![]() You have to avoid coop or the easier difficulties though, they turn it into the mindless mowing-down-the-horde games that some people think they are. I had more fun playing Serious Sam 4 than I had playing the new dooms. So I'll just aim a little bit above the box and. "Oh, you're crouching behind a box and I can't see you, but I know your hitbox extends four units above the box. I remember doing it quite a bit in Quake and TFC, but by the time Counter Strike was a big thing, and I had been using Worldcraft and looking at hitboxes, I found it was better to just use the nuances of the engine to my advantage. If you were speed running, and could get a boost by bunny-hopping, great but the AI didn't give a shit about it. It never worked well against AI enemies, because they're controlled by a computer, and they can hit you or miss you as well as their AI was programmed to do so. Maggle is correct, you do get used it, but I never grew to actually enjoy it.īunny-hopping worked well in multiplayer, because it made it harder for other human players to track and hit you. I'm not saying that anyone here thinks or acts like that, because they don't, but it is something I've taken note of. It seems to be a thing with the "FPS Elite" crew - "fuck yeah it's got bunnyhopping 10/10" or "I'm special because I was around when you could actually bunnyhop in FPS games!". Then it can be used as a kind of puzzle. As a method of movement/combat, I hate it and fail to see what's so fun about it. I hate bunnyhopping unless it's in multiplayer, or maybe to access a secret that makes you use it in a fun way. There were no other bosses in an FPS that actually felt like a boss, until Ugh-Zan III. Tchernobog wasn't bad either, albeit it kind of a pushover. I'm probably missing some, but they all felt anti-climactic.Įdit: I guess the Cycloid Emperor was a decent final boss for an FPS. Up to that point we had the Spidermastermind, Icon of Sin, Shubb Niggurath, Makron, The Campaigner, Alex Trevelyan, Nyalanth (the giant floating space baby), the Time Judge from Chasm (gimmicky boss, probably inspired from Shubby). Keep in mind this was 2003 when I played it, but I thought "Finally, a boss in an FPS that looks like a damn boss!" As tall as a pyramid, and moves around. My only real complaint about FE is that it's all in Egypt, although the final boss is still impressive. Compared to the vast sand of Egypt in the First Encounter, it's pretty varied. The Second Encounter goes from Mesoamerica to Mesopotamia, and then Medieval Europe. because you're absolutely right - the egyptian theme tired on me quite quickly I'm thinking that maybe i should play the second encounter then, if that's the case. The second encounter succeeded because they varied the environments, added more enemies, plus a chainsaw, sniper rifle, a grenade launcher, and the serious bomb.Īre they perfect? No. The first encounter suffered because they stuck with Egypt themes throughout. The enemy and weapons are extremely well balanced and fun, and the levels have to be more open to accommodate the game they were aiming for. At it worked really well, I still love Second Encounter.īut, I think they're good games if you want to kill an hour or two. But they were still arenas, because the idea was to show that you can have detailed arenas with a large number of enemies on screen at the same time. The Second Encounter expanded on this them quite a bit, with three distinct eras, and I think it did it well. ![]() ![]() The Egyptian theme got old after a few hours. The First Encounter suffered because it was more of a tech demo for their engine, and they only had one theme throughout. I've always loved Serious Sam FE and SE, they have a special place in my heart. ![]()
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