Serious Sam 4

Serious Sam 4

+ + + F I R S T - G A M E P L A Y + + +
Last edited by Der Geselle; Jul 17 @ 9:21am
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Showing 1-15 of 36 comments
Famix Jun 22 @ 4:14pm 
Looks like no executions :(

Famix Jun 22 @ 4:15pm 
Both two-legged and gorrilla gnaars show up
Maksman Jun 22 @ 5:02pm 
Still Pre-Alpha so maybe they will be added.
No execution so far but I guess that makes sense since you need to combine Sam's and the victim's animation and neither are even started yet.
The execution in Serious Sam 3 were a really cool mechanic but it needed a lot of reworks. Killing a Gnaar or Kleer or Headless was very cool visually and the fact that you can totally obliterate them instantly really gave Sam a sense of being totally overpowered. And it was a great way to finish off a single enemy if you got in a pinch or as a way to finish a fight. And yet the animation locked you in which left you open to their allies so the player couldn't spam it or use it recklessly. The biggest problem was the fact that you held on the trophy after the execution forcing you to throw it (which took forever) or sprint to auto drop it. That part was really lame and distracting.

Glad the sniper rifle is back. Whipping out that beast and annihilating enemies at long range in between missile barrages was something sorely missing from SS3.

I hope the shotgun model changes because it looks terrible. The rail on top makes it look like a mutated double barrel.

When Sam has the sniper rifle it kinda looks like he has to defend that church from incoming enemies. Which would be a cool bit of gameplay as Sam can use the sniper and rocket to pick off enemies and then the shotgun for those that get close.

And I know its pre-alpha, but I can legit complain about the shotgun and sniper reloading. Screw that. Reloading pump shotguns and assault rifles were easily one of the worst design choices in SS3, and now snipers have it too.

For a pre-alpha this looks really good.
Famix Jun 22 @ 7:39pm 
Looks like hotscan enemies are back, too
Bad Joe Jun 23 @ 3:58am 
Originally posted by endplanets:
The biggest problem was the fact that you held on the trophy after the execution forcing you to throw it (which took forever) or sprint to auto drop it. That part was really lame and distracting.

right clicking also caused them to drop instantly, pretty sure it even said so onscreen
Originally posted by endplanets:
And I know its pre-alpha, but I can legit complain about the shotgun and sniper reloading. Screw that. Reloading pump shotguns and assault rifles were easily one of the worst design choices in SS3, and now snipers have it too.

On the contrary I think it's great that reloading is back. If implemented correctly it can *add* to the flow & dance of the game rather than take away from it. I always point to the game Crimsonland as a great and simple example of how reloading can be incorporated to diversify the flow, dance and strategy of games like these.

My only concern is that the reloading here seems very fast. If it's too fast it may risk becoming this nagging minor inconvenience that adds nothing to the game other than to annoy you; for it to improve flow & dance the reload time must be long enough to truly matter so that it impacts the way you approach and manage incoming hordes of enemies.
Looks like no idea how to create a game...
Originally posted by Marcin_89:
Looks like no idea how to create a game...

English version please.
Famix Jun 23 @ 10:20am 
Das ist poop
Originally posted by Famix:
Das ist poop

Can you read because in big text it says "PRE-ALPHA"
Famix Jun 23 @ 10:47am 
I was just joking. I think he was talking to somebody's suggestions
Solais Jun 23 @ 5:59pm 
If you look closely, you can notice that the "hitscan enemies" actually shoot laser projectiles.
Famix Jun 23 @ 6:43pm 
Oooh
Famix Jun 23 @ 6:43pm 
I like
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