Archive for the 'FPS' Category


SS2E: Levels and Levels

I have just passed level 5 of Serious Sam: The Second Encounter. Level 5 culminates in the game’s first boss fight, against a huge wind god that throws tornadoes at you and grows larger as you damage him. When you deal the final blow, you wind up teleporting to a Babylonian ziggurat without your equipment. Clearly this is the end of one chapter and the start of another. Which is a little strange if you think of “levels” as the equivalent of chapters. From that point of view, this should be the end of level 1 (out of 3), not 5 (out of 12).

But of course, plot, theme, and bosses aren’t the only way to think of levels. In a geographically-based game like this, where your overall goal at any moment is essentially just to reach point B from point A (eliminating opposition along the way), it’s reasonable to think of a level as a distinct and unified chunk of the gameworld’s geography: “The Temple of the Moon (and environs)”, for example. In other words, the name of a level would be a reasonable answer to the question “Where am I now?” This doesn’t work either. The levels in this game are large, and just not all that unified. A typical one might start in a clearing in front of a pyramid, continue through the pyramid to the other side, exit into a large valley, cross the valley to an underground tunnel, and finally emerge from the tunnel onto a small lake. And the entire level might be named after the pyramid, the valley, or the lake.

OK, but there’s another reasonable definition, one that depends solely on the physical properties of the gameworld: reachability. If you can reach point B from point A and vice versa, they’re part of the same level. If you can reach point B from point A but not the other way around, then point B is in a later level than point A. This is an important sort of level to consider, because it’s really the essential geographical unit as far as gameplay goes, and defines the potential scope of any single battle. However, Serious Sam makes frequent use of doors that close and lock behind you. Each official level is in effect divided into many mini-levels.

When you come right down to it, this game’s levelization is completely arbitrary, and probably driven solely by hardware limitations. The only way that you can tell when you’re going from one level to another is that you get a “Loading” screen. If I had a special version of the game that loaded everything into memory at once, there would be no way to tell where the level boundaries are.

Still, beating the first boss is far from arbitrary as a milestone. And, having reached it, I think I’ll give Sam a little rest.

SS2E: Cannon

ss2e-cannonI have just obtained one of the most glorious things in Serious Sam: the SBC Cannon. Don’t ask me what SBC stands for. The point is, it’s a cannon. Not in the modern “vulcan cannon” sense, but in the sense of a cast-iron tube, rounded at one end and open at the other, used for launching cannonballs. The only abnormal things are that the cannon is handheld, and the cannonballs are somehow much larger than could possibly fit inside it. It’s hard to judge, because you can’t exactly stand next to them after they’ve been fired, but I think the balls are almost as tall as the player character.

Once fired, the cannonballs quickly fall to the ground, where they roll around like billiard balls, careening off walls, crushing anything in their way. Then they blow up. The explosion doesn’t seem to do much damage, if any at all, but at least it’s pretty. Firing cannonball after cannonball at a distant but rapidly approaching horde of monsters is not only the most efficient way to clear them, it’s also the most satisfying. It’s just joyously kinetic.

All in all, it’s a good example of the Serious Sam design philosophy: that fun gameplay is more important than plausibility. For that matter, so is gratuitous silliness.

SS2E: Small Enclosed Spaces

ss2e-bloodbathLast time, I wrote about the Serious Sam‘s use of large spaces. This time I want to address its use of small ones. One of the tricks that this game repeats a lot is temporarily locking the player into an enclosed area, such as a courtyard, and spawning enemies along the walls, in sequence, on a timer. Only when you’ve killed them all do the doors open again. One of the level designers of Doom once described that game as “the computer equivalent of whack-a-mole”. I’d quibble about that as applied to Doom, but it’s a pretty good description of the feel of Serious Sam‘s locked-in-a-courtyard sequences. Things keep popping up, and you just have to try to keep pace with them, blasting them before they blast you.

The level I’m currently on (level 3, “The City of the Gods”) seems to specialize in sequences where you’re confined with large monsters in too small a space for comfort, and even has some new twists on the basic concept. There’s one part with an insignificant health item (one that restores 1 hit point) in a wedge-shaped area between buildings. The health item is bait; picking it up causes three missile-launching Bio-Mechanoids to appear on the tops of the walls, one after the other, in different directions. The area is so small that avoiding splash damage from their weapons is impossible. As far as I can tell, the only way to survive is to (a) sidestep a lot to make them take longer to aim at you (Bio-Mechanoids turn slowly), and (b) when they do fire, avoid getting hit directly by running under the missiles. This works only because they’re firing from above you. Or, of course, you can just refrain from picking up that trivial health item in the first place. Picking it up for the hit point is really counterproductive. But it counts as a Secret, and what kind of completist would I be if I didn’t try to get all the Secrets?

ss2e-werebullThere’s another part where picking up a bonus item at the end of a winding corridor causes a Sirian Were-Bull to immediately appear more or less on top of you. This is one of those charging monsters, a very large one that barely fits in the corridor. The usual tactics are useless here: you cannot dodge something that fills all available space. You just have to blast it twice pointblank with a double-barreled shotgun while it’s still trying to turn towards you. And when I say you have to, I mean there’s really no other weapon that works in that situation: the only other weapons capable of doing enough damage quickly enough also do splash damage, which would hurt you more than the Were-Bull would.

