‘Serious Sam VR: The First Encounter’ Is Fast, Frenetic, and Fun FPS Action With Full Locomotion

‘Serious Sam VR: The First Encounter’ Is Fast, Frenetic, and Fun FPS Action With Full Locomotion

Every time a new VR shooter is announced or shown off, people want to know if it supports full locomotion options. “Enough with the nausea hysteria!” comment sections cry out. “We want full movement with our joysticks and trackpads. It works for most people without making them sick in games like Onward or DOOM 3: BFG Edition, so why not all games!?” Releasing seemingly out of nowhere, Croteam and Devolver Digital have arrived to not only bring Serious Sam into VR once again, but also to deliver on the wishes of intrepid early adopters of immersive VR headset technology.

Earlier this year, Serious Sam VR: The Last Hope released on Steam Early Access, as well as on Oculus Home, to deliver one of the most intense, high-quality, wave shooters we’ve seen in VR yet. There is zero locomotion in that game — not even teleportation — and the entire experience can be played within your 180-degree front-facing view. Point and shoot; that’s about it. What it lacked in depth however, it made up for with a ton of gore and bombastic fun to push it through as a veritable good time.

Now with Serious Sam VR: The First Encounter, we’ve got something a bit different. For those unaware, let’s take a quick history lesson. The original Serious Sam game, known as Serious Sam: The First Encounter, released back in 2001. The most accurate comparisons you could draw would be to that of the Duke Nukem, Unreal, and Quake franchises. The games were all about speed, intensity, large arsenals of weapons, and lots of gore.

The Second Encounter followed it in 2002, with Serious Sam 2 releasing in 2005. The First Encounter and The Second Encounter each got remastered in HD in 2009 and 2010, respectively, before the release of Serious Sam 3: BFE in 2011. Fans are still waiting on Serious Sam 4 and there have been several spin-offs across a variety of developers and genres, but the core competenicies of over-the-top action, humor, and violence run true in them all.

When The Last Hope released earlier this year, it was met with positive results, even for a rather simplistic wave shooter. We came away quite impressed from our E3 preview and recent hands-on of the Early Access iteration. But today, Serious Sam VR: The First Encounter has launched in Steam Early Access as a full VR port of the 2009 HD remaster of the very first game. That means all of the single player campaign, the cooperative multiplayer, and the competitive multiplayer is fully playable in VR, with motion controllers, and fully functioning locomotion or teleportation movement.

In total there are 15 campaign levels to play through, 10 different weapons to choose from, dozens of enemies, and several different difficulty settings. On the multiplayer side of things, you can play with up to 16 total players in the campaign mode, or wave-based survival mode, as well as competitive matches. Competitive play consists of many classic match types, such as deathmatch and team deathmatch, last man standing, and capture the flag. That’s a lot of content to cram into a single release and may offer the most variety of any VR shooter we’ve seen yet.

Additionally, for the first time in the original escapade, The First Encounter, you can now dual-wield weapons. Two chainsaws, two miniguns, a shotgun and a revolver — whatever you want. You’re no longer limited to a single weapon as each tracked motion controller gives you firepower.

Since this is a fast-paced VR shooter, movement is a big talking point. With Serious Sam VR: The First Encounter, you can either choose teleportation-based movement, or full trackpad locomotion. Teleportation works much like it would in any other shooter you’ve tried, moving you in small increments. This is preferable if you’re prone to motion sickness, but in all honesty, if you are, then this is just probably not the best game for you.

When using the trackpad or joysticks for movement, it feels a little bit like you’re skiing across the ground. For the Vive, simply placing my thumb on either trackpad while holding my guns out in front of me would cause Sam to move in that direction. I could slide my thumb to the side or down to strafe and change direction. Rotation either up, down, or from left to right I was only able to accomplish by moving my head in 360-degree space. It’s a game that essentially requires at least a standing 360 space for optimal enjoyment, if not full roomscale to achieve the best results. Using the Oculus Touch controllers felt more natural, as the control stick was a much more intuitive movement device than the Vive’s inaccurate touchpad.

And since I’m not one that’s typically susceptible to VR sickness, it was surprising that I did feel myself start to get a bit dizzy at times. Particularly during multiplayer matches on levels like the Desert Temple, which feature a lot of launch pads, my legs got wobbly. But that’s what the optional teleport method is for. I also found it incredibly awkward to use the grip button to jump on the Vive controller.

During matches, players that were using teleportation movement often appeared to be glitching across maps when they were in fact just using their preferred teleportation method of movement. As a result, it was often difficult to track them while shooting, which felt a bit silly and unfair from the perspective of a player using full standard locomotion.

The core of the game is about what you’d expect from something that originally released 15 years ago. Levels are mostly linear with some hidden secrets here and there, enemies often resort to the ‘run directly at you while screaming, shooting, or exploding’ strategy of early 2000s AI technology, and the textures are flat and bland, even for something that was remastered in 2009.

Visually, it’s not the prettiest thing I’ve seen in a VR headset, but I don’t think it needs to be. Right now in the VR market, if you want a fast-paced shooter in the style of Unreal, Quake, or Serious Sam, there aren’t many options.

