Featured Items
Games
Software Demos News Recommended
Posts in "All News" channel about:

Serious Sam 3: BFE Deluxe Edition

Show posts for all products, not just Serious Sam 3: BFE Deluxe Edition
Kotaku

Could Serious Sam: BFE Be the Perfect Game?In these heady days of Skyrim, Portal 2, Batman: Arkham City, and The Legend of Zelda: Skyward Sword, have we overlooked a hidden gem in Serious Sam 3: BFE? Commenter DocSeuss seems to think so, and he'll tell you all about it in today's Speak Up on Kotaku.



Is Serious Sam 3: BFE a perfect game?



I'm inclined to think so. I've been playing it a lot lately and... writing and voice acting aside, I'm not sure I have anything to complain about. Sure, it's got flat levels and simplistic AI, but... well...



Okay, first, I'm going to be harsh, just to get that out of the way:



Shut up about Dark Souls. Are we supposed to be impressed that a game uses its difficulty to teach you to be a better player? If you were a real gamer, you'd be familiar with this sort of gameplay. Two of them that really stick in my mind are the STALKER and Serious Sam games. Take your pick: either this concept is native to shooters or the PC. The only reason Dark Souls is special to you is because, for whatever reason, you haven't been exploring either PC games or shooters as much as you ought. You should get on that. I'll be happy to set you up with plenty of great games that do this.



Serious Sam 3: BFE is a fantastic example. It's tough. It's really tough. Even on Normal difficulty, which I'm playing, it's a challenge.



Part of the reason for this is that it uses health packs instead of regenerating health. Where Resistance 3 (a nice game with great art that you should pick up for $30 or less!) was a game that demonstrated a complete failure to understand why health packs exist, and this year's Halo/Deus Ex games made a compelling argument for regenerating health, Serious Sam 3 uses its health systems to enhance the gameplay experience.



It's brutal when you're down at ten health and you find just six +1 health bottles, but that can lead to an exhilarating victory. There was this one level where I was trapped, in the dark, with spider monsters that could crawl on the floors, the walls, and the ceilings. I started out with 25 armor and 100 health, and ended up with just six health. I slowed down, cautiously making my way through the museum's basement with nothing but my own fists, a sledgehammer, and a pistol. It was a truly amazing experience, and one that wouldn't have been impossible had I been supplied with regenerating health or some other gameplay crutch.



Instead, health packs helped shape my experience in a way that helped me become a better player.



The game does it in other ways, as well.



I've put, what, three hundred hours into Dragon Age: Origins? It's a great game. One of the reasons it's so great is that I've only ever beaten it with one class—the rogue. Each time I replay it, I discover a new way of playing the character that I didn't know before. For all its apparent simplicity, the game has an incredibly deep set of systems that can drastically affect your play experience. I love the depth of its tactics (similar, but apparently far more complex than Final Fantasy XII's gambit (?) system, according to people I know who've played both) system. I've customized it so well, that in some cases, I can beat entire bosses without actually playing the game.



...and... Serious Sam requires more of me, as a gamer. I put more intelligence and thought into that game. I've always disagreed with the absurd idea that shooters are dumb games that rely solely on reflexes, and Serious Sam, a game which seems dumb, is a fantastic example of what I'm arguing about (STALKER is another great one—I've never experienced gameplay more intellectual stimulating than STALKER's, and I would have a hard time believing such a thing exists).



If you believe in the theory of multiple intelligences, you should be familiar with the concept of spatial intelligence. Shooters—good ones—rely on your ability to utilize your spatial intelligence. Serious Sam's huge maps (regularly, monsters the size of skyscrapers appear at distances that make them seem the size of your thumb) and constant onslaught of enemies requires you to think about where you are, where your enemies are, and where they (and you) are going.



I've never played a game that forced me to play mental gymnastics.



Of course, there's more to it than that. Sam regularly vomits hundreds of different enemies at you. They all have various ways of attacking, too: you've got rocket-spraying tank creatures, zombies with shotguns, suicidal/headless exploding dudes, Syrian werebulls that will send you FLYING if they ram you...

