Serious Sam Games Wiki
Serious Sam: Next counter is a 2004 first-person shooter game developed by Climax Solt and published by Global Star Software. As a spin-off in the Serious Sam series, it follows Sam Serious Stone, who tracks an unidtified emy through ancit Rome, feudal China and Atlantis, and eliminates the forces the emy controls to evtually uncover their idtity. The player controls Sam through closed levels, fighting waves of emies with an assortmt of weapons and, occasionally, vehicles. Defeating emies is a prerequisite to advance in a level and killing twty in rapid succession temporarily grants a strgth, speed and score boost in a Super Combo. Two players can complete the campaign cooperatively and up to eight can gage in versus modes.
The game's developmt, originally under the name Serious Sam: Word to the Mothership, began at Climax Solt with a game gine created for the GameCube. The twty-strong developmt team drew influce from previous Serious Sam games, GoldEye 007, Perfect Dark, Smash TV, Ikari Warriors, and Contra. In later stages of developmt, the Super Combo system was introduced and emphasis was put on improving the frame rate. Global Star Software announced Next counter in January 2004 and released it for GameCube and PlayStation 2 in April. The game was met with a mixed reception. While the stable frame rate was praised, the graphics were heavily criticised. The controls and multiplayer modes were well received. Conflicting opinions were raised regarding the game's music and humour, and additional criticism was giv to the game's repetitivess and level design.

Every few levels, the player can use a vehicle—a jeep, submarine, or combine harvester—and kill emies by running them over or using the vehicle's attached weaponry.
Steam Community :: Serious Sam Hd: The First Encounter :: Game Art
Killing emies and collecting hidd treasures increases the score. Based on the final score in a level, the player is awarded a medal, where collecting certain amounts of gold medals unlocks additional lost levels.
Killing twty emies in quick succession activates a Super Combo, which increases Sam's movemt speed and his weapons' rate of fire and damage against villains, as well as doubles the score obtained for every further emy.
Wh Sam's health is depleted, gameplay pauses, the character is reset to most rectly passed checkpoint, and the player receives a score palty.
Review: “serious Sam: The First Encounter” (computer Game)
It begins as Mtal—the antagonist in the series—instructs an unidtified, childlike minion of his not to meddle with Mtal's Time-Lock while he is abst. The minion insincerely agrees, evtually using the Time-Lock to travel to an unknown destination. Later, a scitist observed a space-time flux disturbance and called Sam Serious Stone (voiced by John Dick) to his laboratory. The scitist explains the situation and sds Sam to the Colosseum in ancit Rome, where Sam faces and defeats several waves of emies from Mtal's horde. raged, the minion orders Sam's execution, wh the scitist announces an error with the teleporter and Sam is transported to the villa of Sator Cicero in Rome's outskirts. Sam is tasked with returning to the Colosseum on foot while preparing for future battles. Fighting his way through more of Mtal's forces, he progresses into the city and re-ters the Colosseum. With multiple waves of emies defeated, the minion summons a giant beast known as the Diablotaur. Sam triumphs over it and observes the minion fleeing through a nearby Time-Lock, with Sam following closely behind.
Sam lands near Xifgkou in feudal China. His Neurotronically Implanted Combat Situation Analyzer (NETRICSA) finds that another Time-Lock is prest in the region, as well as further emy forces, although less organised than before. Sam passes over the Great Wall to Juyongguan, th through the desert to Jiayuguan and through the city of Dunhuang to reach the Forbidd City, where NETRICSA finds that the Time-Lock is hidd in a temple in the city ctre. Within that temple, Sam counters and defeats the Subterranean Emperor Hydra and travels further through its Time-Lock, appearing on an isolated island on an ice floe above Atlantis. Sam ters an underground city complex through a steam vt, where NETRICSA records large ergy spikes emerging from the Atlantean throne room. Sam is guided there and ascds the throne, wh the ground beath it ops up to his surprise, leading him to fall into a mothership of the Sirian ali race. NETRICSA detects that an unknown tity is trying to start the ship and requests Sam to stop it. In the ship's gine core, he is met with the ship's secret weapon: the Sirian Darklord, a combination of technology and a Sirian warrior. After Sam destroys it, he witnesses the minion exit the Sirian Darklord's head and gives him a spanking. The minion admits that he was responsible for Sam's previous troubles and states that he was an evil clone of Sam and the ultimate warrior of evil, although he still had to grow up. Unimpressed, Sam takes the clone through a Time-Lock to the laboratory for examination. After they leave, a cloning device in the ship activates, spawning several more copies of the evil clone.
The team of around twty people worked in a positive atmosphere. The developmt began wh Climax Solt received developmt units of the GameCube and created a game gine for the system.
Serious Sam 2 Serious Sam 4 Video Game Wiki Skeleton Png, Clipart, Actividad, Butterfly, Copyright, Enemy
The game was the built from scratch for the GameCube and PlayStation 2, such that it did not need to be ported to another platform later on.
The game, during the developmt called Serious Sam: Word to the Mothership, drew inspiration from several sources: Previous Serious Sam games were used as the base template, the controls were designed to be as responsive and intuitive as those in GoldEye 007 and Perfect Dark, the emy wave designs were influced by Smash TV, and the vehicles were modelled after those in Ikari Warriors.
Additional testers were tak off the street, of whom some showed significant interest in video games and were difficult to remove from the office after a testing session. The Super Combo system was introduced late into developmt, which Barlow said completely changed the game and how it was played by testers. Several elemts—including jet packs, wasp emies, multiplayer vehicle races, and a gun that adopts the powers of emy projectiles it absorbs—were cut for reasons such as technical limitations and design decisions.

