As such, the anthology offers no additional content than what’s currently available for download on Xbox Live, which feels like a missed opportunity for a popular franchise with a twelve year legacy. Notably absent from the collection is any type of ‘behind the scenes’ accompaniments such as interviews or concept art. Shifting between episodes isn’t handled well, with gamers being forced to the dashboard to change installments. In fact, all of the Serious Sam Collection’s content went on sale last May- offering a considerable savings over the price of this anthology.įor collector’s hoping for presentational supplements, The Serious Sam Collection doesn’t make an encouraging first impression, exhibiting a primary game selection screen that resembles a menu of a budget DVD release. The sole sticking point is that the price of the collection doesn’t offer much of an incentive over the purchase of full-priced digital versions. While the disk can’t compare to the complexity or refinement of most contemporary first-person shooters, the compendium does offer twenty hours’ worth of single-player campaigns as well as an assemblage of competitive modes. From Serious Sam HD: The First Encounter ( TFE) and The Second Encounter‘s ( TSE) high-definition reconstructions of the original two Sam titles, prequel Before First Encounter ( BFE), maniac 2D side scroller Double D XXL, as well as the Jewel of the Nile DLC, the compilation offers the definitive compilation of Croteam’s console ports. The recent release of the Serious Sam Collection for the Xbox 360 unifies four of the franchise’s titles onto a single-disk anthology. Instead, the series focused on a lightning-quick engine which traded tactics for lengthy draw distances and jittery, controller-clinching excitement. Unlike successive FPS’s, Serious Sam wasn’t concerned with nuances like a cover system or regenerating health. Throughout the history of the Croteam-developed franchise, players faced a single, reoccurring scenario: using enormous weaponry to subdue scores of encroaching foes. That said, Halo wasn’t the first first-person shooter to employ this stratagem, with Serious Sam: The First Encounter beating Bungie to market by eight months. In essence, the design philosophy centered around building a rock-solid game mechanic that could be contextualized- varying environments, weapons, and enemies to sustain interest. Ex-Bungie designer Jaime Griesemer once explained Halo: Combat Evolved as “thirty seconds of fun that happened over and over again”.
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