Review: Serious Sam II
- Title: Serious Sam II
- Developer: Croteam
- Publisher: 2K Games
- System: PC (Xbox)
- Reviewer: Zonk
- Score: 5/10
The problem comes with everything between coming to a new area and moving on. I'll get to that in a moment, though. I'd like to paint an overall picture first. Gameplay is very much like that of the original title. The title sports pure FPS-standard controls. You use the controls to aim a bevy of weapons at oncoming hordes of enemies. Where Half-Life 2 places enemies intelligently and Doom 3 had them leaping at you from the shadows, SamII throws wave after wave of unintelligent monsters in your direction, daring you to take your eyes off the prize for even a moment. The fun factor of the original Sam, at least with this facet of gameplay, is still sound. Having to deal with over a dozen critters moving in your direction at once is both intimidating and amusing. Death doesn't hold much fear, as you have multiple lives and can respawn if you do end up meeting the grim reaper. Tossing death back at your foes is accomplished with a dizzying array of weaponry, from the standard rocket launcher to a paired set of submachine guns all the way to a parrot-bomb. Each weapon, besides having an amusement factor, is capable of taking out different types of enemies. Enemy types are varied, and in addition to keeping you on your feet make you think a bit as well.
Besides running and gunning, there are some vehicles sequences as well. You'll have the option of piloting a hoverbike, a jet fighter, and a dinosaur over the course of the game. The Boss fights themselves are also a nice change of pace from the normal scenarios. As fast as you have to think with multiple incoming, you almost have to think faster while holding down your fire button to continuously fire at one creature. Aside from huge Boss fights to break up the game itself, there are mini-boss fights throughout the game. Though there isn't necessarily one each chapter there are enough of them to give a small sense of satisfaction as you make progress towards the end of the game.
The real problem is that, while all of this sounds good on paper ... it just doesn't work on-screen. The weapons are unfun rehashes of similar weapons from other titles. There's a curious lack of satisfaction to using them. How they managed to make an auto-shotgun unsatisfying to use is a trick, but there just doesn't seem to be much weight to the action. Unlike the previous title, which saw you mowing down enemies in great sheets of blood and gore, SamII feels more like a trip to a carnival. Popping enemy-shaped balloons with darts just doesn't have the same feel. The controls, despite being standards throughout the genre, manage to feel cumbersome and unwieldy in this setting. Whether I was firing a rocket launcher or a sniper rifle, I always managed to feel as though my opponents had a better grasp of the whole 'pointing the mouse' thing.These frustrations could have been overcome, though, if the sense of pace to the title was anything like that in the original game. Just as quickly as you tore through a mapful of enemies, you were off to another locale with more bloodthirsty hordes to slaughter. In SamII you do the incredibly fun activity of walking to your destination a great deal more than I would like. At some points there is even an MMORPG level of travel involved. While I guess I can understand wanting to show off your new graphics engine, it absolutely kills the game's pacing. To add insult to injury, several levels have cutscenes to fill us in on what exactly it is we're doing as we move through the game. In almost any other title, I'd be glad to listen to plot and learn more about my surroundings. This, though, was Serious Sam! While the scenes are skippable, whenever I made the mistake of sitting through one I regretted the decision. As laughable a plot as the amulet thing is, when I actually took the time to listen to a cutscene it was like watching a joke that no one had let the writers in on. The blue midgets talking to the gravel-voiced psychopath just went on and on, when all I wanted to be doing was squishing some evil with whatever came to hand.
Despite my frustrations with how it was put to use, the Serious engine is relatively pretty. It's not Source, Unreal, or Doom, but it stands well on it's feet as a modern FPS engine. The shiny saturated look of the original game has been mostly preserved, with the monsters not only looking creepy and weird but managing to do it with style as well. The audio environment is pretty much a wash. There isn't any music or orchestration worth mentioning, and the sound effects only managed to be good enough not to annoy. Some of the weight of the sound effects from the original game seems to have been lost, as well, leaving weapons fire somewhat hollow.
