No
 cover. All man. So reads Serious Sam 3: BFE’s macho tagline. Those 
other shooters you’ve been playing? The ones that let you hide behind 
things? You were playing a coward. You had formless voxels where your 
bump-mapped man-genitals should have been. Serious Sam despises you and 
your modern FPS standards, in a fun way that’s sometimes difficult to 
appreciate as intentionally ironic.
As with the previous games, this is an FPS that prides itself on 
bedlam and ultraviolent, large-scale carnage versus tens of thousands of
 streaming, screaming monsters. It’s defiantly old-school PC in tone.
Even Sam’s motion feels weirdly outlandish as he scoots in all directions like a hyperactive ghost, nimble and carefree. This despite carrying a dozen different kinds of weapon, from sledgehammer to shotguns, miniguns, rocket launchers and a leash weapon obviously ‘inspired’ by Bulletstorm.
Even Sam’s motion feels weirdly outlandish as he scoots in all directions like a hyperactive ghost, nimble and carefree. This despite carrying a dozen different kinds of weapon, from sledgehammer to shotguns, miniguns, rocket launchers and a leash weapon obviously ‘inspired’ by Bulletstorm.
Enemies spawn in their droves, from cyclopic fanged gorillas and 
skeletal chain-chucking horses to giant scorpions with miniguns for 
arms, and headless, sprinting, bombfisted kamikaze soldiers.
The latter are particularly obvious above the mayhem thanks to their 
rapidly approaching, unending screams. Each kind of enemy has its 
distinct movement and attack patterns, its own audio cues and 
weaknesses, and it’s in prioritising the most dangerous – picking them 
out of a clattering bunch of 50 or 60 foes – that challenge lies. Of 
course, challenge also lies in the scarcity of ammo, the lack of 
regenerating health (on anything above the easiest two difficulty 
settings) and the unforgiving relentlessness with which its developers, 
Croteam, inundate you with angry creatures.
So hooray that the campaign is playable in anything up to 16 player 
co-op, and although the population of enemies is adjusted to match, the 
proceedings are decidedly more relaxed when played this way. You respawn
 on death, for example, rather than having to restart from your last 
save. Alternative game modes allow you to enforce a lives limit if you 
want to maintain some risk of adversity. Either way, Serious Sam is at 
its most gratifying in co-op.
Survival mode is a distillation of the form, pitting you and (if you 
like) co-op buddies against waves of increasingly tough enemies in one 
of two arenas.
Despite introducing a Duke Nukemlite plot as shlocky as it is 
charmless, the singleplayer campaign feels like a lingering, grudging 
concession. A heavily templated and mazelike series of levels into which
 the meatpaste of Serious Sam’s sublime and pure death arcade has been 
pumped. There are a few moments of beautiful design: the occasional 
genius placement of a surprise onslaught of kamikaze soldiers, the 
triggering of a shrewd mousetrap. There’s little beauty in the visuals 
though, somehow greyer and less expansive than 2005’s second Sam. It’s 
left to some swanky new particle effects to impress us.
The return of Serious Sam’s most familiar weapons and enemies, at the
 expense of much new content, will just as likely leave you exhausted as
 elated. But if you felt even vaguely like fist-pumping upon hearing the
 tagline ‘No cover. All man.’ give Serious Sam 3: BFE a punt.
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