Intro
The little game that could - that is Serious Sam's history in a nutshell.
Developed by Croteam out of Croatia, Serious Sam was meant as a tech demo,
but quickly exceeded all expectations as the demo was passed around online and
word of mouth garnered it enough attention to catch the eye of a major publisher.
Seeing the potential, GODGames funded the title, giving the team the time and
aid needed for them to make more levels, weapons, and so on. Released as a budget
title, Serious Sam was a breath of fresh air in a market filled with Rainbow
6 one-shot-one-kill clones. Its throwback to a more innocent time in first-person
shooters made it a hit with fans and it literally changed the way gamers looked
at budget titles. As Serious Sam finally makes its way to the Xbox, what
would've appeared to be the perfect home for the title proves to not be so.
Gameplay: 8/10 It really doesn't take much to describe Serious
Sam: Sam gets an ungodly arsenal and fights off monster-like aliens through
a primarily Egyptian setting. To help get updates on new weapons and enemies,
mission briefings are given, as well as the in-game e-mails, which are usually
ignored in the frenzy of battle. These both do an adequate job, but I found the
e-mails to be fairly useless, as I think we all know what a shotgun is and what
to do to a guy who is running around holding his own head and firing at pistol
in your vicinity. Fortunately, they are shown as an envelope in the corner of
the screen, keeping them from being too distracting. The
enemies are a wild sort with zombie genetic soldiers who hold their own heads
and also fire weapons, explosives, or the Kamikaze units that simply run screaming
at Sam with bombs in each hand. There are skeletons that charge and toss chains,
harpies, creatures that resemble hash browns with mean faces - who also come in
a version that floats, giant monster bull-creatures that charge Sam and can send
him flying into the air if impact is made, and a host of other oddities. To help
combat them, Sam has a very nice arsenal at his disposal. The standard revolver
and knife are present, but there's the far more satisfying double revolvers, shotgun,
double-barrel shogun, Tommy gun, chain gun, and then there's the excessively destructive
rocket launcher, grenade launcher, and cannon. Keeping in tune with the whole
sci-fi theme, a beam weapon is also available. All of the weapons feel very satisfying,
which is one big reason why Serious Sam is so much fun, and letting them
loose on a horde of baddies was always enjoyable. The
levels aren't nearly as varied though. The outdoor Egyptian areas look nice, but
they soon become tiresome and are used so much that they fail to inspire awe towards
the end. They are large though, meaning the player isn't limited to a linear path;
while the course that needs to be taken is linear, some portions just seem to
widen the path up so much so that it can feel like a little adventure. Those daring
enough to brave the wilds can stumble upon secret areas that hold stashes of health
and ammo. The primary gameplay scheme of 'find the switch' does get very old,
though. Another fault of Sam is that
the game turns it up way too high, way too early. Just a few levels within the
first episode will have the player fighting off hundreds of enemies at a time.
Now, I'm all for taking down mass armies, but when this is done so early and repeated
very often, it loses its luster and begins to become a bit tedious. This is primarily
why the game really can't be played for extended periods of time as the levels,
enemies, and their attacks will make it seem like just one gigantic level and
that zero headway is being made. Couple the lack of scenery and simplistic puzzles
with the endless barrage of enemies that seems to happen in every single section
of a level, and it's enough to make someone go insane. All
of the enemies and environments also come at a price. While this is primarily
a graphic problem, it did cause significant gameplay problems. The game doesn't
seem optimized for the Xbox as synching is horrible and the later levels suffer
from serious slowdown and even freezing. When turning, the screen jitters and
is extremely distracting, and it's made even worse in more detailed areas. I also
had bad slowdown in later outdoor levels that made it nearly impossible to shoot
at my targets; it was like I was having lag in a single player game. There was
also the problem of the game freezing; now, this hasn't happened before or since
for any Xbox game I have ever played, or I could've gotten a bad copy (although
the CD looked fine), but I got the dreaded 'this disc is damaged' error that basically
meant whatever progress I made from the last save point was null and void - I
guess it's a good thing the saving points are pretty frequent. The
core of Sam's gameplay, unbridled mass destruction, is still represented
well and it has an undeniable charm to it. Multiplayer modes allow for players
to select their own monikers and personas, and battle out against each other or
in co-op - I would advise trying to use different Xbox systems as sharing one
can be a little hectic with the synching issues. The variety of weapons and enemies
does good to keep the game fresh, but as I said, it's essential to play the game
in small spurts as it's a lengthy game and not taking breaks could result in potentially
disliking it. While not revolutionary, Sam still provides hours of fun,
and a little frustration as well.
Graphics: 6/10 The aforementioned synching problems really are a pain
and they are present every time Sam turns around. During a turn, the screen will
have an invisible line present, below it will be the screen as it was seen a second
before, the top will be how it should look or it could be a quick, but noticeable,
flicker. Sometimes this is extremely quick and only leads to a 'what was that?'
reaction, other times, primarily in more detailed areas, it looks like the screen
is actually breaking apart, which leads to a more 'colorful' reaction. The weapons
and enemies are modeled well, and animate just as nicely. The levels are colorful
and very crisp looking, but the game's overall graphical luster that was so impressive
a few years back is now showing its age. The graphics get the job done, and still
do so with some style, but not being optimized for the system really hurt the
visual quality. Sound: 7.5/10
Aside from the nonstop gunfire and explosions, I had no idea there was music.
Actually, it's there, but it's just not heard all that clearly and it's pretty
standard rock fare. The weapons sound good, though they aren't Medal of Honor
quality, and Sam's voice is gruff enough to pass. The enemies have limited
sounds, but there is one, that damn Kamikaze soldier, whose shrill screams will
haunt me for the rest of my days. Control:
7.5/10 Aside from the graphic technicalities making it difficult to aim at
times, the rest is done extremely well. Aiming has a nice, smooth feel to it and
it is one of the best examples I've seen of how well a controller can do a first-person
shooter. Moving is done just as nicely with jumping is implemented well. After
playing so many of these titles on consoles and seeing the auto-aim over-compensate,
or the target skip a few inches whenever moved, it's nice to play a game that
just gets it right. Smooth, responsive, and one of the examples other developers
should use when they're implementing control into their next FPS port. Overall:
7/10 Sam makes it hard not to love him, especially at $19.99. The cannonball
approach to its excessive violence was refreshing - concerned parents, take note,
most of the monsters have small amounts of blood and only the human-zombie soldiers
have an amount that is noticeable, but the enemies are evidently not human and
the game does carry an M rating - and a nice throwback to a more innocent time
for the genre. The graphical flaws, repetitive nature of both gameplay and level
design does seriously hurt the game's potential and it's an indulgence best experienced
for an hour or two after work. [
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