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CVG| Information

  developer Croteam
  publisher 2K Games
  engine Serious Engine 2
  released October 11 , 2005
  genre First-person Shooter
  modes Single Player , Multiplayer
  ratings ESRB : Mature (M)
  platforms PC ( Windows ), Xbox


''Serious Sam II'' (or '''''Serious Sam 2''''') is the full sequel to '' Serious Sam '' and was released on October 11 , 2005 in North America . It is built on a new version of the Serious Engine known as " Serious Engine 2 ."

''Serious Sam II'' was officially announced in mid-April and showcased at that have been released , in which the vibrant colors and wide-open spaces that characterized the previous games can be seen.

The game features sixteen player online Co-op play for the PC, while up to four people can play via Xbox systemlink or Xbox Live . While the game will not ship with any other online gameplay modes, Croteam said they plan to release a patch which adds in Deathmatch support {Link without Title} .


DEVELOPMENT

Develpoment of Serious Sam II started in the middle of 2003 with the decision to build it on a new engine and plans to relase the game in the second quarter of 2004 (later pushed to the 2nd half of 2004).

Weekly reports became bi-monthly and monthly (while becoming more technical) after that and stopped completely after August because Croteam's publisher didn't want any new information to be released.

Finally, in April, the game was officially announced. The release date was pushed back into fall of 2005. In May, Serious Sam II was previewed at E3.
On October 11th Serious Sam was finally released for PC and XBOX.
The developers said that because of the lack of time, a big list of features were cut.


NON-PLAYER CHARACTERS (NPCS)

Serious Sam II features several different kinds of Non-player Character s:


Simbas

Simbas are the only race, besides Gurrs, that inhabit planet M'Digbo. They are a blue skinned, friendly nation that usually gets in trouble just because they welcome their visitors with a big smile. Many civilizations and armies exploited their natural and man-made resources as Simbas never tried to strike back or defend their planet. But, there is a reason behind this phenomenon. The Simbas have a strong religion and an occult witchcraft, which predicted "The Coming" - an event that will end the days of misery. It involves a stranger and Kwongo, one of their biggest gods.

Being oppressed for most of their recent history, the Simbas are still stuck in the Stone Age.
However, under the tyranny of Mental, many cities emerged, the biggest of them being Ursul. Ursul was used as Mental’s headquarters and many diseases of modern mankind were brought there - casinos, red light districts, prisons…all of which corrupted the Simban way of life.

As mentioned before, Simbas live in tribes, or very large family communities. They share a strong family bond so the hierarchy is usually set up in this manner.

The Chief, or the most dominant male, is at the head of the tribe. However, he is usually counselled by family elders, appropriately called Shamans. Much of the Simban contraptions come as a result of the Shaman’s reinterpretation of things they see or learn from other civilizations.

Below Shamans and Chieftains is the rest of the tribe. Only the males are divided into workers and warriors. They can be easily distinguished, as the Warriors wear war colours on their faces.
Female Simbas are usually in charge of the households, raising kids and preparing food.
Up until recently, Boongans (or Sundays) were usually celebrated with roasted Kleer and potatoes. But much has changed.

You should make good use of most of the warriors, as well as workers as they will supply you with health, ammo, guns or even pick up a weapon to fight by your side.


Zixies

Zixies are a tribe that inhabit the planet Magnor. Similar to Simbas, they live a simple and primitive life somewhere in the forests of Deadwood. But unlike Simbas, the Zixies choose to live in harmony with nature. They used to share the planet with one of the most technologically advanced races in the Universe, the Jets-Dudis. This symbiosis proved to be very useful, as the Zixies supplied fresh plants, clean air, and infinite amounts of wood, while the Jets-Dudis proved to be solid protection from any aggressors. In addition to that, the big swamps and thick woods offered enough privacy and a hiding place from menacing predators.

However, Mental eventually found his way to Magnor and practically wiped out the majority of Jets-Dudis who tried to resist. The survivors, who escaped, never looked back, leaving the Zixies unprotected and all alone. The tribes moved deeper into the forest so their exact whereabouts are unknown, even their existence is not positively confirmed.

