When moving through the Micro Machines style Tiny-tiny-Sam level which closed the second world, the riot of colours caused problems with losing the weird-ass flying witches in the undergrowth. In a world where first-person shooters tend towards 'You can have it in any colour, sir, as long as it's brown' colour schemes, Serious Sam 2 is a welcome excursion into the other parts of the spectrum. oh, it goes for it, and everything's as colourful and overblown as you could wish. From the opening world which shares a similar South-American Amazon feel to the mother game, on through the micro-worlds, gloriously weird re-imaginings of the East, Tim-Burton Skeleton-pop-horror, Shrek-esque mock fantasy and. In your quest to collect all five parts of a medallion required to defeat the still brilliantly-named Notorious Mental, the five planets you pass through are wildly different. In Sam 2 there are a variety of locations far beyond the original game (or its half-sequel, The Second Encounter). If Serious Sam was (and is) a throwback to anything, it's a throwback to games ten years earlier than what's normally cited. No one asks where the Space Invaders are coming from. Everyone knows that T-rexs aren't purple. Spawning monsters into attack positions is something for you to react to and kill, not something to break atmosphere. In Sam, when you blow up a crate to reveal a monster was hiding in it, you accept it as you do in the way that you do Gold Coins appearing in Super Mario or whatever. Doom III's Monster In The Closet design mainly caused eye-rolling due to the hyper-real world it was trying to portray. This created a different rhythm to play, stressed by Croteam's gleeful disregard for anything approaching realism. While FPSs are generally renowned for their delight in inspiring claustrophobia, Serious Sam was the agoraphobic's nightmare. There had never really been a shooter like Sam when it came out - it was so shamelessly relentless, taking as much from Robotron in its trap-you-in-room-and-here-they-come design as anything more modern. When it was released, Serious Sam was often described as a retro-throwback to Doom (in terms of numbers of opponents) and Duke Nukem (in its cheery comedy attitude). When the formula isn't being fiddled with, though, it still presses the buttons Serious Sam did. While the explosion physics are impressive, that they don't noticeably effect the vehicle you're driving leaves us distinctly nonplussed every time we're forced to drive one.
![serious sam 2 co op serious sam 2 co op](https://i.ytimg.com/vi/0IIyGvfy-wA/maxresdefault.jpg)
We've seen these before, and their appearances here are distinctly half-hearted. We must do a bit, to show that we too are master FPS designers!") rather than doing the original and thrilling outdoors thing, when Serious Sam 2 lobs in vehicles, gun turrets or cut-scenes it doesn't work. In the same way that Far Cry was worst when simply aping Half-Life and Doom ("The best first-person shooters have moody interior bits. Serious Sam 2 isn't quite just another shooter - its personality is entirely unavoidable - but occasionally comes worryingly close.
![serious sam 2 co op serious sam 2 co op](https://i.ytimg.com/vi/JhH3x5phs-Q/maxresdefault.jpg)
Also, while Chet was there, we can hope he'd point out every time that they were losing the plot. In other words, our time-travelling Chet. If they were to really stress The Funny in cut-scenes, they needed someone funnier to do them. And, even when they work, they break up Sam's momentum.
![serious sam 2 co op serious sam 2 co op](https://steam-account.ru/img/product/s/serious-sam-2-account-steam/screenshot/serious-sam-2-akkaunt-steam-5.jpg)
They're amateurishly done, often killing the jokes even when they are funny. But while that was done as an aside in the first, now similar gags are presented in cut-scenes. With a bigger budget - pretty much the first gag in the game notes the fact - they've gone and added one, along with much more of the often funny, if slightly-self-indulgent humour which was present in the first.
![serious sam 2 co op serious sam 2 co op](https://i.ytimg.com/vi/lUGnnoKx5zc/maxresdefault.jpg)
There was probably one, of course, but it kind of disappeared beneath an endless wave of enormous bull-like beasts. Serious Sam was notable for its virtual lack of plot. It's been a long time.) Serious Sam gives us the horn. (Or was Erik the only funny one? I don't think so. And it'd be a better game.Īt the very least they'll have an expert in the use of crates on hand. We'll package up Chet, send him back through history and off to sunny Croatia where he can wave a little of his game-deconstruction/scatological magic all over this. Erik can stay at Double Fine, because we don't want to lose any bits of Psychonauts he may have been responsible for. Instead of going to work for Valve doing whatever it is he's doing, Chet OldManMurray worked on this. This game could be one - maybe two - marks better if we could get another time machine.
#Serious sam 2 co op full#
Serious Sam 2 is the same game, but prettier, madder, bigger and packed full of more options, so is obviously not nearly as good. Serious Sam was the most first-person shooting first-person shooter in the world (even if you were mad enough to try and play it in the third-person mode).