is /V/ Ready to get serious again ?
Hyope
i thought people cared about serious sam 4 im gonna AHHHHHHHH myself to sleep :(
>>339654816
ALRIGHT /v/
TIME TO POST YOUR SERIOUS FACE
>>339654816
AAAAAAAAAAAAAAAAAAAAAA
>>339655573
AAAAAAAAAAAAAAAAAAAAA
>>339655491
Holy shit it's happening already
>>339654816
AAAAAAAAAAAAAAAAAAAAAAAAAclopclopAAAAAAAAAAAAAAAAAAA
>Tfw playing Talos right now
It's pretty great. Makes me wish Croteam would take more ventures outside of Serious Sam
That is, after Serious Sam 4 comes out, of course.
Are you ready for KLEER SPAM
>>339656278
AAAAAAAAAAAAAgreed
>>339656278
Talos Principle 2 is confirmed nigguh
Seriously?
Yeah, cause 3 was so good...
>>339656341
CLOPCLOPCLOP
>>339656472
Well that's good too, but I mean more new IPs.
>>339656549
3 was great bro. The only bad parts with the squirrel monkeys who were always hiding.
>>339656278
Loved Talos, wish I didn't take a break before starting the dlc. I could look up a walkthrough, but ehhh
>>339656549
Nig this best be bait, its the second best in the series after TFE.
If its not Sam 4 I'm killing myself
>>339656341
Wouldn't have it any other way
>>339656709
Relax bro, it's just a game. It's not that serious.
>>339656709
>inb4 it's another Serious Sam "indie" game
>>339656278
>unconventional thinking
>setting up shit for secrets and stars across multiple puzzles
>stealing shit from puzzle rooms because fuck your predetermined rules
>can cheat in some puzzles
This is how you should do puzzle games really.
DLC levels were kicking my ass too, especially the 7 tetris parts bit.
>>339656839
>tfw its another Serious Sam "indie" game
>>339656781
I just played TFE the other day, shouldn't all those guys go straight into the pit? I remember feeling really smart about luring them into the pit.
>>339657156
Yeah, the only thing I'm not digging is the actual Tetris puzzle. Some of them--so far in the guardian or watchers or whatever those robots who live on the flying islands are called--are kind of bullshit. I was suck on several of the larger ones for what seemed like hours. I was close to looking up a completed picture because no matter what I fucking did it just didn't work.
>>339657332
The bulls can. They don't for some reason.
The platform just goes back by itself without any reason after you rocket jump back to the other side since it opens up the moment you pass it.
I think Croteam was trying to troll you because I also did webm related before that and was just standing there laughing at the dumb kleers. Nearly shit myself when the platform moved.
So /v/, what do you want to see in Serious Sam 4? Would you like to see any changes to the formula?
>>339657704
I would like to see them add farming to the game
>>339657704
Not really. I'd like even more enemies at a time with more mixing if anything.
>>339657704
Well, the game is already open as fuck. Maybe add vehicles you can drive, and let you shoot at the same time. Generally, just more ways to move around, like the jetpack, would be nice.
Never played this series. What's the best Sam game?
>>339658052
>All except 2
Avoid that kiddie shit
>>339658052
Don't bother, just play Doom.
>>339658151
sorry for accidental greentext
>>339658052
TFE/TSE
3 feels a bit different but still really great
2 is shit. Don't know what they were thinking. Skip it.
>>339658052
TFE, with three ways to play!
TFE Classic > TFE in SS:Revolution > TFE in SS:HD
I played HD first, and still had a blast. The entire series often goes on sale as a package for around 10 bux, but if you can only get one, get Revolution, since there's a third campaign on the way as a free update.
>>339658280
2 was mediocre because of 2k meddling.
>>339658280
The objective power ranking for the main campaigns:
TFE > BFE > TSE>
****(CONSOLE POWER GAP)****
>SS:TNE > SS2
>>339658052
Do try playing on Serious difficulty too.
Any other difficulty just has too few enemies imo and it's not as fun because precise dodging an dancing around isn't that necessary.
>>339658586
To be fair, if it's your first time playing a sam game, normal is plenty hard, plus serious difficulty trivializes ammo management, I could get away with way more minigun/laser gun spam.
>>339658293
I know HD and classic have some differences, but what's the difference between classic and revolution?
>>339657704
i dont want shitty first levels and secret weapons like 3 did
>>339656549
3 was repurposed from some shitty looking military shooter they were making.
The first 2/5 of the game is pretty evident of that.
>>339654816
SS3 was one of the most boring games I've ever played.
No.
>>339658731
I had frame drops with some of the custom level sets despite having a midtier current rig, in theory it should be a straight port.
HD vs classic I know messed with the minigun firerate, and kleers don't get caught on walls or props any more, thankfully fixed again for BFE.
