- Rasante Arcade-Action - Halten Sie den Finger am Abzug und lassen Sie einen Kugelhagel auf den nicht enden wollenden Ansturm immer neuer Gegner niedergehen, die Sam aus allen erdenklichen Richtungen angreifen.
- Furchterregende Kreaturen - Nehmen Sie es mit insgesamt 45 verschiedenen Gegnertypen sowie sieben imposanten Bossen auf. Das Repertoire reicht von bombenwerfenden Clowns über Aufzieh-Rhinos und zombifizierte Börsenmakler bis hin zu den kultigen Kamikazeläufern ohne Kopf!
- Spektakuläre Welt - Kämpfen Sie sich durch 40 hübsche, weitläufige Level, eingebettet in sieben einzigartige Welten und verbünden Sie sich mit den eingeborenen Völkern.
- Zerstörerische Waffen - Entfesseln Sie die Schlagkraft von Sams klassischem Arsenal aus Schrotflinte, Minigun, Raketenwerfer und der Kanone gebündelt mit neuen Kreationen wie dem Klodovik. Nutzen Sie die erstmals eingeführte, alternative Feuertaste, um eine Granate in die anstürmende Menge zu werfen und die bösen Buben mit einem Streich in die Luft zu jagen.
- Mächtige Türme und abgefahrene Vehikel - Übernehmen Sie stationäre Geschütze, um unaufhörliche Horden heranstürmender Gegner dem Erdboden gleich zu machen, reiten Sie auf wilden Tieren und steuern Sie mit Waffen bestückte Fahrzeuge.
- Hilfreiche, computergesteuerte Mitspieler - Lernen Sie die fremden Völker kennen, welche die Spielwelt bewohnen und kämpfen Sie Seite an Seite mit ihnen gegen die feindliche Übermacht. So vermittelt Ihnen das Spiel auch in der Einzelspieler-Kampagne ein kooperatives Erlebnis.
- Kooperativer und Deathmatch-Modus - Ziehen Sie mit bis zu 16 Online-Spielern in den Krieg gegen Mentals Armeen und löschen Sie alles aus, was sich in den 45 Spielabschnitten zu tummeln vermag oder stürzen Sie sich in den Kampf gegen Ihresgleichen im brutalen Deathmatch-Modus.
Serious Sam 2
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Über das Spiel

Systemanforderungen
- CPU: 1.5 GHz Athlon XP oder Pentium M oder 2 GHz Pentium 4
- GFX: DirectX 8.0/8.1 kompatibel oder DirectX 9 3D Karte (nVidia GeForce3 und 4 Serien (not MX), GeForceFX 5200 bis 5700 Serien, ATI Radeon 8500 bis 9200 und X300 Serien, S3 DeltaChrome oder XGI Volari)
- RAM: 256 MB RAM
- Software: Windows XP
- HD: 3 GB HD frei
- SFX: Any DirectSound kompatible Soundkarte
- DX: 8.0
- LANG: Englisch
- CPU: 2 GHz Athlon64, oder 3 GHz Pentium 4
- GFX: DirectX 9.0 high-end 3D Karte (nVidia GeForce6 6800 und 7800 Serien, ATI Radeon X800 und X850 Serien)
- RAM: 1 GB RAM
- Software: Windows XP
- HD: 3 GB HD frei
- SFX: DirectSound3D mit EAX 2.0+ Soundkarte (Creative SoundBlaster Audigy Serien, nVidia SoundStorm)
- DX: 9.0
- LANG: Englisch
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“Ford... you're turning into a penguin. Stop it.” ~Douglas Adams
In 2001, a small Croatian team called Croteam released Serious Sam. It wasn't much of a game. We were supposed to simply run forward and shoot things. No proper level design, no proper story, no complicated mechanics, nothing. It was just that – a basic “run and gun” fun. Nobody even tried to provide us with something bigger. In a way, Serious Sam was just a way to show off so-called Serious Engine. Croteam's engine, which was supposed to do the same thing id Software and Epic Games did in their Quake II and Unreal. In other words, they've created an engine and wanted the other companies to license it for their own products. The actual game? Like I said, it was just one big engine demo. They ripped off Duke Nukem, put him into Powerslave (AKA Exhumed, AKA Seireki 1999: Pharaoh no Fukkatsu) setting, added some basic shooting and called it a day. Surprisingly, while Serious Engine didn't sell well (despite being a pretty nice engine, it failed to get any attention and only “value” companies like Sunstorm Interactive licensed it for their games like Bird Hunter and Deer Hunter), the game became a surprise hit. People loved a simple approach and as the result, Serious Sam ended up being installed on pretty much every computer in LAN gaming centers. Serious Sam was simple, fun, it had quite a lot of satisfying guns and, of course, multiplayer only made things more juicy. And while nobody waited for the original Serious Sam back in 2001, quite a lot of people waited for a sequel. Even though technically, we already had one in 2002, so-called Second Encounter was pretty much more of the same. Sure, Croteam tried to promote their engine even harder there by adding tons of crazy physics (which actually made the game worse), it was still... Well, like I said, it was more of the same. Now, here? Here's the real deal. A proper new game on proper new engine. Let's start with the engine. Naturally, it comes with better visuals (more polygons per model, parallax mapping, new effects, like bloom for example, etc), but when it's about the most important new features, there are two things. First – there's an improved physics, which now allows things like ragdoll procedural animation. A lot of scary terms, huh? Long story short, it's all about those death