Overview Serious Sam 4 in. Bannikova
Behind the bright bas-reliefs of the Karnak temples and the palette drowning in greenery, I did not notice one completely obvious fact: the first two parts of the serious Sam were actually post-apocalyptic shooters with the time of the Terminator James Cameron, the plot about the sentence, which was supposed to prevent the catastrophe, which led to the catastrophe, which led to the catastrophe, which ledthe complete extinction of mankind along with the rest of the Earth’s biosphere. Yes, already at the First Encounter, the player actually could feel the pressing atmosphere of loneliness and the burden of responsibility hanging on it for all those who trusted him, remained behind and died, but the Croats from Croteam did not take their own game quite seriously-instead they put a parody of science fiction as a whole and on the same timeThe first-person shooters in particular, and the player never felt alone because of the strangle Kamikadze constantly screaming from all sides. And the same endless tombs and the sanctuary closed from the eyes of an ordinary person, in which the first two parts were put in whole, were to check in just an elegant way to hide the primitive geometry of levels and explain the complete absence of friendly NPCs with the exception of a couple of Easter.
The final level of the first Serious SAM was literally three open arenas separated by two gates.
All ritual structures in the real world have always been built as physical allegories of the myths and legends that exist in various cultures, so the player at the sight of empty and straight lines as a stick of Luxor’s streets never disappeared by Suspension of Disbelief, because all the time he saw on his screen something that should have primitive geometry and be hidden from people from people from people from people from people from people. The built -in encyclopedia played far from the last role, the recordings of which were generated by the inertan chip built into the cerebral cortex (yes, in childhood I played precisely in the localization from 1C, which translated all the notes in the male): she not only described literally everything that the player met in the game – starting from weapons and enemies and ending with miracles of light.The Babylonian tower, but was also a good way to tell how everything that happens in the game is logically connected with each other and then spend the player to the next task. It’s not that all of the above turned out to be the wrong decision in the long run-thanks to the unique art-directed Croteam, they received a brand recognized by players around the world, but at the same time they have become hostages of their own role developers of parody shooters, from which they cannot finally get rid of and to this day.
For the first time, the Serious Sam 3, who was in essence, was one large flashback of Kyle Riza about the war with cars that he dreamed of at night in our world, to increase the level of drama of what is happening in 2011. The plot of BFE was not set in the distant past, but in the 22th century, right before the final defeat of humanity and the destruction of the Earth. And here the schematic gamedic design of Croteam came directly from the beginning of the zero gave an misfire: yes, eliminated by thousands of years under the scorching sun, temples and pyramids brought by thousand -year -old sands turned out as convincing as possible for video games, but they still had to get through the empty streets of the futuristic Cairo and its suburbs that are onThe verification was not much different from what you saw in the last at that time Modern Warfare both by color palette and scary to think, by gameplay, and for the classic shooter, more precisely, the boomer-player, as the games with such mechanics were closer to the beginning of the twenties, it was a mortal sentence. The game immediately punished you, as soon as you seemed in the field of view of several chittic enemies at the same time. Yes, everything looked quite logical on the paper-the agonious world standing in the balance of death was supposed to appear in front of the BFE player-moreover, in fact, dying during the final credits, so he was supposed to look as dry and gray as much as possible, but for a parody shooter such an art-directory did not work in principle. This is now, having launched the third part in 2020, I realized that the Croats actually did everything right, because their task was to show one big flashback about the lost war of the future – but nine years ago I just ran in a couple of evenings and forgot about it as a terrible dream, yes, just about the flashback from the very beginning.
The picture of Serious Sam 3 was described so much that at times it seemed monochrome.
Having collected feedback from both the press and ordinary players, Croteam realized that it is simply impossible to tell a serious story within the framework of the Serious SAM franchise, it is not suitable for this from the point of view of gameplay, or from the setting point. Therefore, the Croats decided to burst into a completely different genre, as the Creative Assembly, who had eaten the dog in real time, when Immersive SIM in the form of Alien Island, was also spent at one time. In 2014, Croteam published Talos Principle, without jokes, a first -person philosophical puzzle, which, however, in appearance could easily be confused with a serious Sam, because it was again nullified inside schematic temples and castles, but this time it suited the game as before before.
