I've been a Sam fan from day 1 and i've never managed to play co-op
Gonna change that with 3. Not sure how I missed out on the first and second encounter HD since I was there day one for those too.
Let's play, Tekno! (Soons. SOONS.)
I've been a Sam fan from day 1 and i've never managed to play co-op
Gonna change that with 3. Not sure how I missed out on the first and second encounter HD since I was there day one for those too.
God bless PC gaming.Woo, download finished, will probably post some impressions later on
EDIT: first start didn't go that well :/
I'm on nVidia
God bless PC gaming.
I hope that was just a fluke. I'm usually so good about avoiding PC pre-orders but not in this case.
I closed all other open programs and it runs fine now, was probably just D3Doverrider messing with the game.
Does anybody know the console command to change the FOV?
edit: found it, it's
plr_fFOVOverride=85
or any other number, TAB in the console gives options for autocompletion of commands
I knew there was no FOV selector in the options *sigh*, being on a 4:3 monitor I NEED to change the FOV.
Where did you put that command, wrote it directly in the console (do you need to write it every session)?
Any crazy performance issues? I'm interesting in buying this tonight or over the Thanksgiving break, but ever since RAGE, I've become more cautious again with day-one PC games.
Does this game support a 360 controller?
While I'd generally agree that quicksaves hurt action games more than help them, the combat encounters in Serious Sam are typically designed such that being able to quicksave has comparatively little impact on your ability to win. There isn't really much opportunity to poke your head in, bite off a manageable amount of the fight, and then duck out to save again; once you're in it, you're in it, and quicksaving before you're finished is probably just going to screw you over.
Of course
A user review brought to you by Metacritic.Scrublord on Metacritic.com said:EVERY MORNING I WAKE UP AND OPEN PALM SLAM A DVD INTO THE SLOT. ITS SERIOUS SAM3 AND RIGHT THEN AND THERE I START DOING THE MOVES ALONGSIDE WITH THE MAIN CHARACTER, SAM. I DO EVERY MOVE AND I DO EVERY MOVE HARD. MAKIN WHOOSHING SOUNDS WHEN I SHOOT DOWN SOME MONSTER BASTARDS OR EVEN WHEN I MESS UP TECHNIQUE. NOT MANY CAN SAY THEY KILLED MENTAL'S MOST DANGEROUS ARMIES. I CAN. I SAY IT AND I SAY IT OUTLOUD EVERYDAY TO PEOPLE IN MY COLLEGE CLASS AND ALL THEY DO IS PROVE PEOPLE IN COLLEGE CLASS CAN STILL BE IMMATURE JEKRS. AND IVE LEARNED ALL THE LINES AND IVE LEARNED HOW TO MAKE MYSELF AND MY APARTMENT LESS LONELY BY SHOUTING EM ALL. 2 HOURS INCLUDING WIND DOWN EVERY MORNIng
Hype x 10. After Zelda and Batman I know what I'm playing!I've gotten through two levels so far on Normal.
I'm incredibly impressed. First off, the graphics engine is extremely good. They do tricks I haven't seen before with lighting, specifically casting shadows through real time volumetric effects such as smoke and dust. You really need to see it to appreciate how good it looks.
This is also not your average Serious Sam game. There are definitely moments of overwhelming ridiculous waves you need to mow through, but there are also very tense corridor sequences. Some of which are mini-sandbox, such as a massive hall inside the Egyptian museum where the arachnids could be crawling on any surface.
This brings another great aspect to the game- it utilizes obscuring effects very well. If you unload a ton of pistol bullets towards an enemy, it's going to kick up a lot of dust. This makes a natural risk-reward for unloading your weapon. Sure, you might kill whatever you were shooting at, but you've created so much dust debris that it could have scuttled off somewhere else. On top of this, if there is a sun beam near this dust, it creates a very bright beam through the new dust in real time, obscuring even more.
This also comes into play dealing with HDR. In the Egyptian museum hallway, there is a huge glass ceiling with sections missing off it. If you stare directly into a hole, you become temporarily blinded. It sounds gimmicky, but it actually makes for some great tactical positioning to make sure you can see your surroundings sufficiently.
There was also an extremely tense moment in the second level that reminded me of a great Doom/Aliens scenario. Flashlight, creepy noises everywhere, dark walls, and spider pods all over the place.
The new melee mechanic is great as well. Every enemy reacts differently to it - shotgun/machine gun guys get kicked back about 30 feet, but they'll stand back up so it buys you a little time. On the larger spiders, you rip off the top of it's carapace, killing it instantly. For the brutes, you rip out it's eye, which is an instant kill. One of the cool design systems they introduced here is that afterwords, you're holding the eye, so you either have to throw it or drop it before you can use your weapon again. It doesn't seem like throwing the eye at enemies does any damage, but I'm sure some of the later archetypes will have some beneficial temporary weapon you gain. I haven't tried meleeing the headless bomb guys... maybe you get one of their bombs.
These guys really know how to make a good shooter. They've taken everything that made Serious Sam fun and added some really well thought out design principles that have been introduced since it's release.
Definitely recommend it.
A difficult fps in the year 2011? O_O
How is the variety so far in the environments/encounters? I hate that they went back to boring Egypt.
It feels a lot like doom in some parts, but COD or HL2? No way, man.[...]And yes, this game is like a mixture of Call of Duty, Doom and even a little bit of Half Life 2...[...]
EDIT3: There are decently spaced checkpoints, so you don't have to abuse the quick-save if you don't want to.
It feels a lot like doom in some parts, but COD or HL2? No way, man.
I agree that the balance on the melee/hammer stuff might be a little off. Too strong? Cooldown too short? Both? At least it feels that way with the weaker enemies. The shotgun feels kind of pointless in comparison since it uses ammo while melee/hammer is infinite.
Otherwise, I'm really enjoying it so far!
Yeah. I'm too early in the game but the "bouncing from an enemy to another, "E"ing them all" playstyle.. I hope it doesn't stay as exploitable as it is.I agree that the balance on the melee/hammer stuff might be a little off. Too strong? Cooldown too short? Both? At least it feels that way with the weaker enemies. The shotgun feels kind of pointless in comparison since it uses ammo while melee/hammer is infinite.
I know that the melee attack already doesn't kill the shotgun guys. It just knocks them down. Can't even use it on the charging bull things.At least, I hope not. Shit's already kinda dumb. Maybe it only works on later enemies if they're weak enough?
1.25 gigs of video RAM is good enough for ultra over here. No pauses.It looks like you really need a video card with at least 1.5 gigs on board for Ultra textures. On the 6850 1 gig frame rate is fine, but there are big 1-3 second pauses every once in a while as it moves textures from swap into RAM just like in Battlefield 3.
Yeah. I'm too early in the game but the "bouncing from an enemy to another, "E"ing them all" playstyle.. I hope it doesn't stay as exploitable as it is.
Against ten or so weak melee enemies: just ran backward around a column, and keep pressing "e", and you are done (what's the hammer there for then?). I don't think this is exactly how the developers imagined this game was meant to be played.
Of course a multitude of varied enemies (with area ranged attacks) will likely make things different, but..
I don't know. For the little time I've played, they just felt off the general balance of the gameplay.