animations. Remember when at some point enemies in video games started to act like bags of rags while dying? Which was supposed to make things look more realistic, but in reality only added a cheesy aftertaste? Well, Croteam decided that they need that too. Which was a right decision. I mean, cheesy aftertaste aside, ragdoll physics was a future and it was impossible for an engine to be considered as the real deal without it. Now, the second big thing about Serious Engine 2 was scripts. A scripting language called Macro (Polo!) was supposed to add some order in the ocean of chaos from the original Serious Engine. See, the original Serious Sam was all about triggers. Enemies just spawned in front of you and started to run at you all at the same time. It was triggers, triggers and then even more triggers, because why the heck not? Now, with Marco (Polo! Sorry...) it became possible to organize all that. Which was obviously a good thing. There was another important thing, though. A native support for Microsoft's Xbox console. And it's actually a very important thing to talk about. See, the original Xbox was a very interesting beast. Not only it was the most powerful console on market, it also aimed to provide its audience with the experience as close to what PC users had as possible. Its name came from “DirectX Box” and it wasn't for nothing. While its direct competitors required developers to create ports, most of which were pretty much stand-alone products, heavily different from the original PC games, Xbox allowed the real deal. For example, while Splinter Cell for PS2 and GameCube was heavily simplified in comparison with the original, Xbox offered its audience the original experience in all of its glory. It even had online-oriented environment, which made things even more impressive. Naturally, Croteam loved the system. Sure, Serious Sam was already presented on PS2 and GameCube in a form of The Next Encounter game (developed by Climax Solent, creators of Sudeki), but it was Xbox that Sam called his console home. So, it was only natural for the new engine to come with the native Xbox support (yes, this game even supports XInput gamepads). What's funny here is that Xbox actually made an impact on Serious Sam II itself. See, when it's about Xbox, it's hard not think of HALO. BUNGiE's online-oriented FPS that, while not being perfect, revolutionized the entire online gaming on consoles. And with Xbox in mind... well... you've guessed it. Since very beginning, Croteam was all about ripping off popular projects (like I said, it was hard not to notice that Sam himself was just a Duke Nukem rip-off), and this time? This time they've decided to copy / past things from HALO. We've got similar progression, we've got similar pace (which was much slower than what we had in the original Sam), we've got some HALO-inspired weapons and, of course, we've got vehicles. And you know what? I don't think that it was a good idea. I mean, people who ended up loving the original game, didn't love it for its complicity. Sam was supposed to be as dull as possible and as fast as possible. And even though we still have hordes of enemies (again and again, the game will force you into “survive the wave” thing), the game also became way slower than I can possibly take. Seriously, I can't even have fun here without speed hacks. Like... what the heck? And all the attempts to create proper level design failed pretty hard too. Even more so, since as usual, Croteam wanted to show off their engine. Which means quite a lot of scripted crap. I mean, there's nothing wrong with scripts per se, but you know how it is about too much scripted stuff in first-person shooters. Those things just don't belong together. Finally, Croteam decided to add more story. Should I say that it was yet another mistake? I mean, come on. The guys never had proper writers and their attempts to be funny are painfully lame. Serious Sam II doesn't just have a bad story. It's a cringeworthy disaster similar to what we had in Postal III. It's that bad. Again and again you'll be like “Good gosh, y'all...” instead of laughing. A person who decided that it'll be a good idea to add tons of long pre-rendered cutscenes with “funny” conversations? That person should be really ashamed. Seriously, shame on you, dude! So... yeah. That's Serious Sam II for you. I can't... say it's completely unplayable. It's just... you know. It's a crappy HALO rip-off (heck, they even ripped off Cortana... I think, I need a drink) with tons of pathetic humor. Can you have some fun with it? You sure can. Especially if you'll go for multiplayer and / or use speed hacks to make single player mode faster. Should you, though? Well, I don't think so, no. While Croteam proved that they can make pretty solid engines, they also proved that they're terrible, terrible developers. The first Sam was a nice coincidence. But without proper talent (or taste)? The guys ended up making just that. A low budget HALO wannabe with crappy jokes. Sad. But true. Dixi.
