Serious Sam II

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Serious Sam II
Serious Sam II Box Art
Developer(s) Croteam
Publisher(s) 2K Games
Engine Serious Engine 2
Latest version 2.070
Release date(s) October 11, 2005
Genre(s) First-person shooter
Mode(s) Single player, multiplayer
Rating(s) ESRB: Mature (M)
Platform(s) PC (Windows), Xbox
Media CD
Input Computer keyboard, Mouse, XBox controller

Serious Sam II (or Serious Sam 2) is a first-person shooter released for the PC and Xbox in 2005 and is the sequel to the 2002 computer game Serious Sam. It was developed by Croteam using an updated version of their Serious Engine known as "Serious Engine 2" and was published by Take-Two Interactive subsidiary 2K Games.

The game features sixteen player online co-op play for the PC, while up to four people can play via Xbox systemlink or Xbox Live. On March 6, 2006, Croteam released a patch adding deathmatch support to the game [1].

A Linux version of the game client and Serious Editor 2, the game's content editor, is now released but in still in beta. It is available here.

Contents

[edit] Development

Originally, Serious Sam II was set to be "The Final Encounter" using the same engine as its prequel. [citation needed] Development of Serious Sam II started in mid-2003 with the decision to build it on a new engine and plans to release the game in the second quarter of 2004 (later pushed to the 2nd half of 2004).[citation needed] Weekly reports became bi-monthly and monthly (while becoming more technical) after that and stopped completely after August[1] as 2K Games, Croteam's publisher, wanted to handle the release of all information from that point forward[2]. In April 2005, the game was officially announced, and the release date was pushed back to the fall of 2005[3].

Shortly following the game's official announcement, Serious Sam II featured as the cover story for the June 2005 issue of Computer Games Magazine, and was later showcased at E3 in May 2005. Shown at the E3 Expo in 2005 was the official trailer for the game, and an early build of the game was playable on the show floor. A result of this was a video preview of the game featuring more than 30 minutes of gameplay footage and a question and answer session between fansite Seriously! owner and director Jason Rodzik and the game's producer Fernando Melo [2][3]. In the time following the game's official announcement, 2K Games released a steady trickle of screenshots [4], showcasing the vibrant colors and wide-open spaces that characterized the previous games and helping to build up hype as the game neared release. A demo of the PC version was released on September 21, 2005 [5], and a second demo was released on October 17, 2005 [6].

On October 11, 2005, Serious Sam II was released for PC and Xbox. The developers have stated that because of time constraints, a substantial list of features were cut[4] [5].

[edit] Gameplay

Serious Sam II's gameplay is similar to that of its prequel. The main objective remains to defeat hundreds of enemies. In-game riddles are fairly simple, being nearly restricted to finding objects to unlock certain doors or to advance to the next level. One of the new elements in the game is the inclusion of a "lives system" - the number of times the player is allowed to lose all of his health and re-spawn immediately from his last saved checkpoint - taken from the Xbox version of the prequel. Another major difference is the appearance of player-controlled vehicles and turrets. In comparison with Serious Sam First and Second encounter, Serious Sam II seems even less "serious" than its prequel. Lighter colours and upbeat music make the atmosphere of the game feel brighter in comparison with the realistic Egyptian tombs and Mayan pyramids of the earlier games. Blood and gore effects have been improved also - all enemies (excluding bosses) can be gibbed. Living foes can disintegrate into blood and bloody bits, undead entities, excluding Kleer Skeletons, can be reduced to decaying bits and puss, while magical creatures' destruction is marked with sparkle effects and purple gases. Except design, different levels from the same chapter feature native "chapter specific" enemies, like Primitives for M'Digbo, Witches for Magnor, Martial Arts Zombies for Chi Fang, Harpies for Ellenier, Flying Kleers for Kleer, and Floaters for Sirius. World physics are further developed, for example power-ups are obtainable after destroying certain objects. Also the character is able to pick up a number of objects and manipulate them, somewhat reminiscent of the effects of the Gravity Gun from the Half-Life series.

