Serious Sam 4

Serious Sam 4

Things that I think that the new SS needs:
- No realonding, or made it quick. The Single Shotgun and the Assault Rifle are the initial weapons that I use most against minor or very few enemies, this in the TSE. At BFE things have changed. I saw myself using Deagle 80% of the time, and the reload was not a surprise, simply because the TSE revolver also has a reloading system. The Single Shotgun and the Assault Rifle should no longer have a reloading animation, this slows down the game and makes it very frustrating. Make it more like TSE.

- No abusing of hitscan enemies. In TSE the gameplay was very fluid, 90% of the enemy attacks are dodged by side stepping, while only TWO enemies require the player to take cover, wait for them to finish the blast of shots and then exit the cover and shoot them. (Arachnoids, and they're rare) In BFE things are pretty much COD like. The game begins with the beheaded with purple shirt whose shots you deflect by side stepping, but soon after are introduced the damn clones. They have neutral colors, they camouflage a lot with the environment that is also full of neutral colors and you have to get cover to not take shots. This bothers a lot in gameplay, nor does it seem like it's Serious Sam. Making the minor Arachnoids such a common enemy is also a big mistake. Croteam, think well before putting these clones in open fields, which seem to be a large part of the SS 4.

- Themed OST. Serious Sam has always been a game where I wandered through huge, open and very beautiful places listening musics that always matched the environment. TSE's songs are my favorites. From what I've seen in teasers and pre-alpha gameplay, I see that it will pass through open fields, farms, small villages, roads and an oil rig(?) (This last one I did not quite understand). Therefore, songs themed with instruments typical of the region would be great, besides that badass touch, sometimes with guitars and synthesizers. Remember that the sky is quite important. Painkiller's Abandoned Factory stage was one of the most beautiful landscapes I've ever seen in a game. Huge metal structures, with a very beautiful sky at sunset, I simply loved it. (Currently it's my Facebook cover) Also, the best Painkiller music, for me, is the Town Fight Music.

- New bizarre enemies. Skeletons galloping and throwing balls with chains, decapitated kamizakes running, screaming and exploding, demons that shoot fireballs, huge lava golems, harpies flying across the sky, so many cool enemies that make Serious Sam unique. In fact, I miss the Cucurbitos. I'm hoping to come up with a new bizarre enemy, but as long as it's appropriate to the theme of the game. Maybe a old enemy from the original project " Forget SS2, if they are to bring witches make them more realistic. Also, I liked the animation of the new orange guys from the pre-alpha gameplay, the energy that these guys have to run and leap, it's weird in a good way.
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Sorry about my bad english
Originally posted by Jowell_37:
- No realonding, or made it quick. The Single Shotgun and the Assault Rifle are the initial weapons that I use most against minor or very few enemies, this in the TSE. At BFE things have changed. I saw myself using Deagle 80% of the time, and the reload was not a surprise, simply because the TSE revolver also has a reloading system. The Single Shotgun and the Assault Rifle should no longer have a reloading animation, this slows down the game and makes it very frustrating. Make it more like TSE.

- No abusing of hitscan enemies. In TSE the gameplay was very fluid, 90% of the enemy attacks are dodged by side stepping, while only TWO enemies require the player to take cover, wait for them to finish the blast of shots and then exit the cover and shoot them. (Arachnoids, and they're rare) In BFE things are pretty much COD like. The game begins with the beheaded with purple shirt whose shots you deflect by side stepping, but soon after are introduced the damn clones. They have neutral colors, they camouflage a lot with the environment that is also full of neutral colors and you have to get cover to not take shots. This bothers a lot in gameplay, nor does it seem like it's Serious Sam. Making the minor Arachnoids such a common enemy is also a big mistake. Croteam, think well before putting these clones in open fields, which seem to be a large part of the SS 4.

- Themed OST. Serious Sam has always been a game where I wandered through huge, open and very beautiful places listening musics that always matched the environment. TSE's songs are my favorites. From what I've seen in teasers and pre-alpha gameplay, I see that it will pass through open fields, farms, small villages, roads and an oil rig(?) (This last one I did not quite understand). Therefore, songs themed with instruments typical of the region would be great, besides that badass touch, sometimes with guitars and synthesizers. Remember that the sky is quite important. Painkiller's Abandoned Factory stage was one of the most beautiful landscapes I've ever seen in a game. Huge metal structures, with a very beautiful sky at sunset, I simply loved it. (Currently it's my Facebook cover) Also, the best Painkiller music, for me, is the Town Fight Music.