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”Different Sam, Same Old Serious”
Serious Sam 2 (SS2) is the most controversial title of Croteam’s games in term of design direction and some console element. I could understand reason why someone dislikes its direction and pretend it never happens. However, it still delivers solid old school FPS and interesting element which I keep revisiting sometimes since the first release in 2005. I used to play retailed version many times. My latest playthrough was completed on Steam version (Serious difficult).Ultimate Adventure to Ring Mental’s Doorbell
The story takes place after SS: The Second Encounter. Sam “Serious” Stone is summoned and tasked by Sirian Great Council to search for five pieces of medallion. It is a key to make Mental, Sam’s ultimate nemesis, to be vulnerable. So, Sam can finally finish his mission and save humanity once again. SS2 visual design and theme is brighter, shiny, and much more colorful compared to the rest of franchise. It also has a lot of notable changes such as weapon design and function, various new enemies that share similar behavior or behave like sub version of certain enemies from The First / Second Encounter. Those changes were made to fit the cartoonish and goofy theme that may not appeal to everyone, especially fans that get used to original tone / design from previous titles. However, it doesn’t change the fact that SS2 has the most diverse and spectacular environments. Collecting five pieces of medallion is just an excuse to introduce different planets with beautiful landscape and living NPCs (can sometimes do combat assistant and provide support items). From eastern style palace in Chi-Fang planet to fairy tale floating island and medieval castles in Ellenier planet, Sam journey will finally end at Sirius, the place full of futuristic skyscrapers and advanced technologies (which explained why Mental force are powerful). I personally think the lore and settings in SS2 are much more intriguing and have potential. I also have no problem about cliché' storytelling (go there and collect those things). Unfortunately, it suffers from weak writing by forcing humor and many silly acting to the point that becomes cringe for audience. Writing is never a strong point of this franchise in the first place, but I expect SS2 to have some improvement. NETRICSA (or Sam’s personal computer) also comes back with better appearance and can chit-chat with Sam. NETRICSA may have interesting character and personality. I found her provide less lore / intel compared to what she had in previous titles (detailed bestiary, weapon info, location). It also cause some enemies look out of place because of lacking explanation to support their existence.Shoot and Dodge Until It’s Done
Serious Sam is simply about moving and shooting like standard FPS. Each new entry is more of the same. You fight the horde of Mental, bigger horde, and large scale bosses at the end of each main chapter. The key is to utilize your movement, effective weapon, range, environment, and prioritize enemies in order to survive each fight. It becomes more challenged on higher difficulty where most attacks are deadly as the game constantly throws mixed up enemies in your screen. Each main bosses fight relies on its gimmick, but the visual and telegraph are clear enough to guide player The weapon design has been modernized with some replacement. I adore their silly design and animation of new toys (eight-barreled semi-automatic shotgun, kamikaze parrot, plasma rifle, dual Uzis). Hand grenade is welcome addition and powerful enough to get player out of sticky situation. Despite of some weak sound, they still deliver decent punchy feedback and fun to hold trigger. Not many games allow you to gun down Centaur, American Football, Spider Mech, and Attack Helicopter while listening to awesome soundtrack at the same time. It’s such an enjoyable and unique experience for old school genre. SS2 also features many turret and vehicle section from Hover Bike to flying sawblade UFO. They feel weighty, but easy to control and help fight against fast enemies (because SS2 has ton of flying enemies). I don’t think vehicle section is bit too long, but I wish for longer playtime of some vehicles (combat dino, rollerball). SS2 has score system and power pickup pretty much like previous titles, but add score item as reward when player destroy props or discover secrets. For every 10k score, player grants one extra life. Extra life system provides benefit for console version, but it’s pointless for PC that already implements quick-save function. I only found extra life useful to reset when it got messed up right after quick save.Stumble into Mental’s Trick
As much as I love the variety of SS2, there are some flawed designs that are hard to ignore. Hitscan enemies can be sometimes frustrating to deal when they mix up with melee enemies (ex: Zombie Stockbroker w/ Horde of Kleer), not to mention most smaller scale / tight corridor levels. Physics in Serious Engine 2 that only functions on props and environment (imagine how well if every enemy has ragdoll feedback). The problem is its janky and floaty feeling. It’s noticeable and out of control when you need to access some secret areas or mid-air interaction (I’m looking at you, railing bird ship section). I also dislike red mist of blood splatter in vanilla version. In addition, SS2 has co-op feature (both online and LAN). Online co-op server supports up to signature 16 players for maximum mayhem. It’s bit buggy, but still functional.Melody of Mayhem
SS2 is full of unique sound effects to identify individual enemy. Weird animal roar, baby scream, squishy sound, mumble in Japanese language, AHHHHHHHHHH! and more. Each world setting has its own ambient soundtrack that fits mood very well such as tribal theme, traditional song, metal, and beat-up electronics. Some fighting tracks kick in and give a feeling of brave lone hero or some sort of motivation.Still, Are You Serious?
I think SS2 doesn’t deserve the hate. It has both improved element from previous titles and some bad elements, but the change doesn’t deviate from Serious Sam core gameplay. It’s worth playing just for chaotic fight on screen and I wish to see this level of variety for future Serious Sam and other old school. Lastly, I also recommend playing with “Renovation Mod” that you can find on Steam guide / Moddb (in case you want improved blood effect, redesigned weapon mesh, and some animation change). It’s time to get serious once more!Zitat:
If you found this review helpful, please consider and give a thumb up, any feedback and exchanging idea are very appreciated
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Release:11.10.2005
Genre:
Actionspiel
Entwickler:
Croteam
Vertrieb:
Devolver Digital
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:
Serious Sam
Einzelspieler
Mehrspieler
Koop