The tribe is also led by a Chief, but in this case it is usually the oldest and wisest man.
The younger members of the tribe collect food, which is actually very difficult to find around smelly swamps. That explains their large noses, as they sniff around in search of edible plants and fruits.
Zixies do not have warrior units, but make no mistake about it - they WILL pick up the weapons left from the enemies and join you, so make good use of their strengths.


Chi Che

Unlike the previous civilizations, the Chi Che actually made a lot of progress in their society, building large cities, squares and streets. This would be quite a confusing fact, because of their small stature, if it weren't for a BIGGER explanation. Prince Chan, a 50 ton baby-boy, was placed as ruler by Mental. He is actually the direct offspring of the Ugh-Zan Clan, but heavily subjected to plastic surgery, to look similar enough for the Chi Che to accept him as their god. As one of Mental’s dearest experiments, a lot of technology from Sirius was given to Chi Che as well as advanced architecture that could withstand Chan’s growth. Electricity, amusement parks for Chan to play in, bright colours and huge environments were all presents from Mental, which actually gave the Chi Che a good boost climbing the evolutionary ladder.

It’s been 2036 years since Chan took control, but he is still in his infancy. A long time has passed since Chi Fang’s original ruler Yengh, from the house of Sakamoto, was overthrown and eaten by Chan. Only the oldest members of the society still remember him. That’s why most of the Chi Che people take Chan as their only god and Ruler.

There’s no special hierarchy among the Chi Che, only the Elders and the Common, who mostly serve as a working class. Kung Phews, another race, originating from Chi Fang - but heavily modified by Mental - serves as defense and army units.

Do not expect much help from the citizens, as they are terrified of Chan, who regularly eats about a dozen of them for breakfast, but you can be sure they won't mind you blowing Chan to bits and pieces.


Elvians

The cities of Ellenier are based on rock and roll, high heels and glittering glamour. The capital Kingsburg, is located on the eastern side of the sea. Its townsfolk, the Elvians, are the most advanced race in these parts of the galaxy, and much of their civilization lies on hedonism and appreciation of music.

Ruled by, simply, The King and his royal suite, the Elvians are a relaxed and peaceful nation. Law and order are maintained by the King’s Royal Guard, as well as the King’s henchmen. The members of the Royal Family consist of The King and The Queen, their beloved daughter Olga and a few other, but not very important, relatives. As the Royal Family do nothing all day, it’s a brilliant environment for plotting, accusing each other of treason, and generally being involved in immoral actions.

Below them live the peasants, merchants and other, more common people. You will find markets, street merchants and hustlers all over the town. There is a big Vegas University nearby, so do not be surprised to see students strolling around.

However, all this peaceful life comes at a cost. Mental’s minions are free to walk around, as well as another one of his bigger nasties - Cecil the Dragon. Cecil guards the medallion, and the townsfolk are required to give a monthly fee in grain, money and virgins.

As the Royal Family is too occupied by their life of luxury, there were never any initiatives to resist Mental or even reclaim the medallion. This leaves only you to do the job. Maybe you can get some help from the people, but don't count on it.


BOSSES

Here are the descriptions of the seven bosses in SS2.


M'Digbo

Boss: Kwongo
  • Preview: A giant gorrila, parody of King Kong.

  • Weapons: Brute force; no range weapons.

  • Weakness: Extremely slow

  • Brief history:Kwongo is a Simban god who is guarding the medalion pice of M'Digbo.He will hand it down only to the "Chosen One" a.k.a. Serious Sam after he proves himself worthy by defeating him in combat.



Magnor

Boss: Zumzum
  • Preview: A gigantic bee.

  • Weapons: Pollen bombs; acid spit and able to spawn Zumzum junior kamikazes.

  • Weakness: When there are no flowers nearby, Zumzum cannot regenerate.

  • Brief history:After the Exotech Larva failed to keep Sam from reaching the Babalonian portal (in the second encounter) Mental probably decided that it needed some improvements so Zumzum is most likely one of his best experiments. Such a monstrosity certainly couldn't live in a small, dark, stuffy room, like its predecessor, so it's only natural for it to be sent to a place like the Giant Junkyard of Magnor, where it could drink nectar and/or eventually eat a zixie or two.