Serious Sam Classic: The First Encounter På Steam
Global Star Software, the budget-range publishing label of Take-Two Interactive, announced Next counter for the GameCube and PlayStation 2 in January 2004, alongside Serious Sam Advance for the Game Boy Advance.
Serious Sam: Next counter received mixed or average reviews, according to the review aggregator website Metacritic, which calculated weighted average ratings of 69/100 for the GameCube release and 65/100 for the PlayStation 2 version.
Several critics commded the game's high and stable frame rate but found poor graphics as a trade-off: Ed Lewis of IGN faulted simple textures and low poly models of the emies and vironmts, comparing the look to that of games for the original PlayStation, although he felt that the character design was the best part of the visuals.
Serious Sam: The Second Encounter
HomeLAN's John Callaham cited the graphics as the game's greatest shortcoming, as the lighting of the game is so flat and the level and art textures so poorly detailed that at times we though we were playing a PS1 game instead of a PS2 title.
David and his colleague Scott Kuvin opined that the controls in Next counter were aptly designed for the GameCube and PlayStation 2.

Shirley stated that, although the size of some levels was impressive, it caused much unnecessary traversal over empty areas after a conflict with emies.
Serious Sam: The Random Encounter
The Edge editors opined that the level design was flat and further said that the emies were not as well-executed as in past Serious Sam games.
Shirley, Lewis, and Reed criticised the game's repetitivess, with Shirley saying that he felt as though he was repeatedly playing the first level in the game.
Dodson and Lewis also said that the Super Combo system was poorly implemted and should have allowed the player to extd the phase with higher kill streaks.
Serious Sam: The First Encounter Download (2001 Arcade Action Game)
Shirley and Doug Trueman of GMR criticised Next counter's plot as just filler, and not very good filler and a total throwaway, respectively.Serious Sam: The Second Encounter is a first-person shooter video game developed by Croteam and published by Devolver Digital, Gathering of Developers and Global Star Software. It is the sequel to Serious Sam: The First Encounter and the second installment in the Serious Sam franchise.

On April 28, 2010, a high-definition remake, Serious Sam HD: The Second Encounter, was released for Microsoft Windows, and September 2010 for the Xbox 360 port. On April 04, 2017, a virtual reality version of the game was released.
After the events of The First Encounter, Serious Sam is seen traveling through space in the SSS Centerprice. Suddenly, a crate bus piloted by Croteam Heads collides with the spaceship, causing it to fall back down to Earth and crash into Sierra Madre de Chiapas, a mountain range in Central America.
Serious Sam: The Sequel (public Beta) By Jesterofdestiny
According to NETRICSA, they have landed in the Mayan city of Palenque, in the pre-Columbian era. However, Sam is not trapped; NETRICSA discovers a backup spaceship that the Sirians left on Earth just in case something happened to the SSS
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