You get the idea.



On top of this, you've got a ton of different weapons—easily double the number of weapons in an Unreal or Half-Life game—and they each behave in radically different ways that make them suitable for dealing with different enemies and at different ranges. The double-barreled shotgun's a great way to make short work of a Gnaar, but not great for taking on a gaggle of Kleers.



Oh, and it's also got the addition of sprinting and iron sights, which adds even more variety to the combat.



So, um... yeah. I think it might be a perfect video game. The only reason you should play this is if you are a baby. It may cause unquenchable bloodlust in infants.



If you're a console snob, one of those idiots who thinks FPSes are dumb, or one of those people who wishes that shooters would be great again, shut up, sit down, and play Serious Sam 3: BFE.



Right now.



About Speak Up on Kotaku: Our readers have a lot to say, and sometimes what they have to say has nothing to do with the stories we run. That's why we have a forum on Kotaku called Speak Up. That's the place to post anecdotes, photos, game tips and hints, and anything you want to share with Kotaku at large. Every weekday we'll pull one of the best Speak Up posts we can find and highlight it here.
Product Update - Valve
- Network priority for projectiles is now boosted dynamically for each player's connection so that he gets those projectiles that are more important to him first (those fired by him, or at him).
- Optimized render target switching to improve performance on multi-GPU setups.
- Optimized screen clearing for SLI setups. Can be tuned by new cvar 'gfx_iClearBeforeRendering'.
- Fixed problem with too much shadow buffer clears when using muti-threaded rendering on multi-GPU setups.
- Fixed problems and crashes with several renderables in multithreaded rendering. (Note that this still an experimental feature!)
- Optimized memory usage for several multiplayer characters in team modes, by reusing same texture for red and blue, with dynamic colorizing in shader.
- View bobbing option now also affects weapon bobbing and weapon swaying.
- Fixed auto aiming (used by gamepads) on Warship enemy, so it aims for the right spot, not the center of the ship.
- Added yet another controller preset.
- Added some new swim and dive animations for the player (so user-made maps can use deep water).
- Controller crouch command no longer displays player list.
- Fixed controller being unable to skip intro cutscene.
- Errors related to microphone settings are now classified as "log", as they are not actually a problem.
- Optimized lightning particle effect implementation. On average, memory consumption is reduced by 50%, and performance is increased by 30%.
- Limited maximum subdivisions on lightning particles to ensure the do not exceed reasonable time and memory boundaries.
- Fixed potential crash after canceling a server list query.
- Added Russian localization for Santa Sammy.
- Fixed game freezing on entering menus via right arrow keyboard key.
- Updated in-game and in-editor console line editor to support unicode strings.
- Updated slider to fade out its value when widget is not on the active menu.
- Fixed graphics options defaults not resetting FOV value to default.
- Aiming hint for Devastator will not be shown if the user doesn't own the Devastator scope DLC.
- Fixed a possible crash occurring in a rare situation of player picking up a scaffolding pole while some client is connecting.
- Fixed an issue with wrong weapon shooting placement on hands weapons if they are used after "getting up from the floor" player animation.
- Fixed an issue causing Mutilator to sometimes fail to work on client if it's not rendered on server.
- Console font is now an OpenType font (DejaVu Mono), instead of a fixed bitmap, thus it supports a wide range of non-ascii characters and different scaling.
- Added console font scale cvar.
- Disabled cheat menu access during level loading.
- Fixed Khnum sliding after melee.
- Fixed endless loop at game start under OpenGL; waiting for all shaders to be pretouched (which never happens in OpenGL).