[edit] Non-player characters (NPCs)

Serious Sam II features several different kinds of non-player characters:

  • Sirian Great Council: The Sirian Great Council, consisting of Rolanda and her brothers Jebediah and Rajiev, are the ones who summon Sam and inform him on how he can defeat Mental. In the beginning of each chapter they tell him about the planet he'll be on and its population. All members of the council have German accents. Also Rolanda's brothers constantly bicker and argue about almost everything. Jebediah believes that Sam is the "One"- the person who can defeat evil once and for all. Unlike him, Rajiev is far more sceptical in nature, and highly doubts Sam's abilities. While in the beginning the council is seen in a Heaven-like place, it is soon revealed the Council use a machine to create that effect. Their fate is uncertain as the last movie suggests- Sam is furious with them after seeing boxes full of medallions- a reference to what would happen, if each time the game is finished, the goal would not disappear.
  • Simbas: Simbas are the only race, besides Gurrs, that inhabit planet M'Digbo. They are a blue skinned, friendly nation that usually gets in trouble just because they welcome their visitors with a big smile. Many civilizations and armies exploited their natural and man-made resources as Simbas never tried to strike back or defend their planet. But, there is a reason behind this phenomenon. The Simbas have a strong religion and an occult witchcraft, which predicted "The Coming" - an event that will end the days of misery. It involves a stranger and Kwongo, one of their biggest gods. Being oppressed for most of their recent history, the Simbas are still stuck in the Stone Age. However, under the tyranny of Mental, many cities emerged, the biggest of them being Ursul. Ursul was used as Mental’s headquarters and many diseases of modern mankind were brought there - casinos, red light districts, prisons…all of which corrupted the Simban way of life. As mentioned before, Simbas live in tribes, or very large family communities. They share a strong family bond so the hierarchy is usually set up in this manner. The Chief, or the most dominant male, is at the head of the tribe. However, he is usually counselled by family elders, appropriately called Shamans. Much of the Simban contraptions come as a result of the Shaman’s reinterpretation of things they see or learn from other civilizations. Below Shamans and Chieftains is the rest of the tribe. Only the males are divided into workers and warriors. They can be easily distinguished, as the Warriors wear war colours on their faces. Female Simbas are usually in charge of the households, raising kids and preparing food. Up until recently, Boongans (or Sundays) were usually celebrated with roasted Kleer and potatoes. But much has changed.
  • Zixies: Zixies are a tribe that inhabit the planet Magnor. Similar to Simbas, they live a simple and primitive life somewhere in the forests of Deadwood. But unlike Simbas, the Zixies choose to live in harmony with nature. They used to share the planet with one of the most technologically advanced races in the Universe, the Jets-Dudis. This symbiosis proved to be very useful, as the Zixies supplied fresh plants, clean air, and infinite amounts of wood, while the Jets-Dudis proved to be solid protection from any aggressors. In addition to that, the big swamps and thick woods offered enough privacy and a hiding place from menacing predators. However, Mental eventually found his way to Magnor and practically wiped out the majority of Jets-Dudis who tried to resist. The survivors, who escaped, never looked back, leaving the Zixies unprotected and all alone. The tribes moved deeper into the forest so their exact whereabouts are unknown, even their existence is not positively confirmed. The tribe is also led by a Chief, but in this case it is usually the oldest and wisest man. The younger members of the tribe collect food, which is actually very difficult to find around smelly swamps. That explains their large noses, as they sniff around in search of edible plants and fruits. Zixies do not have warrior units.
  • Chi Che: Unlike the previous civilizations, the Chi Che actually made a lot of progress in their society, building large cities, squares and streets. This would be quite a confusing fact, because of their small stature, if it weren't for a BIGGER explanation. Prince Chan, a 50 ton baby-boy, was placed as ruler by Mental. He is actually the direct offspring of the Ugh-Zan Clan, but heavily subjected to plastic surgery, to look similar enough for the Chi Che to accept him as their god. As one of Mental’s dearest experiments, a lot of technology from Sirius was given to Chi Che as well as advanced architecture that could withstand Chan’s growth. Electricity, amusement parks for Chan to play in, bright colours and huge environments were all presents from Mental, which actually gave the Chi Che a good boost climbing the evolutionary ladder. It’s been 2036 years since Chan took control, but he is still in his infancy. A long time has passed since Chi Fang’s original ruler Yengh, from the house of Sakamoto, was overthrown and eaten by Chan. Only the oldest members of the society still remember him. That’s why most of the Chi Che people take Chan as their only god and Ruler. There’s no special hierarchy among the Chi Che, only the Elders and the Common, who mostly serve as a working class. Kung Phews, another race, originating from Chi Fang - but heavily modified by Mental - serves as defense and army units.
  • Elvians: The cities of Ellenier are based on rock and roll, high heels and glittering glamour. The capital Kingsburg, is located on the eastern side of the sea. Its townsfolk, the Elvians, are the most advanced race in these parts of the galaxy, and much of their civilization lies on hedonism and appreciation of music. Ruled by, simply, The King and his royal suite, the Elvians are a relaxed and peaceful nation. Law and order are maintained by the King’s Royal Guard, as well as the King’s henchmen. The members of the Royal Family consist of The King and The Queen, their beloved daughter Olga and a few other, but not very important, relatives. As the Royal Family do nothing all day, it’s a brilliant environment for plotting, accusing each other of treason, and generally being involved in immoral actions. Below them live the peasants, merchants and other, more common people. The player will find markets, street merchants and hustlers all over the town. There is a big Vegas University nearby. However, all this peaceful life comes at a cost. Mental’s minions are free to walk around, as well as another one of his bigger nasties - Cecil the Dragon. Cecil guards the medallion, and the townsfolk are required to give a monthly fee in grain, money and virgins. As the Royal Family is too occupied by their life of luxury, there were never any initiatives to resist Mental or even reclaim the medallion.

