mikehodges2 wrote:...you had better be wrong
l33t-g4m3r wrote:Level design and gameplay so far seems like a poor call of duty/battlefield ripoff. The new enemies look more human, levels are middle eastern, the weapons are modernized w/ iron sights, can't reload while sprinting, independent melee moves, the armor/health pickups are styled realistically. There is also a decent amount of spread, which affects accuracy. Explosions cause massive amounts of dust to cloud your view. The destruction of crates is just stupid, instead of splintering, boxes fall apart into a large amount of tiny squares, heavily reminiscent of bloated physx games. It looks and plays like a poor battlefield clone, yet Sam does not even vaguely pull off being a battlefield clone, and these levels are all a huge disappointment. I'm going to attempt to get past them, since I am yet hopeful that the grass is greener on the other side.
mikehodges2 wrote:Just thought I'd update this thread. Bought SS3 during the xmas sale, when it was half price.
The first levels are a bit slow, not too many enemies etc, but push through. For example, when you get to the level where you get the minigun, it gets much more...er...serious
Not completed it yet, difficulties on normal, and some bits are particularly tricky, taking me a few tries before I get out of 'kill everything' mode and prioritising certain enemies! Such good fun though, well worth picking up!
Similarly, while Serious 2 took us to all kinds of lush and colorful environments, BFE returns to Egypt and just lingers there like an unwanted party crasher. The ENTIRE game is a series of brown textures – sand, brick buildings, and so many brown Egyptian ruins that playing this game may make you forget there are any other colors in the rainbow (hey, brown’s in the rainbow, right?). Again, this is such a weird stylistic choice because Serious Sam is supposed to be the respite from “modern” shooters. It’s supposed to be an old-school throwback to when FPS games were about nonstop killing and endless circle-strafing or running-backward-and-strafing.
Look, we understand this game is about throwing insane amounts of enemies at you, but the pacing is all out of whack in a number of places. It’s often lacking in proper lulls and crescendos: you’ll encounter a huge swarm, it’s super intense, and then you clear it out. Great! But then a few random stragglers follow up. Then a few more stragglers. A few more. More. Holy crap, when does this pointless, challenge-free trickle end? Sometimes it might be as many as ten to fifteen “waves” of tiny handfuls of enemies that serve no purpose other than to keep you from progressing to the next part of the level. This structure pads out the game way beyond the length it should be – it can take nearly two hours to get through a level that has a layout of space that would take twenty minutes in any other shooter.