Chi Fang

Boss: Prince Chan
  • Preview: A huge baby.

  • Weapons: Singing; "burp" attacks and punches.

  • Weaknesses: Slower than the player; can't stand the sound of the Holy Gong in the arena.

  • Brief History: Thought to be the last descendant of the Ugh-Zan clan of warlocks, Prince Chan was heavily modified to confuse the population of Chi Fang that he is human, after dethroning the original ruler.Probably with an ancient age, but also with the mind of a four-year-old infant, he is extremely partial to lollipops.



Kleer

Boss: Count Kleerofski
  • Preview: Huge kleer skeleton with a cloak.

  • Weapons: Launches fireballs and does melee rushes.

  • Weakness: Cannot regenerate after the destruction of main crystal in the arena.

  • Brief History:Kleerofski is a wizard indeed, but he also works in the circus, doing magic tricks. Among his duties is the black altar ritual, in which he prays to the gods of fortune and bone marrow.



Ellenier

Boss: Cecil the dragon
  • Preview: Rainbow Colored dragon.

  • Weapons: Fire breath and claws.

  • Weakness: Vulnerable to arrows shot from an arrow turret.

  • Brief History: Not much is known about Cecil, except he is an almost typical stereotype dragon.



Kronor

Boss: Hugo the Robot
  • Preview: Large robot with escape pod.

  • Weapons: Rocket launcher; laser cannon and a cannonball launcher.

  • Weaknesses: Shoots rarely and is vulnerable to helicopter missiles.



Sirius

Boss: Mental institution building.
  • Preview: Giant pyramid-like building.

  • Attacks: Kamikaze planes, fireballs, bomber planes, cannonballs, fighter planes and missiles.

  • Weakness: Slow, due to its size.

  • Note: Final boss in Serious Sam II



TURRETS

Turrets are the stationary defence machanisms used both by Sam and Mental's forces to defend areas, too large to be covered on foot.There are different types of turrets, according to the situation, the atmosphere and the operator.

Player-controlled turrets

Let's start with the PC Ts(player-controlled turrets). There are four different types, each with its own strong points and weaknesses.
  • Machine gun turret- It can be found only on M'digbo. This turret is very handy, when you're overwhelmed with small to medium sized enemies. It can rotate 360 degrees like all other turrets. Also, its twin machine guns have unlimited supplies of bullets, so don't worry about the ammo.

  • Energy turret- This turret is more common, as it appears on M'digbo, Magnor and Kronor. The energy turret is the excellent defence mechanism, when there are numerous fairly-tough opponents in a vast arena.It isn't that big a threat to aerial enemies though, as its charges fly too slowly, have zero homing abilities, and a low rate of fire, making it almost useless for battling flying foes.

  • Cannon ball turret- It's native to Ellenier and is surprisingly effective against aerial opponents, due either to the speed of the projectiles or to its firepower. Whatever the cause, use them wisely, as they're extremely rare, only two in existence.

  • Arrow turret- The arrow turret is the most rare turret in the whole game. There is only one and it is situated on the arena with Cecil the dragon. Also it's the only thing that can harm him, so do be careful-if destroyed you would have to jump around a lot until Cecil runs out of fuel.



Computer-controlled(enemy) turrets

You are not the only one who can control stationary defence mechanisms. These enemies will kill you in no time if you're not careful.
  • Energy turret- Like the other energy turret this one also uses charges, but is controlled by the enemy. An interesting fact is that its projectiles fly on a semicircle trajectory. Another thing to note is that they have to scan the player's position before firing.

  • Rocket launcher turret- This is a tough nut to crack, because its missiles have slight homing abilities. The best weapon for it is the rocket launcher or a sniper rifle.

  • Cannon ball turret- Similar to the enemy energy turret, the cannon ball turret's projectiles also fly the same trajectory as the charges. The cannon balls are affected almost immediately by gravity. However, they do not appear alone.

  • Laser cannon turret- Although you'll never fight one of these, in an introduction to one of the final levels we can see Sam's plane being attacked by what appears to be a laser cannon turret.



EXTERNAL LINKS