- New bizarre enemies. Skeletons galloping and throwing balls with chains, decapitated kamizakes running, screaming and exploding, demons that shoot fireballs, huge lava golems, harpies flying across the sky, so many cool enemies that make Serious Sam unique. In fact, I miss the Cucurbitos. I'm hoping to come up with a new bizarre enemy, but as long as it's appropriate to the theme of the game. Maybe a old enemy from the original project " Forget SS2, if they are to bring witches make them more realistic. Also, I liked the animation of the new orange guys from the pre-alpha gameplay, the energy that these guys have to run and leap, it's weird in a good way.


1) I agree, reloading can be very frustrating most of the times in the middle of a fight.

2) I think that making it similar (but not identical) to SSHD TSE will be awesome, because that title was one of the best, in terms of gameplay, it was absolutely on the top for me.

3) Regarding OST i don't have much preferences from a game to another, i can only say that i'm expecting the best songs that croteam has to offer to this title.

4) Ok, so, for the enemies i like more of them, new and different ones, it will be enjoyable to see even some old of them coming from the old titles, but not exactly the same ones, maybe some derivatives with different actions, textures and with new ways to make the player in trouble.
Easy fix for reloading is switching weapons. ta-dam! Now reloading doesn't slow down gameplay.

Aside the clones who are low health and low damage, the hitscan aren't all that more common in BFE than previously; so it will certainly be less frequent in SS4. For instance, atleast some of the clones seem to be shooting projectiles now.

The music, it has been said, will be somewhat similar to TLH. So, percussion SS is known for, some orchestral stuff and hopefully location-esque instruments.

Here I get a little worried, the enemies. The new enemies we've seen are the TLH mummies, who are like the zombies from Quake, the Possessed that are like smaller melee only Kleers, and the new clones who are shooting projectiles. Not that unique to be honest. I'd like to see some new interesting designs that influence the gameplay. The Witch Bride was a step in the right direction, just an unpolished one.
Solais Nov 1 @ 4:40am 
The TLH mummies are not in SS4.
Some type of Giant Monster like the old Mammut and some minions mounted in it, like the old Mammut Men, would be great
Bad Joe Nov 1 @ 9:43pm 
i'm hoping for a bigger variety of huge miniboss type enemies on the same scale as highlanders and large lava golems. the absence of such enemies in ss3 is really made evident by the various modified campaigns that add them in. the huge environments ss4 promises are just begging to be populated by these types of creatures. maybe you can find some lore-based excuse for them not being in ss3, maybe the same reason why there aren't any of these supposed harvester ships or the processed people
I hope as many classic and SS3 enemies posibble to return.
For the most part I agree with this disscussion

1. Reloading is annoying and would personally like to see it removed from every weapon except pistol(s). If I may expand on this idea, I think a larger issue is having to aim down sights with the assault rifle for perfect accuracy - just slows down game and removes that run-n-gun feel the series is always known for. If they made it perfectly accurate but still had to reload, that would be better.

2. Completely agree, arachnoids should be only hit-scanning enemy. Would also like it if sprinting/strafing affected their accuracy when in line of sight.

3. Also strongly agree here but for slightly different reasons. Damjan Mravunac's soundtracks are amazing and in the older games there were entire new peace and fight soundtracks for every level. BFE soundtracks are still good, but the issue that soundtracks are often reused. There's this one stretch of 3-5 levels where the fight soundtrack is exactly the same and it gets old fast! Also the peace soundtracks in BFE, while amazing to listen to, don't really feel like they belong. If you listen to any of TFE or TSE peace soundtracks, you'll notice they still have a fast paced rhythm like their fight counterparts do, but the surrounding instruments are more subdued like in Suburbs peace or Oasis peace from TFE.