>>339658838
see
>>339658981
Since they aren't repurposing old levels from an abandoned project this time (I hope), they should be more consistent.
>>339659048
Maybe they'll reuse Talos assets this time
>>339658724
Dunno, I went straight to Serious on my first run.
Got rekt quite a lot at first but it was really fun getting gud that way.
fuck yes! I loved these games. 3 was fucking great.
>>339659167
Maybe they will reuse the serious sam assets from talos
is next encounter any good?
As long as it has actually fucking good level design, I fucking hate most of the level design in this game. Who fucking thought a closed corridor section with auto turrets and a helicopter harassing you was a good fucking idea
>>339659643
Next Encounter is just SS2, which is mediocre.
Just TFE and TSE, BFE gets decent after arabia land are the games in the series worth playing, with TSE being the best.
>>339659167
I think when they talked about how Talos came out, they basically confirmed they used Sam 4 assets in Talos, kinds like how we saw loads of Egypt from BFE.
>>339659893
Was there anything in Talos that you think could show up in SS4?
is Legend of the Beast any good?
>>339660106
Mainly just the asthetics. Snowy mountains, polish castles, etc, likely will be similar to the level themes in TSE.
There were already multiple survival levels for BFE using some of the Talos assets. They ran like garbage, but fug they were gorgeous.
>>339655491
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>339659801
I'm probably in the minority, but I loved that level. It was a good was mix up the pacing after playing the first actual good level of BFE.
A tense af run through crowded alleyways, then a final showdown with leveled odds
>mfw you finally get the rocket launcher
its like that level in half life 2, but in a game instead of a tech demo
>>339661152
better pacing device than the monkeys anyway
>>339654816
They also recently confirmed a talos principle 2. Which is more likely to be confirmed over SS4 considering it's vapourware.
>>339661616
Serious sam shares a post cro team says its getting serious -_-
>>339654816
>/V/
>>339658724
>ammo management
couldn't agree more. my first SS game was TFE on Hard and when I went back to do it on Serious (also without savescumming...forced myself to only work with the game's own checkpoints/autosaves) I found it MUCH easier just due to the fact I could spam cannonballs, minigun and plasma way way more.
I have the originals and the HD remakes on steam and I don't know why they're so well-liked. I've played through about 6 levels of TFE and it's okay, but it really just feels like a one-trick pony gameplay-wise. You have the brief sequences where it's sort of a quake clone with less tight movement/gunplay, and then there's the numerous 'swarms of shit running at you' sections that basically all play the same (ie. run backwards and shoot).
Also, maybe the huge environments were a novel engine achievement in a genre which was then still largely defined by cramped hallways, but the actual playing of those sections leaves much to be desired, and it'd be better to just not have them than to trek slowly across them (especially when backtracking)
Is there something I'm missing or is the game basically just these same basic encounters forever? I'm only playing on Serious difficulty, does playing on Mental improve things at all?
>>339663549
PCkeks glorify another shitty PC exclusive, are you surprised?
>>339658151
2 is pretty great though.
>>339662879
The checkpoints are fair, but there's too many "gotcha" moments with 1hp pills Same, I ended up switching weapons when I depleted half my ammo as a self-imposed challenge. Sure I save scummed nearly every minute, and I'm sure I accidentally went over in a few sections, but whatever, fuck the marsh hopper rooms. Would still recommend, forced me to continue using the double barrel and grenade launcher til the end.
BFE removed the double ammo and kept the increased spawns, but made you die in two hits without armor, and 3/4 with. Hopefully 4 can strike a balance, like Dooms UV
>>339663549
It's tough to explain, have you ever played custom Doom wads?
It's a unique type of shooter that forces you to learnseriouscrowd control methods by understanding several enemy types and learning which take priority, weapon/ammo management where you're constantly swapping out guns, and most of this is lost if you play on easy or even normal. Sure these elements can be found in other fps, but the execution here is unrivaled to this day.
>>339654816
>Play Serious Sam 3
>Maps are empty, ugly as fuck squares with no effort put in their design whatsoever
SOILS IT tbqh
>>339664295
also, I'm easily bored by most shooters, yet sam/doom never fail to be a good time.
>>339663753
>consolefag
>existing
>>339664295
I'm a big doom fan which is why I'm confused by the appeal of SS. To me, Doom does everything that it does but does still more on top of that, where SS feels like they took one facet of Doom, said "good enough", and copypasted an entire game out of it. I mean that's great and all if you really love that one aspect, but frankly I find it dull without a balance of different gameplay types.
>>339664950
I understand why people might look at the wide-open levels of SS and say "jeeze, thats a downgrade", but to me at least, the difference lies in the enemy behavior. There's simply more and more versatile enemies.
Look at the mancubus the scrapjack for example. The mancubus takes where the player is, fires slightly to the left, then slightly to the right, then slightly to the left again. You dogde the first missle, then run away.
