Serious Sam: The First Encounter HD
Speaking seriously, CroTeam recently released Serious Sam: The First Encounter HD on Steam. Should you get it? Well that ultimately depends on if you liked Serious Sam: The First Encounter. There is nothing redundant about that statement, they really did just release the same game, again. Only this time they HDed it. In fact they capitalize in their marketing on the fact that they didn't change the game itself, with statements such as the probably misquoted "More Polygons = More Fun" and similar precepts. This is one of those moments where a blatantly incorrect statement yields more honesty. This release is strictly graphical, in fact you could say it contains 'graphic content.'
How graphic is that content? Shadowvolumes with shadowmaps, tonemapping, normal maps, water refraction and ragdolls. That's pretty graphic.So once again, is it worth getting? Once again, if you did like Serious Sam: The First Encounter, yes. The gameplay is not hindered, and it certainly looks less dated (but with time, it too shall as well). The shadowmaps give each monster a much more weighted presence in the game world, though inexplicably they still have circular shadows rendering on top of the shadowmaps, however this can be removed via a console command which I do not recall for sure at the time (but tab completion is present, so experimentation with ren_ as the start will you get there). That little oddity aside, the game often looks gorgeous, with the sands looking positively cool in the shadow of a charging Werebull, though the blooming hot dust trail left in his wake, particularly at the peak of a dune, is gorgeous and really serves to announce his presence. Blood streaks seem to be progressive, spreading over time, and streaking with some inheritance of their originator's velocity, making the downfall of a charging enemy all the more pleasant, and is even more rewarding when you topple an Arachnoid Minor from the peaks of the Memphis metropolis, watching then ragdoll over the edge, their stinger trailing as they leave a thick streak on the wall as they plummet. Co-op is still a blast, and truly calls for cooperation on harder difficulties (not the false cooperation of L4D where the game forces the action of cooperating, versus the requesting of it through meaningful odds changes), however it isn't without defects. Playing with a flag to respawn where you died, one player fell into a spike pit, and then continually spawned and died on the spot, which was very annoying, but we neared the end of the level, so he waited it out. At the next level, he was still spawning and dying, though we never saw where he was. This continued until he oddly enough changed his player model, and from then on spawned normally (and continued to do so after changing it back). This moment aside, a great time was had, as the original release offered, only now it was far shinier (by contemporary standards of shininess of course). An aside, and borrowing a rant from my good friend Jehar, a lot of people cite the likes of Serious Sam, Painkiller and even Will Rock as hearkening back to "old school gameplay", a statement which must be curious to "new school gamers" who then check out such games for an example of what first person shooters were like before they got into them. This is problematic for one simple reason: these games are not old school in style, they represent their own distinct form of shooter best demonstrated in and of themselves. If you say to me "old school gameplay" and reference first person shooters I will assume you are speaking of Doom, Blood, Quake or similar, pseudo non-linear titles with a powerful central character facing large odds in many different combat circumstances in an episodic manner. Serious Sam is focused primarily on the horde subset of gameplay within the aforementioned titles, and is an exploration of that manner of gamepacing and level design via arenas. Serious Sam, Painkiller and Will Rock all largely focus on arenas with hordes of monsters, which is usually a decidedly very linear process, though nowhere near as linear as what the likes of Infinity Ward or Valve deliver. Serious Sam is not old school, or retro, but rather it is arena combat against hordes, something it does very well, and delivers alongside a tongue in cheek approach to games as a whole (the only good example from another game I can think of being Blood 2's research lab level with the objectives of running around shooting and pushing buttons). Of course this is not to say that Serious Sam is simple, and if you think fighting its hordes is a simple task, likely you are playing on too easy of a setting. Is it worth $10? Yes, unless you didn't enjoy it the first time, then quite simply don't bother. But if you got any joy from the original, this is $10 well spent simply to enjoy it all over again, with fewer harsh edges. One last thing though CroTeam, when applying an Achievements system, surely you can come up with some unique ones? These are all fairly grindy, and really doesn't suit your creative history.
