Serious sam 3 pirated scorpion7/25/2023 ![]() ![]() Giant steel ballerina retro fembot.Īnd here's my take on some of the original Serious Sam enemies. Fast elderly zombie carrying heavy burden. Mental probably grows these, just like the biomechs. I also like the idea of homogeneity by repetition (speciation, shared design elements, etc). It was cheap for a reason.ĭuke Nukem had babes but Serious Sam didn't (harpies and demon women aside), so this is my response. It's a "male" helper AI which sounds a bit like a combination of Sam, Heavy and Strong Bad. It could be an android incarnation of a Netricsa, a bit like Andromeda's incarnation "Rommie". I like the white suit design the best, perhaps because white suits are rare (PN03 had a sort of primarily white suit I guess). The maps are simpler, more open and flat, like in say StarCraft 2 where we often see hundreds of units doing their logic. It would be fun to fire into a wall of enemies, and I think that could be done. It doesn't feel like there are ever huge hordes of enemies on screen simultaneously, instead enemies keep streaming in.Only the larger chunks could have object-object physics collision.Corpse models can degrade to something lowpoly (or even decal-ish?).I don't think it will look too distracting if body chunks are kept consistent in color and texture.Stand on piles of bodies, like on epic cover illustrations.Landmark creation (oh, I'm where I killed those guys).Immersion is not broken by magic puffery.Personally, I'd really like to see what happens if persistent corpses are used in a game with Serious Sam's body count. Corpses might clutter up the view, obscure living enemies, slow the computer down, and introduces player-corpse collision questions and troubles. With so many enemies, it's difficult to pull off stuff like persistent corpses.This type of combat might be more fun than just plowing bullets into whatever comes at you. Or you can crack the face plate with an armour piercing rocket and then use the shotgun (which would be fun and accessible if dual-wielding). When they come at you, shotguns won't be of much use, but if you let them pass you, you can do damage to the unshielded body. Imagine if there were charging bulls which had an armoured face plate.and maybe a few separate parts for the larger monsters (shield plates or limbs that can pop off). Afaik, SS does have a low-HP texture, but an animation/behaviour change would be welcome I think. I'm not sure what seeing badly wounded enemies would do to the player's empathy though. I think the enemies would feel more interactively tangible if they could be wounded, perhaps having parts which could be blown off or damaged. In SS2 there were a few enemies with shields that you could knock off, but it almost seemed like you had too, and it looked repetitive. As long as you keep plowing bullets into the enemy, its HP will go down and then it will do the death animation.In same cases you might want to crush and knock your enemy around (the skeletal Kleers). Anything soft and mushy is more vulnerable to cutting, shotgun pellets, fire, etc. Anything that looks armoured can be damaged by piercing weapons. There might be some weapon-enemy vulnerability tables, but I'd rather see some kind of consistent, almost like a language which can be read.I think it would break up the monotony a bit. I'd like to be able to lay down combos and improvise, perhaps dual-wielding (any) 2 guns, each with 2 fire modes (hey, gaming-mice have a lot of buttons these days). I think the UT series did a good job coming up with unique and fun weapons. I'm not much for revolvers, shotguns and such (although they are useful for providing a reference point). Start level, mow down spawning stuff, get some weapon, next level. The bull enemies feel very authentic as they charge and tumble, dying.I think those designs in particular have a "memorable thing" about them (a striking combination of features) and great silhouettes/recognizeability. Favorites being the Bombs-for-hands and Blue brain mech. Offers a playful contrast to the more "realistic" military shooters out there with:.( Edit: But with the vivid color scheme it looks pretty snazzy! I don't like what they did with the brain mech though.) SS2 was perhaps excessively cartoony. SS3 looks more realistic, almost to the point of being DNF/military shooter dull. The colorful but not too cartoony style feels well balanced with the tone of the game, somehow. Serious Sam HD (TFE & TSE) looks pretty good in action I think. My gaming has kind of transitioned into that. Here are my thoughts on Serious Sam, a First Person Shooter game that I haven't actually played, though I've watched plenty of "Let's Plays". ![]()
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