Product Update - Valve
- Added Santa Sam and Santa Sammy models.
- Split screen game was erroneously requiring user to be online. Fixed.
- Split screen users (other than the first one) couldn't configure gamepad settings. Fixed.
- Set up dpad icons for star shaped weapon list.
- FOV slider now shows its value.
- Moved FOV menu slider to graphics options.
- Changed FOV lower bound from 75 to 60 degrees.
- FOV override now works in versus games.
- Fixed "pause" text being visible on client when game starts.
- Fixed single player loading screen sometimes being shown instead of multiplayer one when loading in multiplayer.
- Fixed an issue which prevented showing of message when a secret is found.
- Added safety to fix cases when achievements are sometimes not registered by Steam (probably if connection fails temporarily while playing). They will be stored internally and re-awarded later.
- Changed sort order of achievements in achievement menu (so related achievements are listed together). Also, unlocked achievements come before the still locked ones.
- It is now synchronized whether server is still loading so it is not allowed for (vote) force game start during that time.
- If server was still loading and one of the clients finished loading, that client would start the game although server was not ready. Fixed by switching status to "Waiting for players to load" if server is loading.
- Added safeguard against loading screen exiting before game is fully synchronized to the client.
- Fixed falling through floor if crouching while jumping on extremely low frame rates.
- Fixed player's corpse respawning at chapter after being eaten by sandwhale in Team Survival mode.
- Made player details menu title use a font which is not in uppercase, so player's name is shown in its original form.
- Fixed aux buttons in loading screen sometimes not working during multiplayer loading.
- Fixed looping fire animation remaining on player's third person model even after weapon runs out of ammo and is replaced.
- Fixed problem with player exiting the loading screen if trying to initiate a vote while another vote is already in progress.
- Reduced number of current render-target changes when rendering shadow's cascade or faces.
- Optimized collection of depth prepass, fast-lights and shadows commands.
- Fixed double creation of ingame menu when invoked via F10 from loading screen.
- Loading screen now uses a checkbox character for readyness toggle button text (should be more intuitive than "set ready"/"set not ready" texts).
- Fixed some string formatting error in Chinese locale table.
- Disabled ingame menu invocation from the loading screen if the menu button is not visible.
- Adjusted image frame in session info menu according to its image aspect ratio.
- Fixed an issue which would cause scaffolding pole to sometimes remain locked in player's hand if it is used in combination with melees.
- Fixed preview menu popup that happens when closing multichoice or string input menu.
- Fixed menu transparency issues visible in low framerate.

PC Gamer


http://youtu.be/e91q5BtlxK0



The video above shows off Croteam's ingenious DRM solution for Serious Sam 3: BFE. It's got nothing to do with secure-ROM, or product codes, or online validation. Instead, those who boot a pirated version of the game will find themselves hounded forever by a gigantic pink scorpion that can never be killed. The video above comes from RPS, who scooped it from DSO, and shows the terrifying thing in action. It might well be the most inventive DRM trick since Rocksteady coded Batman to forget how to glide in pirated versions of Arkham Asylum.
Kotaku





width="500" height="333" allowscriptaccess="always"
allowfullscreen="true">

I've played quite a bit of the latest entry in Croteam's twitchtastic first-person shooter series, but I never encountered the super-speedy giant unkillable pink spider creature in the first level. Know why? Because my copy isn't pirated.



In order to curb rampant pc game piracy, developer Croteam purposefully included a bug (hee) in Serious Sam 3: BFE that trips when the game has been cracked. The bug (I said it again!) spawn a pleasantly-pink, positively unkillable scorpion creature that will hound the player until he or she is dead, dead, dead. To give the pirate a fighting chance, the spawn point is right next to the game's first projectile weapon. It won't have any effect, of course, but you'll briefly feel better.



While not a particularly effective means of combating piracy, the giant immortal pink scorpion is a fun way to catch those masquerading as legitimate customers in places like GameFaqs.



Thanks for the entertainment, Croteam!