The scrapjack just fires ahead of your strafing pattern three times in the same direction. He scrapjack slows you down and makes you avoid mindlessly holding s+d, while of course helping some kleers and red biomechs fuck up your shit. This adds more versatility to combat encounters, since you can add as many as you like and have the player realistically have a shot at dodging them all. You can just end your life if you're up against 6+ mancubi in an open field with no cover.
>>339665993
Or we can look at the beheaded kamikaze.
The beheaded kamikaze is both iconic for its appearance and sound, but its a 10/10 gameplay design as well. It's simple: alert the player with an iconic AAAAAAAAA, then if they don't react in time, shave off a third of his health. Your weapon is largely irrelevant if you react in time, as they only have a minimal amount of hp.
But wait, there's more! If he's in a field of other enemies, he can detonate and cause massive damage to other units without infighting.
Lastly, not having infighting means any damage enemies do to themselves was directly caused by you. IMO infighting feels kind of lame in slaughtermaps, since I technically didn't slaughter an entire army, I caused a mosh pit to happen, and I just kind picked off the stragglers.
>>339665993
>>339666684
I guess it's just a difference of opinion then, I can respect the design of the enemies but I'm not much interested in that kind of enemy management as the prime level design. I'm a bigger fan of Doom's room-by-room clearing, backtracking, and clever secrets combined with clever, varied traps. SS has all of those things too, but does them poorly in comparison IMO, and when it comes down to it those are the things I value in a shooter, not picking massive armies off one by one. If I ever really want that then I'll just play an Invasion map on skulltag. The other edge that Doom has in this case (for me at least) is that I find its weapons and movement much more enjoyable. Things just feel 'off' to me about SS, especially the jumping, and maybe it's the room scale, but Sam feels too slow for the levels he's navigating. I'm sure the guns are more impressive later on (since I've heard plenty about the cannon for example) but I'm not all that convinced to keep playing with how much I've already been underwhelmed. I guess the best thing to do is just agree to disagree, and recognize that I don't feel the way that others do about SS.
>>339654816
we're going to look it in consoles?
>>339654816
hyoed for SW2 and sam
>>339658052
PROTIP: BUY ONLY THE HD REMKA EOF SECOND ENCOUNTER, IT CONTAINS FIRST ENCOUNTER TOO
SOURCE: ME
>>339658052
The HD remakes of the First and Second encounter. If you wanna buy something cheaper, the originals from the 2000's are on Steam and still loads of fun.
>>339668043
I thought everyone says the 2nd game sucks dick.
>>339664679
this.
My entry serie was the third one, first level were interesting but the game becomes a complete enjoy time after 3 level.
>>339668082
They mean Sam 2, not the second encounter. 2 was just weird, its art direction is just completely out of nowhere. Best shotguns in the series though.
>>339658052
Second Encounter > First Encounter > Before First Encounter > Next Encounter > Serious Sam 2.
>>339668043
only if you already own TFE HD ya dingus
>>339668082
Serious Sam 2 != Serious Sam The Second Encounter.
Think of The First and Second Encounters like one big game, or a base + expansion pack. Same engine, a few added enemies, weapons, and powerups, also some gimmick levels, like an ice level, low gravity rooms, etc.
>>339667373
THATSa completely reasonable and valid opinion.The movement is actually why Sam is so different, and imo improved. In Doom, you can outrun a fuckin' cheetah. You go stupid fast. Faster than any enemy or projectile in the game. So the levels are designed around limiting your movement with the the levels plus available enemies. The custom wads handle this fairly well, but it makes all non-hitscan enemies trivial unless complemented with good level design, hell even the cyberdemon is a pushover alone.
Sams movement is somewhat slow for the large levels, but PERFECT for the enemy behaviors and projectiles. In TFE, you can only match the speed of a beheaded, sidestep werebulls, and get consistently outrun by kleer. The levels don't restrict your movement very often, but thats because the enemies are designed to constantly keep you on your toes, unless you just back pedal through everything, in which case my only defense is that the best levels don't let you, and there's never a section where "hold s" is mandatory over proper strafing.
>>339660806
can you make it with this?
Oh great, another Serious Sam game where all you do is backpedal/circle-strafe while holding down M1.
Hype.
>>339670268
>>339670268
quality post
>>339670268
>>339670331
>someone has an opinion that differs from my own
>must be some shitty bait
>>339670940
Is there any level more comfy than HD TFE's Karnak?
>that 20:30 skybox
>tfw revisiting the demo level with all new enemy placement and balance
>>339670268
>>339670940
>says someone who's never played it
>>339671238
don't dignify him with a response, he's only worth condescending image macros
>>339657704
A new aesthetic
serious sam 3, and the HD versions of tfe and tse for that matter, have a really confused pseudo-realistic aesthetic that doesn't look good and I hate it.
>>339656341
yes.