4. What can I say, I agree. Would take zumb'uls over scrapjacks any day just because they look more interesting. Would love to see most all old enemies from serious sam TFE/TSE return and would want some new enemies to be added in too like roller-balls from SS2/TLH, mechanical dragons and witch-brides from TLH, and maybe the Khnum from SS3 can stay, but pretty much all new inclusions from SS3 aren't really that great in my opinion (both stylistically and gameplay-wise).
Last edited by steak jacobs; Nov 9 @ 6:30am
1. I'm torn between having reloading or no reloading for some reason. Croteam could have it removed, though.

2. Agree on this. It should be the real meaning of 'no cover, all man" (which SS3 pretty much didn't follow).

3. Agree as well, as long as Damjan makes the tracks distinct in each environment.

4. Would love Reptiloids and Lava Golems to return, along with a new enemy type or two. Also, if Witch-brides and Technopolips will return, please make them less annoying.
SS Next Encounter brings so many cool enemies to the Serious Sam franchise that would be nice that some enemies from there appears in the new SS4
Dragons. WE need some dragons. More air monster variety please. I still dream of Draconis IV planet. XD
Originally posted by ☢Tayzor▲Azul☢:
Dragons. WE need some dragons. More air monster variety please. I still dream of Draconis IV planet. XD
Maybe not dragons, but we do need something. Lack of flying enemies in BFE was a bit unfortunate. Harpies, Aludran Reptiloids in far away spots, maybe even some TLH drones would do.
Last edited by GrandSecgend; Nov 8 @ 8:26pm
Originally posted by GrandSecgend:
Originally posted by ☢Tayzor▲Azul☢:
Dragons. WE need some dragons. More air monster variety please. I still dream of Draconis IV planet. XD
Maybe not dragons, but we do need something. Lack of flying enemies in BFE was a bit unfortunate. Harpies, Aludran Reptiloids in far away spots, maybe even some TLH drones would do.
We need more Alien Enemies too. And scrap enemies that takes like, FOREVER, to defeat (Space Monkeys, That ♥♥♥♥♥ing witch from BFE, Technopolips that evade our missiles) SS4 need a more fluid gameplay, without taking cover or have to focus entirely on a enemy. Fiendian Reptiloids, Aludran Reptiloids, Arachnoids and Cannons in far aways spots are great, as long as it elimination aren't the primare focus (Some type of cover from Arachnoids, obvious)
Originally posted by Jowell_37:
Originally posted by GrandSecgend:
Maybe not dragons, but we do need something. Lack of flying enemies in BFE was a bit unfortunate. Harpies, Aludran Reptiloids in far away spots, maybe even some TLH drones would do.
We need more Alien Enemies too. And scrap enemies that takes like, FOREVER, to defeat (Space Monkeys, That ♥♥♥♥♥ing witch from BFE, Technopolips that evade our missiles) SS4 need a more fluid gameplay, without taking cover or have to focus entirely on a enemy. Fiendian Reptiloids, Aludran Reptiloids, Arachnoids and Cannons in far aways spots are great, as long as it elimination aren't the primare focus (Some type of cover from Arachnoids, obvious)
Actually the attack style of Reptiloids, Arachnoids, and Cannons, and the fact those enemies are able to pelt you with attacks from far away ARE what make them primary targets in combat, but it's also why they're fun to fight; makes battles they're a part of more intense. Space Monkeys and Witch Brides have annoying attacks but aren't dangerous enough to be primary targets, so they can go, but I think if Technopolips just had a rocket barrage attack then they'd still be viable enemy types. I agree though, remove those pains from the game and bring back the classics!
Last edited by steak jacobs; Nov 9 @ 6:28am
Actually the attack style of Reptiloids, Arachnoids, and Cannons, and the fact those enemies are able to pelt you with attacks from far away ARE what make them primary targets in combat, but it's also why they're fun to fight; makes battles they're a part of more intense. Space Monkeys and Witch Brides have annoying attacks but aren't dangerous enough to be primary targets, so they can go, but I think if Technopolips just had a rocket barrage attack then they'd still be viable enemy types. I agree though, remove those pains from the game and bring back the classics! [/quote]
Witch Brides are dangerous because they make you extremely vulnerable to enemy attack, also they are annoying as hell
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