For whatever reason, SamII developer Croteam chose to fill in places that weren't lacking in the first game. By adding bulk to the design and essentially ignoring what made the original title fun, they've managed to drain the fun from what should have been a hard to screw up sequel. Even the return of the first game's co-op multiplayer mode isn't enough to overcome the game's lack of soul. Vehicles and traveling, cutscenes and an attempt at a plot ... sound like any other games you know? By trying to make their game into an emulator of more serious genre titles, Croteam diluted the essential fun-ness that the Serious Sam model had to offer. Serious Sam II is a frustrating, confused experience that made me lament the fact that you can never go home again. Even at just thirty dollars on the PC, I don't recommend this title to anyone but a desperate FPS junkie looking for a fix.
Serious Sam 2 had the misfortune to come out in the middle of a fairly bumper crop of big PC fpses. In particular, Quake 4 and F.E.A.R. really stand out.
.s again) last weekend and I can tell you now that switching between sessions of the two games is a truly mind-bending experience. One moment you've got incredible amounts of cheese (and I think Zonk kind of misses the deliberate badness of SS2's cutscenes), then the next you've got brooding darkness and pants-wetting terror.
I picked up both Serious Sam 2 and Fear (I can't be arsed typing all the capitals and
Bouncing through a Fear map in a happy, bouncy Serious Sam 2 mood is to set yourself up for a serious scare - in my case, making a high volume "urk" noise and nearly falling off my chair - the first time you run merrily around a corner. Playing Serious Sam 2 in a state of nervous exhaustion, crouching in corners and freaking out at the sight of each enemy, on the other hand tends to... well... take quite a while.
On a side note, I more or less agree with the review above, although it does seem a bit too harsh in places. The plot made me smile, with its complete and blatantly deliberate disregard for plausibility and sanity and the weapons seemed satisfying enough to me. Besides, the cutscenes are skippable and slamming a game for having cutscenes just seems a bit too "I'm l33ter than you because I think cutscenes in games suck and are not for REAL GAMERS". The vehicles do suck, though. Least entertaining fps vehicles ever.
Sorry, I quit FPSs when they started to want me to jump from place to place. I guess I've been tuned out since 1995.
More guns, bigger guns, more explostions, more monsters. And now vehicles! Along with no plot to get in your way of killing all the baddies!
Shouln't they have called it "Son of Sam"?
Insert Generic Sig Here:
I agree about the cutscenes. This is Serious Sam, not Deux Ex. I don't care about the plot. I just want to shoot hundreds upon hundreds of monsters. It's frustrating because on one hand I don't want to sit through the rather lame cutscenes, I just want to get back to the action, but I'm also afraid that some vital plot point will be revealed in one of the cutscenes, so I'm hesitant to skip them. Stupid blue midgets, I don't care about your village.
What I really like about Serious Sam is that it's sort of a mix of my still-favourite FPS games: Duke 3D and the two original DOOM games.
It has Duke cheese written all over it - which is a good thing in my book - and is one of the most arcade-like first person shooters around.
Personally I'm tired of the oh-so-realistic games and just want something that's crazy, exaggerated and comic-like. Oh, and fast. Serious Sam delivers. It's the Sonic of FPSes pretty much.
There are lots of people this sort of game won't appeal to, but it's a fresh breath of air to me.
Against the grain
Not paying a fee month to month comes to mind.
Bill Clinton: Pimp we can believe in. - The Shirt!!!
... but you also need to keep in mind that the game costs 30Euros , that is 20 Euros LESS then normal games. Also the reviewer seems to totaly ignore the fact that you can play the game in Co-op mode , something that is incredibly fun and I only wish more developers added coop to their game. It's not an amazing game , but for 30Euros , you get more then what you paid for.
-- TRUST ME! I KNOW WHAT I'M DOING!
I've played and beaten this game, and after reading this review, I have the following things to assert.
