posted by [identity profile] damerell.livejournal.com at 09:21pm on 24/09/2003
Well, kinda. Both Serious Sams score full marks for mindless carnage, but slightly less for proper tactical play - fundamentally there is little to Serious Sam's combat except picking the right range and weapon, and keeping it pointed at the hordes (incidentally, while it looks desperately primitive, I think Doom's 2D aiming is part of what makes it so very playable. That combined with the way nearly all incoming fire is projectiles is what makes that left-right sidestepping work so very well. Even in Serious Sam you don't get that feeling of dodging about a hundred fireballs while simultaneously lining up the shotgun every time it cycles) - and they certainly lack Doom's level design.

Irritatingly, Serious Sam 2 adds all those nice new monsters and weapons, but then adds a whole bunch of setpieces, running and jumping and whatnot.

Don't get me wrong; I really liked the Serious Sams; they were a breath of fresh air after an endless series of thinking FPSes. But, when it comes down to it, I still enjoy Doom more - which is something for a game that's ten years old.
 
posted by [identity profile] angoel.livejournal.com at 12:11am on 25/09/2003
I really liked the first Serious Sam, but the second just didn't do it for me. It seemed to have a less coherent vision.
 
posted by [identity profile] fluffymormegil.livejournal.com at 02:36am on 25/09/2003
I gave up on Serious Sam when I reached a particularly vicious set-piece with hordes of suicide bombers and absolutely could not beat it.
 
posted by [identity profile] damerell.livejournal.com at 04:48am on 30/09/2003
Some of those are quite tough. The tommy gun is amazingly effective on the kamikazes, more so than the minigun because you can fire quick bursts without letting it spin up and down.

[Which produces another failing of SSam relative to Doom; situations that really demand a particular weapon. Sure, a chaingun's nice for a tomato or >1 pinkbeasts, but if you have the shotgun out it's not the end of the world.]
pm215: (Default)
posted by [personal profile] pm215 at 03:45am on 25/09/2003
>Doom's 2D aiming is part of what makes it so very playable

Yeah, it means you don't have that whole "panic and find yourself staring at the ceiling or your shoes" problem these modern 3D shooters have :-)

 
posted by [identity profile] damerell.livejournal.com at 04:55am on 30/09/2003
I would like a "vertical aim override", except that a lot of puzzles in third-party levels rely on the fact that a G1 (shot-activated) linedef can only be hit from certain places.

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