Multidirectional
Arcane
- Joined
- Mar 18, 2009
- Messages
- 7,387
So, anyone finished it yet? How is it compared to The Second Encounter?
MetalCraze said:Even 5 seconds of a random walkthrough video is enough to see what's wrong with it.
But does it take two key presses and a fucking eternity to switch between weapons?MetalCraze said:There is not a single facepalm to describe the shittiness of what they did to Serious Sam
Even 5 seconds of a random walkthrough video is enough to see what's wrong with it.
Serious Sam WALKS INSTEAD OF RUNNING
And to RUN you need to press a fucking button
And when he runs he CAN'T SHOOT
And running speed is SLOOOOOOW (walking speed is like a snail crawl obviously)
Serious Sam runs just as fast as a dude in Hard Reset walks. And yet Serious Sam can't shoot even at that speed.
What the fuck is this retarded shit?
Oriental European said:That thing is called "sprinting".
And Sam always was slow, don't fuck around Skyway.
Multidirectional said:Hey now, not everyone is as gifted as you.
Normal speed? In SS1 you can run and you can walk. Which one is "normal" speed? And even if it is slower, so what? Again, it's two different games, i'm sure they have changed the scale of Sam and other objects.MetalCraze said:Congratulations you've found a whole one thing that isn't shit in Serious Sam 3.
Oriental European said:That thing is called "sprinting".
And Sam always was slow, don't fuck around Skyway.
Of course he was. If one is 2011 member who pretends that he played the game.
Serious Sam 1
http://www.youtube.com/watch?v=OZnD4Jen1NI
Serious Sam 3
http://www.youtube.com/watch?v=bHVhQ0P3 ... ure=showob
Compare normal speed of SS1 to the running speed of SS3 where Sam CAN'T shoot.
Yes running Sam in SS3 is slower than normal-speed-Sam of SS1.
BUT IVE BEEN LURKING FROM 1985 MANG!!! IM TOTALLY MORE HARDCOVER THAN YOU!2011 member
MetalCraze said:Congratulations you've found a whole one thing that isn't shit in Serious Sam 3.
shihonage said:Poorly thought out weapon and enemy mechanics, zero level design, no wisdom in enemy placement, the formula degraded into pointing a pointy thing at a moving thing and pressing the button while running backwards. There's no environmental cleverness, no strategy-on-the-move, no subtle interaction mechanics, nothing.
The SS series has always been an insult, rather than homage, to the old-school FPS.
Darth Roxor said:shihonage said:Poorly thought out weapon and enemy mechanics, zero level design, no wisdom in enemy placement, the formula degraded into pointing a pointy thing at a moving thing and pressing the button while running backwards. There's no environmental cleverness, no strategy-on-the-move, no subtle interaction mechanics, nothing.
The SS series has always been an insult, rather than homage, to the old-school FPS.
Because thinking about picking off the most lethal targets, while running the fuck away from that massive mob of Kleers and kamikazes, all the time trying to evade zumbul rockets and zorg lasers flying everywhere and attempting to shoot down those reptiloid projectiles and mechanoid rockets when your minigun is chewing through ammo reserves like a son of a bitch ALL AT ONCE is none of those mentioned above. Right.
Enemy placement
powerup placement
hazard placement
scripting
level architecture
Then you start making sure that your weapons actually have unique uses based on distance, crowd effect, stun properties, enemy types around you, ammo you have left
- that's where GAMEPLAY starts.
That was... beautiful. Bravo, bravo good sir!Darth Roxor said:You were sayin?
shihonage said:There's no such thing as "classic Serious Sam gameplay". There's "classic Doom gameplay" and "classic Duke3D gameplay".
And then there's Serious Sam. Created by a bunch of guys with technical knowledge, and zero understanding of what made games like Doom actually fun.
Hint: placing player in a large spaces and swarming him with enemies on all sides is fucking retarded. Especially when you use "new-gen" rigid scripting to lock him in some crypt until he fights off "waves of enemies". Where's "gameplay" in that? Does it lie solely in your ability to "aim fast" and "decide which enemy is closest to you at the moment" ?
Poorly thought out weapon and enemy mechanics, zero level design, no wisdom in enemy placement, the formula degraded into pointing a pointy thing at a moving thing and pressing the button while running backwards. There's no environmental cleverness, no strategy-on-the-move, no subtle interaction mechanics, nothing.
Plop some random square building here and there, place some random lulzy enemies, and give player a shooty thing that shoots things. The SS series has always been an insult, rather than homage, to the old-school FPS.
Darth European said:
shihonage said:Weapons may be good at certain distances, for what it's worth, but when the level fails to provide an adequate balance of such distances, or sufficient freedom for player to choose which battles to pick, when it mixes enemy types together so switching weapons to address one corridor or the other loses meaning... it all becomes a pile of shit.
This I can agree with. Everything afterwards, no.shihonage said:There's no such thing as "classic Serious Sam gameplay". There's "classic Doom gameplay" and "classic Duke3D gameplay".
And then there's Serious Sam. Created by a bunch of guys with technical knowledge, and zero understanding of what made games like Doom actually fun.