Serious Sam 3 BFE - Immortal Fast Scorpion [YouTube via RPS]


Product Update - Valve
- Added Show Hints option in Game Options menu.
- Fixed reload animation sometimes being stuck when playing in 3rd person.
- Enemies that somehow manage to fall into void are now killed automatically, so fight scripting doesn't get stuck. (This is a general safety fix for all levels.)
- Added safeties to make sure Biomech boss on Broken Wings always starts, even if not all enemies are killed before.
- Zooming on weapons with a scope (Devastator, Sniper) is now disabled while player is sprinting.
- Fixed some rare problems when attempting to change weapons while doing melee or throwing a melee trophy.
- Old School Achievement now shows which levels it is fulfilled for. This is visible in checkbox form in achievements menu.
- Fixed text stretching on targeted player name in split screen mode.
- Fixed FOV cvar not being saved
- Fixed wrong subtitles on Khnum Boss fight in Unearthing The Sun.
- Serious Sam Classic Gold is now much more golden.
- Added Game Time Display and FOV Override to Advanced Options menu.
- Added localizations for some strings that were still untranslated.
- Voting now works during loading.
- Implemented vote to force game start (can be used when there are players which have loaded the current level and at least one is ready if using in-menu warmup).

PC Gamer


http://youtu.be/MRrvZD_VImQ



In a refreshing change to developers moaning about piracy levels on the PC, Serious Sam publisher Devolver Digital have given the platform a big bigging up. The company’s chief financial officer, Fork Parker, tweeted: “people will pay for awesome.”



Destructoid asked Parker for more comments, and he followed up with: "Piracy is a problem and there is no denying that but the success of games like Skyrim and our own Serious Sam 3 on PC illustrates that there is clearly a market willing to pay for PC games.”



As ever, it’s Valve’s Steam service - among others - that gets all the credit for reinvigorating the market. “In games,we have amazing PC digital download services like Steam, Get Games and Direct2Drive doing the same thing for games that iTunes did for music,” said Parker. “Offer the consumer a variety of great digital content at a reasonable price and the majority will happily pay for the games that suit their tastes.”



The bonkers shooter has had a peak of 1,815 players on Steam today, and is currently sitting at 38th in the Steam charts. But we reckon its nichey appeal, Steam’s ongoing epic sale and a little game known as Skyrim might have something to do with its low popularity.
Product Update - Valve
- Fixed older saves not being loadable after the first update. This version should be able to load saves from any of previous two versions.
- Fixed some rare cases where player disconnecting at a very particular moment would make some parts of gameplay scripts to break (usually not spawning some enemies or similar).
- When several players are standing in front of ammo crate and one of them opens the crate, ammo will be awarded to all of them, not only to the one who opened it.
- Fixed cases when player disconnecting while standing on an item could crash the server.
- Fixed scripted flashlights (e.g. Spooky Secrets) not working on client.
- Player carrying a flag in CTF cannot sprint now.
- Fixed a crash that could happen at random when Technopolip was killed.
- Fixed a problem where sometimes all Gnaar melees in the game were long melees, instead of quick ones.
- Fixed "Old School" achievement flagged as failing if pressing the reload binding even if the reload didn't actually happen. It will now fail only if the reload was actually performed.
- Prevented crash that happened if Cheat menu was accessed during level loading.
- Fixed quick weapon swap sometimes remembering the wrong weapon.

Product Update - Valve
- Fixed data missing from some formatted texts in German language
- Fixed Moddable (unrestricted) version of the game not launching if autoexec.cfg is present.
- Fixed player sometimes getting into state with no weapons when respawning in Versus, or crossing levels.

Kotaku





width="500" height="333" allowscriptaccess="always"
allowfullscreen="true">

And you thought there weren't any more games coming out before Christmas. Croteam has unleashed Serious Sam 3: BFE upon the somewhat suspicious PC gaming masses, flipping the bird at today's more technical shooters in favor of old school shooting shit all to hell.



It's okay. I forgot it was coming out too. Hell, I didn't even connect BFE with Before First Encounter until five minutes ago. Croteam's big prequel is available right now on Steam for shooter fans tired of taking cover, shooting for five minutes, and then running to the next bit of cover. It's a game where movement and shooting large holes in strange creatures go hand-in-hand, skipping merrily down the block before exploding.



Always with the exploding.





You can contact Michael Fahey, the author of this post, at fahey@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
...

Search
Archive
2014
Aug   Jul   Jun   May   Apr   Mar  
Feb   Jan  
Archives By Year
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002