Come to think of it, these sequences are essentially puzzles. Perhaps this game isn’t quite as mindless as I give it credit for. Then again, they’re also both optional.

SS2E: Scale and Chaos

Getting mobbed in a large open spaceThe Serious Sam engine was built to overwhelm the player with scale. The clipping plane (the horizon beyond which things don’t get rendered) is unusually far out, and may not even exist. There are exterior scenes of a size usually seen only in games containing vehicles. Often these areas have some kind of pyramid on the other side that turns out to be much larger and more distant than it looks, and I half suspect that the perspective is manipulated somehow to enhance this effect. Even the interiors are vast and cavernous: a rocket fired at the opposite wall of a chamber can sometimes take upward of thirty seconds to reach it. True, rockets in games aren’t as fast as they are in real life (you have to have an opportunity to dodge them, after all), but I’m not comparing this to the experience of firing a rocket across a room in real life, I’m comparing it to other games.

And all that space isn’t empty. The gameplay is designed to take advantage of it. They throw a lot of monsters at you at once, often from multiple directions. Some of them have ranged attacks that can kill you from very far away. More interestingly, some of them, such as the Kleer Skeleton, the Sirian Werebull, and the new monster in this installment, Cucurbito the Pumpkin, have difficulty stopping. These creatures charge at you, and when they miss (because you sidestepped at the last moment), they continue headlong until they can check their momentum. If you’re facing multiple opponents of this sort in an open area, they wind up scattering behind you in all directions, using more of the available space and increasing the chaos of battle.

This is a bigger deal than it sounds. In most FPS games, the most reliable general strategy is to take things slowly and clear out every area as you come to it, creating a safe area that you can fall back to if things get rough. The reason this works so well is that it all but guarantees that most enemies will be in front of you, where you can keep track of them and aim at them. A good FPS will employ tricks to keep this approach from working all of the time, but in Serious Sam, it fails most of the time without any need for special gimmickry. Screenshots just cannot do justice to the sense this creates of being attacked from all sides, and scrambling to pick off the most urgent threats from every direction at once.

Serious Sam: The Second Encounter

Not Chichen ItzaThis time around, I was in the mood for something mindless. It’s been a while since I played a first-person shooter, so I pulled out Serious Sam: The Second Encounter, which is not to be confused with Serious Sam 2. They’re both sequels to Serious Sam: The First Encounter, but this one is older and uses approximately the same graphics engine as the original. “First, Second, Two” isn’t the best numbering scheme in the world, but I’ve seen worse. (Dark Forces/Dark Forces 2: Jedi Knight/Jedi Knight 2 comes to mind, as does Heretic/Hexen/Hexen 2/Heretic 2.)

Like the original Serious Sam, this is a big, loud, dumb game that knows it’s big, loud, and dumb, and sets out to be the very best game it can be without sacrificing the bigness, loudness, and dumbness. At the time when it was released, games like Half-Life and Deus Ex were starting to turn the FPS genre into something more sophisticated, something where the action was part of a narrative set in a coherent world, where there was more to the player’s actions than shooting everything. 1In a way, this was not so much a new development as the genre returning to its roots. Ultima Underworld is a game in this more story-driven and less action-based mode, and although it’s not usually classified as a FPS, it was the inspiration for Wolfenstein 3D and thus for the FPS genre as a whole. But after the phenomenal success of Doom, this kind of design took a backseat to emphasis on graphics technology. The designers of Serious Sam consciously and deliberately rejected all that. This is a game where the thought “Should I blow that up?” is immediately followed by “Sure, why not? It couldn’t hurt.”

To the extent that Serious Sam added anything important to the genre, it’s because of its improved technology and its perspective on what’s gone before. The technology is obvious: the graphics take advantage of advanced techniques that couldn’t have been done practically in Doom. There’s even a special demo area with Utah teapots to show off what the engine can do. But the perspective on the past, while less obvious, is just as important. When Serious Sam was released, most people took one look at the guy on the box and concluded that it was a Duke Nukem clone. This is wrong: it’s an everything clone. The designers seem to have chosen a distinctive element from each major old-school FPS written up to that point. Duke Nukem 3D provided the template for the macho, wisecracking player character. Quake provided the leaping Fiends, the obvious model for the Kleer Skeletons, one of the best monsters in the game. From System Shock, we get Autobombs, remade here as Headless Kamikaze. From Rise of the Triad, the dual pistols. From Powerslave, the ancient Egyptian setting. I could go on.

The Second Encounter isn’t set in Egypt, though. It starts near a Mayan temple, which is rougly equivalent to Egypt from a level-designer’s point of view, except that the texture maps are different and the exterior scenes contain vegetation. I think this is the first FPS I’ve played in which you can actually use your Doom-style chainsaw to cut down trees. Or, of course, you can pull out your rocket launcher blow them up.

References
1 In a way, this was not so much a new development as the genre returning to its roots. Ultima Underworld is a game in this more story-driven and less action-based mode, and although it’s not usually classified as a FPS, it was the inspiration for Wolfenstein 3D and thus for the FPS genre as a whole. But after the phenomenal success of Doom, this kind of design took a backseat to emphasis on graphics technology.

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