1) The game's diverse set of locales is an improvement over the original. It is the next logical step up after The Second Encounter gave us vast plains, Mayan architecture, and snowy fields.
The vast majority of levels in Serious Sam II have significant differences from one another. The first jungle episode being the weakest example.
2) Croteam is about as funny as a dead family pet being found under the power-lines. Hire a writer. This wierd stuff may fly in Croatia, but the rest of the civilized (I'm guessing Europeans, Australians, Asian countries won't get it any more then this American did) world does not want to watch what could be gently referred to as retarded 70s British comedy.
3) They took out localized gravity and portals. This was pretty much eye-candy in the first game, true, but damn-it-all, the gravity was FUN. The only reason they took it out of this game, I would think, is that they couldn't make it work in the new engine.
4) *spoiler* No Mental, and he did the joke we all just knew he'd do (maybe it was done in SS:SE? Reeeal familiar, anyway).
5) Underpowered weaponry, good way to describe it. I want a double-barreled shotgun that can take out a crowd, not just two at the most. That said, some of the weapons are fun to look at
6) Boss battles are fun, but sometimes uneven. For instance: Second-to-last boss battle involves you running like hell from a marauding robot which has Mental inside. You run up and suddenly find yourself in a helicopter. Now, the controls are logical, but this is the first instance where you have piloted something that can actually move freely in three dimensions. That little moment of startling uncertainty is fun, and unique in the game. It is probably not such a bonus to people lulled into a shoot-reload malaise.
7) The best FPS computer game featuring co-op play out this year. Also the only one.
Here's a bettar review!
the preceding comment is my own and in no way reflects the opinion of the Joint Chiefs of Staff
But wasn't there a sequel to Serious Sam 1 the very next year after it was released called Serious Sam: The Second Encounter? I remember playing the hell out of that one. So why is this one called Serious Sam 2? Yep IMDB shows it was released in 2002.
"why don't you just slip into something more comfortable...like a coma!"
I donut know what game you were playing, but Catacombs wasn't first person at all... it had a top down bird view:
. jpg
http://www.angelfire.com/games5/dosgames/cat1shot
"When life gives you lemons, don't make lemonade. Make life take the lemons back!" -- Cave Johnson
He's referring to Catacomb 3D, presumably a sequel. Although a lot of people consider Ultima Underworld (1992) to be the first true FPS, even though Wolf3D was the first truely immersive one.
Javascript + Nintendo DSi = DSiCade
Although, as I point out in an earlier post, I'd be tempted to be a bit kinder about the weapons than Zonk was, I can probably explain some of the points he's making here.
The main difference from the weapons in Doom 3, Quake 4, Half-Life 2 etc is the near-complete lack of reloading. Weapons have a set rate of fire. Some, like the double-barreled shotguns, have what looks like a reload animation, but other than the pistol, none of them actually interrupt their normal rate of fire for a reload. The game doesn't even have a reload key. This can feel a bit basic after playing other recent fpses, but it fits SS2 well.
The shotgun's a funny issue. It's not actually a bad weapon, if you think of it as a normal fps shotgun. It's got about the same rate of fire, damage and spread as you'd expect. However, the model for the shotgun shows a huge great multi-barrel affair, that looks like a gatling gun. When you pick it up, you expect that holding down the trigger would unleash a fully-automatic hail of death. It doesn't. Once you get used to this, the gun's fine. However, the model does create a bit of a false expectation. The double-barreled shotgun also seems to have less spread than I remember from the original game.
God knows what he meant about the controls. They feel fine to me.
The aiming on the rocket launcher does feel a bit broken, though, which may be what Zonk was referring to elsewhere. There seems to be a slight lag between pressing fire and the weapon actually triggering. The shots don't always seem to go exactly where they were pointed, either. Could be my imagination, could be some random left-over code from the console versions, or could be neither of the above.
In fairness, the game has some pretty damned unique weapons. The flying parrot bombs aren't something I've seen elsewhere.