The creators of the Games in the Open World simply love to boast of the size of the cards in their offspring. Like, you just look, for our last game we drew a world of eight for eight kilometers, moreover, not empty, but filled with various villages, villages and cities, between which fields and forests spread, and even rivers and mountains-wherever you go, will always be on your screen for wallpaper on the desktop of the phone.
The technical perfection of modern engines really allows the Open-world games nowadays to renders such a picture that even the corridor shooters would envy for only ten years-just because of the Himalayas in the background, I could go through the Far Cry 4, despite the minimum number of innovations compared to the third part-however, the most reality in the majority in the most case is actually inOnly gamed -storage laziness is hidden.
Games with the open world do not need to have complex geometry of levels – the player will visit each location, in addition to the main hubs, so in the end the card is filled with the same type of boxes with minimal variations, or even automatically generated trees in a clean field. Yes, the final result often looks good, but in fact, there is not even close to any quality control and verification of cards from a gameplay point of view – the developers are oriented primarily on the quantity, not the quality of the content.
So, Talos Principle against the background of many other full -fledged three -dimensional games of the 2010s looks like a guest from another galaxy. It looks extremely schematically, however, such an external simplicity is hidden such a depth that the last time in my memory, only Valve was so reverent to the design of three -dimensional puzzles, working on Portal 2 – and even then puzzles with portals do not require the tenth share of the imagination and accuracy that is required for the game of Crotey. Which, notice, is made without any spatial tunnels that make life easier! Here it is impossible not to recall about the tester-hired valve, famous for the whole world: it was thanks to them that the labyrinth from the second episode of Half-Life 2 was completely carved, which made them loop for several tens of minutes in a row and notice any catch.
In total, Talos Principle turned out about a hundred different puzzles, which use not only Portal, the circuit breakers, built into cubes (and cubes themselves, of course), hostile turrets and drones, but also mirrors for lasers (Don’t Cross the Beams!), projectors of the stasis field, fans and trays on which you can wear not only cubes, but also … yourself! Yes, somewhere in a third of the tasks there are also manipulations over time with which you can at any time be in two places at the same time, as, in fact, any equipment that you can take with you.
After the decision of all the main puzzles, access to nongamstopcasinosites.co.uk the tower opens, where you will receive all the answers to your questions.
Some Talos Principle puzzles are so complicated that the right sequence of actions is located only in the thirtieth or even forty minutes of thorough viewing of all angles in the room, so the solution of most puzzles from the last quarter of the game seems to be a real achievement. Slightly more acute, or stupid than you need an angle, an extra fraction of a second spent on the rearrangement of the Stasis projector – and it seems that the right Puzzle decision is simply not counted. I sincerely sympathize with all those people who at one time decided to play in Talos Principle on the gamepad – because the accuracy of movements from the player for the successful passage of such levels is just a tremendous. They say that the game works gorgeously with virtual helmets thanks to the gyroscopes built into their controllers, however, I, apparently, will not test it in practice on my own – the Germans returned the remedies for the Oculus Rift S, two months of waiting for the resumption of deliveries, after which the termination of production was officially announced, and QueSt 2 did not appear in sufficient amounts in sufficient amounts in sufficient amounts in sufficient amountsretail. However, most of the tasks are built like this, the high accuracy of the mouse and VR controllers are not required, and there is no need to look for a decision for a long time-often it louts in your head itself. By the way, the neural network studied on tesers, which controlled the bot, made by Croteam, played a far from the last role in the intuitiveness of levels.
There is no one behind the gameplay part of the game and the quality of its narrative, even though it will not have a gram of black humor, thanks to which everyone is so remembered by Portal. Actually, the plot itself is quite trivial – throughout the game you will try to figure out who you are, why the walls of the world surrounding you from time to time turn into digital noise, and who is actually declared a god of a sunbringing voice that broadcasts directly into your soul. No, all the Talos Principle salt is primarily in interactive and nonlinear dialogues between you and the abstract serpent-applied by a seemingly absurd artificial intelligence server of the library that stores knowledge of the whole world. He will try his best to convince you that you are just a car, a soulless robot controlled by simple algorithms until you break it or make friends with it. Successfully pass this text quest – a kind of captcha, and to prove that you are a reasonable creature, in Talos Principle you can several ways – including naked enthusiasm, not guided by any logic and contradicting itself.
