Tag Archive: stream archive


“Best played co-operatively.” It’s something that’s fairly obvious for some games: Left 4 Dead, Payday 2, Killing Floor, the works. These are the kind of games that are built from the ground up to be played co-op with friends or random players, but can also be played by yourself if you want to. To me, the term also applies to games that have a single player campaign, but is infinitely more fun with a few friends. Like Sven Co-op is for Half-Life. That describes Serious Sam, the chaotic shooter series, to a T.

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My friend Cambertian (@cambert123 on Twitter) had requested I played one of the classics, Serious Sam: The Second Encounter, and sure enough, it was the first game where I abandoned the early “wheel” picking system in lieu of a more simpler “Request a game, put it in the queue” system. I had played Serious Sam games in the past, co-oping through The First Encounter HD, Serious Sam 2 and even Serious Sam 3: BFE with a few friends. I had tried to play through the classic games before thanks to the HD remasters, but I never got very far.

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Even for a 15-year-old game, it still looks pretty.

The Second Encounter is basically an expansion pack to 2001’s The First Encounter. It adds a few new enemies to its bestiary such as a pumpkinhead looking monsterwith a chainsaw, an Reptiloid Demon that throws homing fireballs, and even alien monsters of the simpler headless foes of First Encounter. There’s a few new weapons in addition to the common arsenal of shotguns, miniguns and rocket launchers, including the sniper rifle – a valuable weapon against middle tier enemies – and the Serious Bomb, the game’s answer to the BFG. There’s a few new locales like the jungle, some temples, even a snowy land, each area defining a certain episode of the game.

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A common sight in Serious Sam: Lots and lots of enemies.

Serious Sam is part of a genre I’d call “slaughter FPSes,” as they relate to the Doom community’s “slaughter map” design of straightforward levels and lots and lots of tra enemies to kill. Lots of rooms in The Second Encounter throw loads of enemies in fairly open spaces, which isn’t particularly hard. Until I got partway through the second episode, where Croteam loved putting loads of Kleers – the skeleton monsters – in very cramped corridors, making it difficult to push through without getting stuck and repeatedly hit. I ended up using the flamethrower a lot in that section as it killed them pretty fast.

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I’m gonna be doing recaps and info dumps of Budget Shooter Theater streams alongside regular blog posts for those who wish to keep up. Mainly so I can keep tabs on things, and have records for everything.

The second game chosen for Budget Shooter Theater’s Decision Wheel was 007: Nightfire, requested by Bobinator.

You’re probably thinking, “Oh! I remember that game! That game was amazing!”. Yeah, it was amazing. On a Gamecube, a PS2, even an Xbox. But that’s not the version I was playing on stream. I was playing the less-than-stellar PC version, released around the same time and developed by Gearbox Software.

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I always wondered what was up with the face of the Bond girl on the left…

Back in 2002, Gearbox Software was contracted by EA to make a PC game loosely based on 007: Nightfire. At this time, Gearbox was still a plucky fresh-faced developer, piggybacking on Valve’s Half-Life games. It wasn’t until 2005’s Brothers In Arms: Road to Hill 30 did they actually get to make something entirely original that wasn’t based on an existing license or a port of something like Halo: Combat Evolved.

Loosely inspired by the 1979 Bond film Moonraker, the plot involves Bond (portrayed by but not voiced by then-current Bond actor Pierce Brosnan) investigating the plot of a philoanthropist who supposedly decommissions silos, when in reality he’s using them to store missiles and use it for Operation Nightfire, which would destroy the whole world. It’s a typical Bond story for the era. Not full of pastiches like 2001’s Agent Under Fire, but certainly not the more “serious” Bond that Daniel Craig brought to the role in 2006.

I don’t know where I read this, but I heard apparently Gearbox wanted to make a Bond game based on You Only Live Twice, but was told to make this instead. The only other things of note is the story written by Danny Bilson, the man who would later sink THQ thanks to the trainwreck that was Homefront, and one of the mappers for the game was Marc Schroeder, who worked on the Poke646 Half-Life mod as well as maps for the aborted version of Counter-Strike: Condition Zero that Gearbox was working on.

Other than that, it’s a pretty mediocre Bond game. Not the best, but certainly not as awful as, oh say, Goldeneye: Rogue Agent. Clearly the console version is the superior product here.

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