I don't really understand what problems people have with this game. It has just as much action as the first serious sam. I also don't understand the lack of satisfaction in the weapons. I thought some of the weapons were more satisfying. Nothing like sending a flying death bird towards your enemies, and the sniper rifle is very satisfying. The music sounds great. The sound effects are good. I don't understand why it's so bad for some of the humor to fail. I watched all the cutscenes, and I at least laughed some of the times. It's a silly game, but that shouldn't make it bad. We need more sillyness out there. I've read several reviews of this game, and none of them satisfactorily explained what was so unsatisfying about the game. I personally give it a 9.5 out of 10. I love it.
Curiously, I find myself in agreement with the gist of his reviews a lot more than I do with this 'Zonk' guy.
If you were blocking sigs, you wouldn't have to read this.
I just recently upgraded my "toy" PC. I've been looking for something fun to do with it ever since.
... or its a console port, and therefore both evil AND stupid.
HalfLife 2 has totally stupid Steam.
Doom3 was awesome for about two minutes, then boring.
Every other FPS is a clone of UT or whichever of the indistinguishable WWII shooters came first.
But Serious Sam is different. It's the proper Doom mentality of "No way I'm beating all six dozen of those guys all at once" and then doing it anyway, or even better, "No way I'm beating all 12 of those bosses all at once". I like the utterly massive scale (bad guys that're 20 or 30 times taller than you are, etc). I like the ridiculous weapons, although I wish the escalation continued past the point it does (Rise of the Triad was great in that regard! You could use "The Hand of God" as a weapon. Sam needs the hand of God). I like the attitude of corny jokes (shades of good ol' MDK).
The cutscenes are skippable, if you aren't into 'em.
Personally, I like the game. I haven't finished it yet, but it's entertaining in a way that realistic shooters like, say, Farcry, just aren't. The weapons are kind of weak, but it's still fun to use them all. I'm a little disappointed that their sound engine isn't terribly immersive, but that's hardly a big deal in the context of this particular game. Oh, and I miss the gravity changes. Those were cool.
-- I wanna decide who lives and who dies - Crow T. Robot, MST3K
Here you go: Infestation, released in 1990. Most definitely an FPS, was in true 3D, and seems to have been entirely forgotten since it wasn't for the PC but the Atari ST and Amiga instead.
;-)
It's bastard difficult, though - I've only ever managed to survive thirty seconds or so. Apparently you can get inside and remove your helmet and wander round, so it's a proper indoors/outdoors FPS engine!
I think I'm off to have another play...
Tedious Bloggy Stuff - hooray?
Flat shaded games don't generally count in the "Which one was first?" war. If you count them, then you can go all the way back to the 70's when the Atari came out.
The reality is that the term "First Person Shooter" was created for Doom. It was then retroactively applied to Wolf3D as they are in the same linage. Everyone then forgot about the existance of Ultima Underworld, Catacombs 3D, and Hovertank. (Even though the latter two were Id products.)
Javascript + Nintendo DSi = DSiCade
Remember good old Descent 3 ? Either you hated it because you couldn't figure out how to control the ship in 3D or you loved it because it felt like the most free environment short of a space sim. Totaly 360 degree, and very playable with a mouse + keyb.
;]
Dust off the old copy and install it on todays hardware. I'll bet it'll impress all over again. It did for me. The sounds are great, the graphics sweet, and playability is good too. I liked the cunningness of the AI and being a hotshot at the controls, strafing everywhere in 3D. The indoor/outdoor dual fusion engine behaved smoothly in transitions and gave you more options when dealing with the baddie robots.
Ahh the memories.. too bad the average gamer was so conditioned to the Doom style of play back in the day, and couldn't appreciate the extra degree of freedom and excitment.
The Descent genre needs a resurrection. Especially now with Mars exploration
-- Robi
Incorrect. Both had strafing, they just weren't used as much in the pre-mouselook days.