At times Talos Principle is too similar to their predecessors.
Croteam at the beginning of the zero proved that they really understand Leoel-design-I still remember their ancient Egypt, the Aztec empire and Babylon as if I had passed the first two parts of Serous Sam yesterday, and not more than fifteen years ago. But in The Talos Principle they made the impossible and made a first -person puzzle with such a level design that is so that it resembles the drawings of modern fighters. The apparatus built according to such documentation does not at all endure when it is assembled by the use of low -quality materials or cheap labor, but it is able to fly faster than sound several times.
Talos Principle is, without exaggeration, the best game of those that Croteam has released today because it connects all the best of what the authors can. But they came to her only thanks to their vast experience in the development of jokes in the first person, in which they participated in the intervals between shifts on their main work since the late 90s. Otherwise, such a small number of large releases over 20 years I can’t explain.
The last time the salary at the factory at which Croteam worked as the whole studio began to be delayed in the spring of 2018, after which the fourth part of Serious SAM was announced, which was originally advanced as a shooter in the open world, and has been in development since 2013. Frankly, in the case of this franchise, the open world could be a real revelation, but that linear shooter in the open field, which turned out in the end, also turned out to be a very good solution.
In general, Serious SAM has always been as far as possible from that sterile linearity and predictability, which characterize not only Talos Principle, but also all the puzzles from the first person, requiring surgical accuracy. What happens during the battle in each game of the series is the most natural three -dimensional Bullet Hell in the TOHOU style, a complete chaos, in which the player could not feel safe even for a second, he often even understands where to run away from the horde that is approaching him, so the levels are made as spacious as possible – otherwise you would simply have been allocated about the fences andBrick masonry. True, if you think about, the legs of the cubic design of the decorations of the levels of the first two parts are actually growing exactly from where the comics in the first Max Payne – these are the costs of development with a low budget, with a sufficient number of resources, the authors would clearly try to create much more detailed exteri.
Serious Sam 4 sets his main task just the departure of this schematicity, as a result of which the levels in it begin with the stunned ruins, nevertheless very quickly flowing into the Street of Rome, who are filled with people, over the Kotykh, the Harvesters of the aliens are hovering, and then, after you get to the Colosethesia, the game is completelyHe throws you into French fields that alternate with villages scattered through them and provincial towns, ennobled for tourists by fortresses, and then all this completely turns into careers with abandoned construction equipment, oil tower on the Arctic shelf and even into the Siberian tundra drawn with the help of photogrammetry, where the final battle takes place. There was no trace of fatalism and a gray-baura of the third part of the third part. In other words, despite the statements of many hardened players who have passed all the console exclusives of recent years, that the Serious Sam 4 engine is morally outdated, and gives out a picture of the level of the beginning of the tenths, I want to pay attention to how much the masts of the cards grew, the heights of the heights on them increased, the geometry of the game as a whole and the number of opponents grew up to the level of the level. Look at the same French quarry, on the walls of which separate stones are visible, or the dry channel of the Tunguska, which is never flat, but covered with grass and sediment for a long time frozen silt, well, and, a portal with a height of several hundred meters, around which you have unfolded that you saw in the second episode of the stellar wars – and it will become clear that in order to process suchA huge amount of graphic information, using the current iron currently, it was necessary to make compromises. The reverse side of the medal of the increased detail of the cards was that now you, backing back, you can stumble about the stump, bench or log and be a victim of the missile flying from the biomechanoid from the biomechanoid from the biomechanoid. In any case, Croteam first presented in their project the locations visible for kilometers, which look quite realistic for me to believe in them, and I cannot but attach this indie team, which was able to solve such a problem, using exclusively its own strengths, and not ready-made solutions in the form of Unity 4, let and the resulting resultSerious Engine requires further improvements at least in terms of the multi -pass and quality of shadeers.
There are so many enemies at times that Shadoplai cannot write all the limbs flying to the sides, and the picture on the record turns into a pixel mess.