[edit] Bosses

There are seven bosses in Serious Sam II, although the Xbox version has no final boss. The player must just kill hordes of enemies, similar to the first Serious Sam game.

  • Kwongo:
    • Preview: A giant gorilla, parody of King Kong.
    • Weapons: Brute force; no range weapons.
    • Weakness: Extremely slow
    • Brief history: Kwongo is a Simban god who is guarding the medallion piece of M'Digbo. He will hand it down only to the "Chosen One" a.k.a. Serious Sam after he proves himself worthy by defeating him in combat.
  • Zumzum:
    • Preview: A gigantic bee.
    • Weapons: Pollen bombs; acid spit and able to spawn Zumzum junior kamikazes.
    • Weakness: When there are no flowers nearby, Zumzum cannot regenerate.
    • Brief history: After the Exotech Larva failed to keep Sam from reaching the Babalonian portal (in Second Encounter) Mental probably decided that it needed some improvements so Zumzum is most likely one of his best experiments. Such a monstrosity certainly couldn't live in a small, dark, stuffy room, like its predecessor, so it's only natural for it to be sent to a place like the Giant Junkyard of Magnor, where it could drink nectar and/or eventually eat a zixie or two.
  • Prince Chan:
    • Preview: A huge baby.
    • Weapons: Singing; "burp" attacks and punches.
    • Weaknesses: Slower than the player; can't stand the sound of the Holy Gong in the arena.
    • Brief History: Thought to be the last descendant of the Ugh-Zan clan of warlocks, Prince Chan was heavily modified to confuse the population of Chi Fang that he is human, after dethroning the original ruler. Probably with an ancient age, but also with the mind of a four-year-old infant, he is extremely partial to lollipops.
  • Count Kleerofski:
    • Preview: Huge kleer skeleton with a cloak.
    • Weapons: Launches fireballs and does melee rushes.
    • Weakness: Cannot regenerate after the destruction of main crystal in the arena.
    • Brief History: Kleerofski is a wizard indeed, but he also works in the circus, doing magic tricks. Among his duties is the black altar ritual, in which he prays to the gods of fortune and bone marrow.
  • Cecil the dragon:
    • Preview: Rainbow Colored dragon.
    • Weapons: Fire breath and claws.
    • Weakness: Vulnerable to arrows shot from an arrow turret.
    • Brief History: Not much is known about Cecil, except he is an almost typical stereotype dragon.
  • Hugo the Robot:
    • Preview: Large robot with escape pod.
    • Weapons: Rocket launcher; laser cannon and a cannonball launcher.
    • Weaknesses: Shoots rarely and is vulnerable to helicopter missiles.
  • Mental institution building:
    • Preview: Giant pyramid-like building.
    • Attacks: Kamikaze planes, fireballs, bomber planes, cannonballs, fighter planes, missiles and gradually moves forward to crush the player.
    • Weakness: Slow, due to its size.
    • Note: Final boss in Serious Sam II

