shihonage said:And you may try and amplify the weapon specializations in Serious Sam, but without cohesive interplay of surrounding designs, it all falls apart.
Weapons may be good at certain distances, for what it's worth, but when the level fails to provide an adequate balance of such distances, or sufficient freedom for player to choose which battles to pick, when it mixes enemy types together so switching weapons to address one corridor or the other loses meaning... it all becomes a pile of shit
R00fles! Now I get it. You've never really played the game past 5 minutes.
If you say that switching weapons in Serious Sam is meaningless, you are talking out of your arse, period. Judging which threat is the most imminent and then changing to appropriate weapon to dispatch it in the fastest manner is all what Serious Sam is about. Do I take out a sniper rifle and shoot that filthy mechanoid away while risking to be exploded by kamikazes? Or do I blow up that horde of kleers with a rocket launcher while risking reptiloid projectiles to fly me to the moon? Or do I focus that highlander with a cannon because it's the biggest motherfucker in the bunch, risking everything else to rape me tastefully? Decisions, decisions.
'Player freedom to choose battles' got me laffin'. I'd love to see that freedom in DN3D you keep pointing out, unless you 'choose battles' by just running through the whole map and shooting no bullets, larping that you are a brave diplomat.
Also, remember kids, mixing enemy types is wrong. You have to face a horde composed of a single enemy type lest