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/vr/ - Retro Games

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>> No.9995992 [View]
File: 111 KB, 800x600, 907c1cece7432e0ff2744aaff2ae142f.jpg [View same] [iqdb] [saucenao] [google]
9995992

The difference between Doom and Serious Sam is the difference between Gauntlet and Robotron. In Doom and Gauntlet, the goal is to navigate the labyrinth to solve its puzzles, find its keys, and get to the exit, and the enemies are there to serve as obstacles that work in conjunction with the level's architecture: they are extensions of the level design that you have to either fight through or navigate around depending on the circumstances. In Serious Sam and Robotron, the goal is to survive long enough to kill all the enemies by keeping them from boxing you in or flooding the room with attacks. The enemies aren't working in conjunction with the level architecture: they *are* the architecture, with all of their particular behaviors combining to create a dynamically shifting wall of death that the player has to find the weakest spots in to break open for breathing room.

The problem is that unless you're playing on Serious, you probably won't get the sort of devious enemy encounters that force you to really learn those behaviors and get a sense of how to read the wall and find those soft spots to open up, so the game ends up feeling samey and boring. I was that way for a while until I played on Serious and it finally clicked for me.

>> No.1850650 [View]
File: 111 KB, 800x600, 907c1cece7432e0ff2744aaff2ae142f.jpg [View same] [iqdb] [saucenao] [google]
1850650

>>1850000
there is a Serious Sam drawing like that

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