Most of the prominent competitive shooters on VR devices are either platform exclusives, such as RIGS on PS VR,  take place in space, such as EVE: Valkyrie, or feature an obtuse control scheme, such as Hover Junkers, or the teleportation-only format of Arizona Sunshine. Onward has full movement, but scratches a very different military simulation itch, and Battle Dome is more like Splatoon than an action-packed shooter like this. It’s a far cry from the breakneck speeds and gratuitous violence on display here.

What you’ll find with Serious Sam VR: The First Encounter is a 15-year old game with a relatively fresh coat of paint, new control methods, and the same rip-roaring intensity you remember. It’s not really new or inventive, but it fills a void that VR gamers have been craving for quite some time.

Serious Sam VR: The First Encounter is now available on Steam Early Access with official support for the HTC Vive and Oculus Rift with tracked motion controllers required. The full price is $39.99, but there is currently a 10% discount until 12/27. Additionally, if you own Serious Sam HD: The First Encounter on Steam, you can earn an additional 10% discount, as well as another 20% discount if you own Serious Sam VR: The Last Hope.

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‘Serious Sam VR’ Early Access: Like A Blast From The Past With A Modern VR Twist

‘Serious Sam VR’ Early Access: Like A Blast From The Past With A Modern VR Twist

When we first learned about Serious Sam VR during E3 2016 earlier this year, it came a bit out of nowhere, but at the same time it made perfect sense. We weren’t exactly expecting a VR adaptation of the classic gory shooter franchise, but that doesn’t mean his wise-cracking bombastic action felt out of place. In fact, it felt like a natural iteration of the franchise when we went hands-on with the rip-roaring slaughter fest for the first time.

Now that Serious Sam VR: The Last Hope is about to complete its jump to VR and release on Steam Early Access next week on October 17th, we took the time to dive back in for another go at the world Croteam built with the help of publisher Devolver Digital.

The Serious Sam franchise is a game series about action, gore, and over-the-top good times. The plot is often barely thick enough to make sense and the ratio of action to exposition is roughly 95% to 5%, give or take. After rolling through large levels full of hundreds of enemies, you’ll rest up by killing just a few more hundred enemies once again.

Now, the VR iteration retains a lot of that same DNA, but it’s in a very different package. At first glance, you’ll look at the screenshots and trailers and probably think that it just looks like “another wave shooter” and frankly, that isn’t an incorrect description. You stand in one place and all of the game’s enemies come charging at you from within your general 180-degree field of view. You can’t move around the environment like in Raw Data and you won’t have to spin around to shoot surprise enemies behind you like in The Brookhaven Experiment. My gut tells me the limited range of movement was a conscious decision to allow them to bring the experience to both the Rift and PS VR eventually.

Instead, in Serious Sam VR, you’ll literally be standing in one place and only face enemies that are funneled towards your location. It’s a bit restrictive, to be frank, and sometimes feels like a feature that you’d see in a separate, more robust full game, but it’s still fun.

Some enemies may get ambitious and instead of running directly at your bullets, try to come at you from the side, but for the most part you don’t really need to move your legs at all — just your head, arms, and torso. And for what it’s worth, you will move those parts of your body a lot if you want to have any success. It may be a relatively basic wave shooter, but that doesn’t mean that it’s boring or easy.

In the Early Access version of the Serious Sam VR, there are two planet missions to pick from: Earth and Pladeon. Each planet mission is broken up into four waves, each of which is in a completely different environment. After completing the first section with just your standard unlimited laser pistols, you can spend your cash that you earned buying new guns, refilling ammo, and regaining your health. By the time you reach the final area of a mission, you’ll likely have a mostly full arsenal of weapons to pick from.

Thankfully, just like any Serious Sam game, that arsenal is the real star of the show. You’ve got such a wide assortment of weapons to pick from, you could easily spend hourse replaying missions with different loadouts just to see what fits your playstyle best.

In addition to the standard laser pistols, there are shotguns, tommy guns, assault rifles, heavy laser guns, rocket launches, chainsaws, and yes — a minigun. The physically created prop that we detailed recently isn’t available for purchase, but it’s digital counterpart is in the game and it’s just as glorious to use as you’d hope.

Serious Sam VR is a relatively intense affair by all accounts. Even on the easiest difficulty setting, waves are relentless. You’ll quickly need to become accustomed to aiming with each hand, simultaneously, at different areas of the world, to take out enemies. There are few things that feel as badass as wielding a rocket launcher in one hand and a minigun in the other, pointed at two different enemies, lighting them up and spewing blood across the map. In this way, The Last Hope feels like you’re living out scenes from the cover art of previous Serious Sam games.

And that’s about it. Your fingers are gonna cramp up from squeeze the trigger of your Vive wands so many times, you’re gonna sweat from ducking and weaving out of the way of energy balls and rockets, and you’ll probably curse a bit when you get steamrolled by a horde of alien scorpions for the fifth time on the same damn wave. It’s simple and shallow, but it’s also intense and a hell of a lot of fun.

Serious Sam VR: The Last Hope releases onto Steam Early Access on October 17th, 2016 for $39.99. As the game receives updates, the price is expected to stay the same. Future updates will include more missions, environments, enemies, weapons, power-ups, and a skill tree.