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Serious Sam review

In the last year or so, we’ve seen quite an advance in games, particularly in FPS style of games, with better than ever AI, Graphics, Sound, Plot and so on.

There has also been a good boost in the variety of gameplay styles seen in such games; everything from making stealth an integral part of the gameplay, to all out action, or involving a great deal of planning out your actions before starting them. Then, of course the increase in character interaction with others, be it they are you Squad members or you just wish to converse with them.

So where does Croteam’s Serious Sam fit into all of this? Read on & find out.

Story

Rather than bore you by pretending Serious Sam has a story of any importance to the game I’ll summarize it as follows: Aliens attack, all hope is lost, you fight good. You get sent back in time to stop the Aliens in ancient Egypt. In case you want to read the full story, then head on over to Croteam. But don’t let this put you off, Serious Sam is all about that often forgotten concept in games nowadays – Gameplay.

Subtlety

If No One Lives Forever is the current pinnacle of subtlety in FPS games, then Serious Sam is the exact opposite. Where Cate Archer in the world of Serious Sam would get through by tossing a few coins behind a Werebull & running across the courtyard, as the Werebull charges off in the coins direction hoping she doesn’t get seen.

On the other hand, Sam “Serious” Stone stuck in the No One Lives Forever world… he’d get through it by tossing a brick into the Guards face as he passes by. Then, Sam would hop out and unload a few clips into the Room/Courtyard/Office, which the Guard just came out of. Where there actually any enemies in the room at the time, all the better.

Enough of the comparisons for now, Serious Sam is not a game that requires much of the observation skills, hearing or other such nonsense. Serious Sam is more a case of move from scene to scene killing everything that moves, for everything that moves in Serious Sam is quite certainly trying to kill you.

Weapons

Serious Sam features the seemingly generic cache of weapons that must be available in order for a game to quality as an FPS game. These generic weapons being the Pistol, Shotgun, Double Barrelled Shotgun, Machine Gun, Grenade Launcher, Rocket Launcher and Mini Gun.

Other than these the game features some other semi-original for an FPS game weapons such as the Star Wars type Laser Cannon and a massive Cannonball firing... Cannon.

Assuming you've played any other FPS game around the usefulness of each weapon will be fairly apparent, e.g. Shotguns are powerful up close, tend to lose accuracy over distance & take time to reload, while the Mini gun takes time to spin up, isn't too accurate over distance & is best used against large enemies, or a large group of enemy. Weapons must also be reloaded, depending on how rounds it can hold, although some need no reloading, e.g. Laser Cannon & Mini gun.

     

The only thing lacking with the guns is the secondary fire mode we've become accustomed too in games like Unreal Tournament. That said, the game is more of an arcade style FPS game than one that needs the burden of learning key combinations or something to that effect.

Overall the weapons aren't anything special, you've seen them all before in a 100 other games at least already.

 

 



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