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From ColecoVision To iPhone Games: Some High Water Marks In Video Game Design History ? Part 13

Posted by: Robert Allen , January 9, 2011

 

In this ongoing look at significant moments in the history of video game design, we have already taken a look at Bungie’s Halo & Halo 2, Bethesda’s Elder Scrolls series, Nintendo’s Metroid and several others. The goal of this series is to go beyond simple gaming magazines and iphone apps reviews, and take a closer look at what defines memorability and quality in game design. In this thirteenth part of the series we will examine some more of those classic moments where video game designers undoubtedly got it right and delivered a memorable, enduring and progressive gaming experience.

 

Serious Sam (PC) – Released in 2001 by Croteam, Serious Sam (SS) caught the video game world completely off guard. Players had no way of knowing about the completely ridiculous and over the top nature of the game until they experienced it for themselves. Featuring more simultaneous on-screen enemies than just about any video game before it, SS was a refreshing entry in what was becoming a rather stale genre. Rather than take part in the increasingly popular tactical first-person-shooter (FPS) landscape, SS made the experience all about mere survival against endless waves of enemies. A game of the year winner across many respected video game websites and publications, SS clearly connected with its target audience. Although not perfect – higher difficulties can be brutally frustrating and the enemy selection is a bit on the low side – the game provides incredible amounts of frantic fun, especially when played cooperatively.

 

Attempting to single out an element of SS for focus is a bit of a challenge. The game is incredibly solid, but does not have many singular features that demand notice. However, anyone who has played the game would likely mention the same feature – its absolutely insane amount of on-screen enemies. Now, it must be stated that the mere presence of massive armies of enemies is in no way a recipe for success. SS succeeds because it adds well designed weapons and environments to these intense, large scale battles. The developers took good care to always give the player ample room to maintain distance from the oncoming hordes, and sufficient ammo to take them out. Much of SS is played in retreat mode, as the player attempts to put sufficient distance between themselves and the constantly charging enemy forces. If the game had been just a bit more claustrophobic, it would not have succeeded. Instead, the game is littered with epic battles on huge, wide open landscapes. Enemies attack from both land and air and the player must constantly be aware of their surroundings, or face certain death. Battles come quick and often, but are followed by short breaks where the player can rearm themselves for the next encounter. Brutal at times, yet rarely overwhelming, SS is a challenge of both skill and determination.

 

SS is just plain old fashioned fun, in every sense of the word. The weapon selection is more than sufficient, as enemies can be cut down with all matter of laser and bullet based weapons. Secrets are absolutely everywhere, but only if you take the time to seek them out. Boss battles are challenging and rewarding, and the story provides some solid laughs, if not much in the way of a narrative. Any FPS fan who has not yet experienced Sam’s adventure would be well advised to seek out SS and test their skills against one of the most frantic, silly, challenging and memorable gameplay experiences in the history of first person shooters.

Frank Taylor writes on behalf of AppsPatrol. He recommends you visit AppsPatrol for your iPhone App Reviews and iPhone Game Reviews.

 


Article from articlesbase.com

Tags: ColecoVision, Design, from, game, games, high, History, iphone, Marks, Part, Some, video, Water

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