

The game offers many checkpoints, but when death occurs, it respawns Sam a bit back with little to help him succeed, expecting the player to simply figure out what they did wrong. When everything hits, the fighting gets rough. More enemies come, stronger ones start rushing Sam in packs, and the various types of enemies mix to create more of a challenge. Things can get difficult after those first few sections.

The main game isn’t very long, depending on the difficulty the player chooses and how much they die on the larger encounters, but for those who enjoy the gameplay, it won’t take much encouragement to go back through the game again. Sometimes the side quests are tougher than the main encounters, and they aren’t always rewarding, but select ones are how Sam gets extra upgrades for his weapons. There are main story objectives, which are noted by yellow markers, and several side objectives, shown with blue symbols.
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I enjoyed the talents as well, when I could find the points to upgrade them, and using those along with Sam’s growing arsenal is a pleasure. Not a deal-breaker by any means, but it felt like a light bit of railroading. The enemies I thought I had skipped simply rushed me a few moments later while I was still finishing off the first group and rolled over me. In several areas, the designers wanted the player to approach a large group of enemies a specific way, but trying to find a way around them or a different path of assault wound up in disaster. A more substantial complaint I have is how the game doesn’t seem to reward creativity. The weapon wheel can be a bit annoying at first, sticking or not pulling up the highlighted item, as well as having a small glitch where I couldn’t immediately turn left or right for a moment after exiting that menu. The controls are tight, standard for the first-person shooter genre, and easy to use. The weapons are fun and some of the boss fights were nice and hectic, keeping me engaged and satisfied to reach that calm after a big battle. I was never bored and nothing felt truly monotonous, even fighting the same enemies over and over again. It may seem repetitive to some: enter area, shoot everything, cross the threshold into a new zone, run away and shoot again, with the occasional vehicle or mech section to try and keep things inspired. What Serious Sam 4 provides is some badass action. The world has been overrun by an evil alien dictator and the player is going to take control of Sam Stone to make sure he and his team can make them pay. Other than this giving the developers, Croteam, the chance to play with some different characters, there isn’t too much to note. As someone who has played every main title in the series, I figured this had to be some sort of alternate reality or reboot, but it turns out we’re just in a prequel. For those scratching their brains, trying to remember if they’ve ever played one of these before, you’ll remember it as soon as that first horde of guys with bombs for hands comes screaming toward you in Serious Sam 4.
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It’s a franchise that tries to throw as much as it can at a player and gives them just enough equipment to get out of the situation by the skin of their teeth.

It’s ridiculous, slightly absurd, and just a touch to the left or right of being truly great.
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The Serious Sam series is anything but - that’s the joke.