It is worthwhile to dwell on the transport stages – in fact, they first appeared in Serious Sam II, about which the developers in our time prefer not to remember anymore, but in the new game, it is they who allow the engine to open in all its glory. You can actually drive them for several kilometers in a row without a uniform loading, and the details of the cards will not be at the level of the first Operation Flashpoint. A particularly huge range of detailed drawing becomes noticeable while managing a huge walking combat robot, the papavor – enemies detect and shoot you from a distance of several hundred meters, and you answer them with a missile barrage from the same distance. In fact, the most important achievement of Croteam mappers is that there are no long-term stages underground in all Serious Sam 4, because it was tombs with non-ili columns that enraged me most of all in a third part.
Of course, far from all Indie developers in our time are ready to spend so much time on the only spelling of the engine or its refinement-which is already there, so laziness is sinned by large companies that could quite have their own technology on the royalties from sales from sales. If you pay attention to other projects with a similar budget created on the territory of the former socialist countries, you will understand that they all use other people’s technologies: the coming Stalker 2 will work on the new Unreal Engine, and the last Ice Pick Lodge project, More, renders on one of the current versions of UNITY. I think, because I mentioned this project, on his method of solving the problem with the engine it is worth stopping in more detail, because what the Dybovsky and his team of ice axes did in their game is the exact opposite of what you can see in Serious Sam 4.
Since Immersive SIM was the task of Dybovsky – yes, I just took and recorded the Mor in one category of games along with Deus Ex, Prey and Dishonored, – from the very beginning there was not a high frame and a large number of characters on the screen, but interiors’ details, the level of quality of individual models, the widespread use of physically correct materials and the talling talismanThe atmosphere of the game as a whole. Well, the atmosphere in the game really turned out to be fame – as in classical Russian literature, a protagonist suffers in this game, other characters suffer, the author suffers, the reader suffers, but since this is also the Russian immersive SIM on the Unity engine, it also suffered technical performance. The whole city in which the game takes place, despite the fact that it is somewhere in the steppe, is constantly immersed in the fog in order to hide the complete absence of any way of drawing distant characters and decorations, just like in the 2002 Morrowind, which is simply unacceptable for the game released in the current generation. At the same time, the Unity during work manages to occupy about 10 GB of RAM, load all 24 streams of my processor by 30-40% and end up up to 50 frames per second. It is possible that for a simulator of immersion this approach is acceptable-how did I pass the Deus Ex Mankind Divved by 100% precisely on PS4 Pro, on which the game worked, to put it mildly, so-so, but I was stuck by Buyer’s Remorse about the money spent on the ps plus-but imagine how much it would be a chosen playing on the consoleSerious Sam 4, if he used the same advanced rendering techniques that is in the sea? I’m afraid that on high difficulties the game would become impassable due. Surely the CDPR turned out to be exactly the same situation as Croteam, which pushed the release of Serious SAM 4 on PS5 for 2021, and just in order to achieve the performance of the Cyberpunk 2077 on the basic PS4 and Xbox One, took a delay at 20 days before the release. Serious SAM 4 is a one hundred percent PC-player of the current generation, and at least the basic consoles of the past generation, he has absolutely nothing to do.
Night, street, lantern, pharmacy.
In fact, compared to previous parts, not only the design of levels has improved, but also the quality of the sound as a whole – now all the weapon really shoots with such a sound that it is quite capable of breaking the Syrian bull running right at you, even the laser gun received those basses that she did not get so much. Yes, and the new soundtrack, written by the unbearable composer of the series Damyan Gravunta, truly “shakes”, holds the brand-now, unlike the BFE soundtrack, remarkable to the one-only composition “Hero”, which closes the game, it consists of the remembered tracks all, and ends with a remistle of the song, under which the Final fight in theSecond Encounter. As you could already understand, my most important claim to the HD-Ramers of the original parts was that the authors in them left the whole sound in its original form-straight from the beginning of the zero.
From the point of view of gameplay, compared to the third part, several significant improvements were made. Firstly, these are gadgets-in the previous parts, only a serious bomb was available to you, which could clean the screen from all ordinary opponents at once, but this time there is a gas shell in the arsenal, in addition to the nuclear warhead, which makes the enemies start to beat its own stasis field, which stops in the district, except for the player, first-aid kit, impairments, portable syngolarity and portable synguelyness and portable syngueeven causing sterility (annotation from this drug, however, it denies in every possible way) a solution for oral administration, which increases the rate of shooting. Frankly-during a single game, just the use of one of these gadgets allowed Sam to survive in a situation in which ordinary firearms turned out to be useless due to too many enemies. You can get these gadgets in the arsenal in two ways: they are given for performing sides-quests (at times-even text, straight from Talos Principle) along with some hidden weapons (for example, a mercenary chainsaw with a reactive engine) and hidden on various divers, and in order to get into some of them, you needSimple quests – for example, saggars a bull over himself, so that he throws you to the desired platform.