[edit] Weapons

  • "BoneSlasher" P-Lah Chainsaw Mk.: The only melee weapon in the game, since the Military Knife was cut, the "BoneSlasher" Circular Saw is an improved version of the old "BoneCracker" from the previous game, incorporating elements such as a sturdier and more compact design, and a titanium blade, laser etched for precision work.
  • Hydro Plasmatic Handgun: This futuristic weapon, also known as a "Zapgun", uses a self-driven cold fusion generator, similar in design to the "BoneSlasher"'s fuel unit. It fires surges of plasma energy at its targets, which have homing abilities, due to the presence of an additional doze of carbon.
  • "The Penetrator" Magnum Cobra: Now always in akimbo mode, these pistols still feature an ammo replenisher, as well as access to NETRICSA's target detection system. Their new design also includes a laser targeting system, similar to the one used in the previous game with the Sniper rifle, and bigger caliber rounds than its predecessor.
  • 12 Gauge Auto-Reloading Shotgun: The Autoshotgun is an improved version of the old 12 Gauge Pump Action Shotgun. The energy released by the lead pellets is now also used to start an auto-reloading system, releasing the ammo shell from its clip and inserting it into another one of the weapon's new 8 barrels. It's surprisingly effective on medium ranges, unlike real life shotguns.
  • Sawed off, 12 Gauge Double Barreled Shotgun: With a slightly increased firing range, the Double Shotgun's barrels have been shortened to give pellets better acceleration and accuracy. Since the old titanium casing couldn't withstand the released pressure two vents connected to an exhaust system were installed, also reducing the temperature of the chamber, making the manual reload sequence possible.
  • Serious UZI - Suzzi: a submachine gun modified to use the 5.56 mm bullets of the minigun, the Suzzi like the pistols is used in akimbo mode, and can acquire both rapid fire mode and controlled short bursts.
  • XM214-A Minigun: A standard minigun, and still a "trademark" weapon of the series, this version of the XM214-A comes equipped with a turbo unit, allowing for even greater bullet speeds.
  • XMPL30 Rocket Launcher: While its design is slightly different than its predecessor, the Rocket Launcher continues to use Inferno missiles, and its reloading system continues to be fully automated.
  • MK-4 Grenade Launcher: With the exception of its new design, the Grenade Launcher hasn't changed at all since the last games.
  • Raptor 2 Sniper Rifle: The Raptor 2 Sniper Rifle continues to utilize 16 mm Kevlar coated armour piercing bullets, and is slightly different in design, but is still the most accurate long range weapon in the game.
  • Cacadoos Vulgaris: A weapon originating from M'Digbo, Clawdovic is actually a parrot, carrying a bomb. Simbans originally used it to hunt animals before Mental conquered their planet. When the Alien Overloard's forces attacked the Simbans fed their parrots with a combustible flower, making them explode on contact.
  • XL 808 Hydro Plasmatic Rifle: Using a slightly modified design of the Zapgun, the Plasma Rifle is driven on small capsules of ionized water, with integrated molecules of carbon, giving the charges slight homing abilities. Two shark-like vents help the weapon to overcome overheating, and waste materials are stored in a frontal tank for easy cleaning.
  • SBC Cannon - v2.0: With a Swiss precision timer, replacing the primitive firing mechanism, and two exhaust vents on its right side for converging the uranium stream into a standard hydrogen, the Cannon continues to be the second most powerful weapon in the game.
  • Serious Bomb: Its only difference in comparison to the previous game is its design. The Serious Bomb remains unchanged in terms of effectiveness, rarity, and size, again limiting it to only three per person.
  • RB-45 "The Rombo" hand Grenades: Standard hand grenades, which can be fired even when the player is operating another weapon.
  • Turrets: Stationary defence mechanisms, turrets are not featured in every chapter. Turrets vary greatly, from their ammunition type to their design and effectiveness. Standard turrets have unlimited ammo, while some specific types, require it.


[edit] References


[edit] External links

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