the basic weapons is plentiful and action almost never ceases. The game is based around DOOM's more simple approach to gameplay with a dose of old school game design featuring score, a life-count and extra lives. Sam "Serious" Stone must fight through the minions of evil mastermind Mental to collect the five pieces of a medallion which will allow him to harm Mental himself. It offers huge levels with hundreds of opponents, funny worlds with various themes, a vivid colour palette, lots of big guns and some of the largest bosses around (including a giant gorilla, bee, skeleton, dragon and robot). Serious Sam II is the sequel to Serious Sam is an equally un-serious first-person shooter with everything blown out of proportion.
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