Secondly, in Serious Sam 4 there appeared a system of perks resembling those that you saw in Doom Eternal-the game stolen from the DEUS ex cans with nanoagmentation, inhalation of which, Sam gets very useful abilities, not only from pistols, but even from lasers or lasers or lasers or even from lasers or even from lasers or even from lasers or even from lasers or even from lasers.ship guns, restore health, tearing enemies, including large ones, to parts, do not feel their own missiles, exploding underfoot and even ride on the aforementioned Syrian bulls. It is worth noting that canisters almost always find themselves along the path to the main task, and it is not necessary to be especially distracted by their search from the player. These Angloki are not permanent-if it seems to you that you do not need some kind of super-resistance, you can forget it and open it for a returned point that you have not tried it yet, or to drive the branch that you liked the most.
Thirdly, the game did not have an absolutely useless weapon-not least due to the concept of constant deficit of ammunition spied in the doom eternal, so you regularly have to switch to the weapon that you found several levels back and, swearing, wrap up with a pistol from the camucadze caught up with you, which managed to accommodate at the time when you changed youtrunk. Although the game will still be a couple of times by the plot to expel the arsenal you collected in the best traditions of the original parts.
The attachments that you also receive for the performance of optional tasks are also contributed: the same basic shotgun got the opportunity to shoot from an under-barrel grenade lacquer, the laser was finalized by the death ray regime, well, you should not forget that if you have the right perk, absolutely any weapon can be combined with each other-for example, you can take the AR-15 in the left hand and minigan in the left, they use two different different oneslike ammunition, and not one, as in earlier parts, and ammunition will be enough for a little longer.
In the fourth, the game this time is so sharpened on the cooperative that he not only throws you up enemies that can only be killed from ordinary bullet weapons in the back, but also gives you the hands of the characters, who not only distract part of the Horde, but are also able to inflict tangible damage to it. They especially help at those moments when there are too many enemies, and the battle takes place in such an open area that you have no time to even inject yourself a first -aid kit. By the way, in such situations, another gadget is very useful – a hologram projector that breaks the AGR from the monsters surrounding you for a while. Unfortunately, artificial intelligence itself has not undergone any significant changes compared to previous parts, so it looks like the whole crowd is sharply unfolding and starts to go sideways. It is pleased that the game has become much fewer enemies who are able to chit it for half a kilometer – for example, on the final map they are not found out of all, and the player always has time to dodge the plasma charge flying on him or shoot a flowering rocket. Perhaps the authors also added partners for the simple reason that we all greatly matured over the past one and a half decades after the release of the first part, and the average player simply can’t get a detachment of living people to pass the campaign, because all his friends, as one, masking his own game impotence, who comes with age, will say that the game has bad assessments of the critics,Yes, the same that the first level of Cuphead cannot pass, and they are sorry to spend money on it. Probably, for quick identification for the entire team of unlimited large goals, strips of health over enemies are made and visible by default – I, as in the Black Ops Cold War, cut down at the very beginning of the game.
In addition to humanoid partners, there are also friendly aliens in the game.
Summing up, it is safe to say that Serious Sam 4 is a step in the right direction of the relatively gloomy third part. The last game Croteam again became bright and saturated, but at the same time, sorry for the pun, serious – exactly in the same proportion as the first two comers of Serious Sam. With all this, she is a direct prologue to BFE – therefore, when during the final credits the main characters, who have just stopped the invasion of the aliens through a large portal in Siberia, discuss the search for artifacts in Egypt and enjoy the fleeting moment of the world, you already know how it all ends. Thus, the four parts of the serious Sam are now a tetralogy that does not yet have the final – I think that Croteam will do this in the next game, since they have something to do not only from the point of view of the plot, but also from the point of view of improving the game engine and gameplay.