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All the enemies have their own clear purposes in the game, and many encounters are carefully designed to force you to figure out how best to deal with diverse mobs, like having you survive against a giant monster throwing fireballs at you while a werebull won’t stop charging at you. It is unbridled chaos and you’re forced to deal with ridiculous odds, a legitimately unfair feeling game that’s so ridiculous that it puts a smile on your face even while you’re being juggled around by a horde of kleers, the charging alien skeleboys you can take out with a well placed double barreled shot, but become a huge problem in high numbers. What makes Serious Sam special is that it’s a spectacle. They’re less common on easier difficulties, but still tend to litter the field in high places towards the end game. The rest is being surprised by a dickishly placed Arachnoid and getting mowed by its hitscan chaingun. The majority of Serious Sam is moving backwards and holding the shoot button because if you don’t, you will die. This is good because there are so many monsters to deal with that you often want to be shooting all the time. It’s also worth mentioning that there’s no actual reloading in Serious Sam outside the colt pistols and the shotguns, and even those reload times are minor. Sam’s weapon set is basically a mix of classic DOOM and Quake weapons, complete with a shotgun, double barrel variant, rocket launcher, hitscan chaingun, energy gun that deal more damage than the chaingun but fires projectiles with travel time to take into account, and so on and so forth. Tourist mode is bugged in a few versions, though, so be aware. If that doesn’t sound like a fun time, the game’s two easy difficulties are much more manageable and still offer some challenge here and there during larger mobs, especially during the now infamous kleer alley. Serious Sam is an exercise in frustration on higher difficulties, but in a sort of charming way where you know the devs are absolutely trying to troll you. Or, sometimes, the sound enemies teleporting in sounds twenty times in a row and the game cheekily declares after that you found a secret.
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This is the sort of game where if you pick up a one point health pill, you could spawn a chunk of baddies who will give you a bad time, and it happens constantly.
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What it has instead of piles and piles of monsters and evil traps that would make The Plutonia Experiment devs cry a proud tear. The big difference between Serious Sam and the games it was inspired by is that those older games had map design.
STEAM SERIOUS SAM HD THE FIRST ENCOUNTER MODS SERIES
The series being a return to classic first person shooter design is an exaggerated reputation. Serious Sam: The First Encounter was a breath of fresh air in 2001, a return to the days of DOOM and the first Quake, switching from Half-Life‘s slower and story focused design for fast moving shooting and much gibbitude, brought to us by the Croatian studio Croteam. A man from the future, Sam has been sent back in time with the mysterious Time-Lock artifact to defeat a weaker version of Mental, an evil alien overlord trying to wipe out all of humanity. Warning: This article is going to get serious! It’s time we talk about the early 2000s king of B-games, Sam “Serious” Stone, alien monster slayer and savior of the Earth…or might be one day.