Video summary
LGR - Serious Sam The First Encounter Review
Main summary
Key takeaways
Storyline (Serious Sam: The First Encounter)
- Set during a war involving an ancient, space-faring alien civilization.
- Sam “Serious” Stone is swept into the conflict and sent back in time.
- The fight continues through historically styled locations—specifically including ancient Egypt—where Sam must keep battling the alien threat.
- The narrative is intentionally over-the-top and “cliché,” prioritizing action over writing.
Gameplay Highlights
Core Objective Loop
- Move through the level’s paths
- Kill enemies
- Find/reach exits
- Progress until each level’s final boss
“Arena” Structure (Smash TV–like)
- Enter an area
- Doors lock → large enemy waves spawn
- Survive the onslaught → doors open
- Refill/resupply and move to the next arena
- Earn points and compete via a high-score table
Campaign Content
- 13 single-player levels plus 2 secret levels
- Single-player also includes training/test areas
Combat Feel and Weapons
- Designed to be relentlessly badass with a satisfying weapon arsenal:
- Pistols, shotguns, explosive launchers, energy weapons, and machine guns
- Reloading is mostly not a major concern, making sustained fire viable
- Movement emphasizes circle-strafing and aggressive positioning to stay effective
Enemy Behavior as the Challenge
- Monsters follow clear rules:
- Spawn timing, telegraphed attacks, and known damage/shot requirements
- Difficulty comes from massive enemy numbers at once, not complicated mechanics
- Levels vary in arena size and verticality to force you to adjust aim, dodging, and positioning
NETRICSA
- An in-campaign AI/menu system that provides information
- In this version, it doesn’t significantly reduce the nonstop waves
Humor / Voice / Pop Culture
- Sam’s one-liners and pop culture references (including examples shown in the video) are part of the charm
Extra Modes and Replayability
- Additional player model options
- “Hippie Mode” turns blood/gore into flowers/goodwill
- Multiplayer:
- Full co-op campaign or deathmatch
- Supports online, LAN, and split-screen
- Deathmatch includes only one map
- Modding tools allow creation of custom levels
Key Strategies / Skill Tips Mentioned
- Master circle-strafing to dodge while maintaining fire
- Use jump-dodging in tighter or more vertical arenas
- Learn enemy patterns (spawn timing and required hits), then apply that knowledge under overwhelming wave pressure
- Expect arenas to “reintroduce” familiar enemies in confined spaces or at different distances/heights—adapt rather than rely on one fixed tactic
Notable Criticisms / Downsides
Some areas can bog down the experience, including:
- Ugly underwater sections
- Levels that are too wide open, leading to wandering/boredom
However, these are described as relatively limited compared to the overall experience.
Gamers or Sources Featured (as stated/quoted)
- LGR (video creator/channel)
- Richard Gray / “Levelord” (referenced as an inspiration/quote associated with the game’s packaging)
- Duke Nukem 3D (referenced as an influence; tied to the comparison of “Sam becomes Duke Nukem”)
- DOOM / DOOM II / Doom (2016) (referenced as gameplay/structural influence and modern comparison)
- Quake (referenced as an inspiration)
- Sensible Soccer (mentioned in Croteam’s earlier history)
- Smash TV / Robotron (mentioned as comparisons for the arena-style gameplay)
- Unreal Tournament (credited as part of the set of games that helped the reviewer develop shooter skills)
- Indiana Jones (referenced via an in-game theme/whistling moment shown in subtitles)
- Gathering of Developers (publisher mentioned)
- Croteam (developer mentioned)