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''Serious Sam: Next Encounter'' is a FirstPersonShooter videogame developed by Climax Solent and published in April 2004 by [[Creator/TakeTwoInteractive Global Star Software]] and Gathering of Developers for the UsefulNotes/PlayStation2 and UsefulNotes/NintendoGameCube. It's a {{spinoff}} of the ''VideoGame/SeriousSam'' series.

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''Serious Sam: Next Encounter'' is a FirstPersonShooter videogame developed by Climax Solent and published in April 2004 by [[Creator/TakeTwoInteractive Global Star Software]] and Gathering of Developers for the UsefulNotes/PlayStation2 Platform/PlayStation2 and UsefulNotes/NintendoGameCube.Platform/NintendoGameCube. It's a {{spinoff}} of the ''VideoGame/SeriousSam'' series.

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* ColorCodedForYourConvenience: Ammo glows yellow, health red, armor blue, weapons green, and key items purple.



* ShinySense: Ammo glows yellow, health red, armor blue, weapons green, and key items purple.

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* InstakillMook: The Elephant Gunners are elephants with cannons instead of trunks, shooting massive cannon balls that instantly kill you on a direct hit. Thankfully there aren't many of them in the game, but killing them when they do show up is a top priority.



* [[DualBoss Trio Boss]]: The Hydra boss has three heads: one fires rockets, [[KillItWithFire one blows fire]], and [[EnergyWeapon one shoots a laser]]. They have to be fought at the same time.

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* [[DualBoss Trio Boss]]: The Hydra boss has three heads: one fires rockets, [[KillItWithFire one blows fire]], and [[EnergyWeapon one shoots a laser]]. They have to be fought at the same time.time and, although they share the same health bar, need to be defeated individually.
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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* [[DualBoss Trio Boss]]: The Hydra boss has three heads: one fires rockets, [[KillItWithFire one blows fire]], and [[FrickinLaserBeams one shoots a laser]]. They have to be fought at the same time.

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* [[DualBoss Trio Boss]]: The Hydra boss has three heads: one fires rockets, [[KillItWithFire one blows fire]], and [[FrickinLaserBeams [[EnergyWeapon one shoots a laser]]. They have to be fought at the same time.

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** And finally, the Arachnoid enemies from the first game are replaced with a new similar scorpion-like enemy with mini-guns for arms.

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** And finally, the The Arachnoid enemies from the first game are replaced with a new similar scorpion-like enemy with mini-guns for arms.arms.
** The new Atlantean soldier enemies behave very similar to the Zorg alien soldiers from [[VideoGame/SeriousSamTheSecondEncounter The Second Encounter]].

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* CanonDiscontinuity: Croteam has stated the game to be non-canon.



* TheEndOrIsIt: The game ends with Sam grabbing the evil Serious Sam Clone from the wreckage of the [[spoiler:Sirian Darklord]] and beam back to the present... only for the computer of the crashed Siran ship to then generate dozens more Evil Serious Sam Clones.



* FlunkyBoss: In a fashion similar to ''TSE'', the game puts Sam against [[spoiler:Diabloid]] and [[spoiler:Sirian Overlord]] with plenty of baddies in their respective battles.

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* FlunkyBoss: In a fashion similar to ''TSE'', the game puts Sam against [[spoiler:Diabloid]] and [[spoiler:Sirian Overlord]] Darklord]] with plenty of baddies in their respective battles.



* {{Nerf}}: The minigun has a noticeably longer spool up time than it does in the rest of the series.



* RunningGag: Each of the three eras have a spot where Sam remarks something in the level reminds him of when he met first/second/third wife and then lament that "it's a shame what happened to her" [[NoodleIncident without elaborating]].

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* RunningGag: Each of the three eras have a spot where Sam remarks something in the level reminds him of when he met first/second/third first/second/third/fourth wife and then lament that "it's a shame what happened to her" [[NoodleIncident without elaborating]].elaborating]]. Apparently, Sam is a serial widower.
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** Likewise, The Cucurbito enemies from [[VideoGame/SeriousSamTheSecondEncounter The Second Encounter]] are replaced with the new Porcine Beserkers.
** And finally, the Arachnoid enemies from the first game are replaced with a new similar scorpion-like enemy with mini-guns for arms.

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* ATasteOfPower: The first level has Sam spawning in with a minigame and a bucket of homing ammo, and lets you go to town against hordes of [[TheGoomba Dums-Dums]] in a large flat area. The level ends with Sam being beamed out of the coliseum and teleported elsewhere in Rome, where the game then progress in typical ''Serious Sam'' fashion.

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* ATasteOfPower: The first level has Sam spawning in with a minigame minigun and a bucket of homing ammo, and lets you go to town against hordes of [[TheGoomba Dums-Dums]] in a large flat area. The level ends with Sam being beamed out of the coliseum and teleported elsewhere in Rome, where the game then progress in typical ''Serious Sam'' fashion.



* RewardedAsATraitorDeserves: The description for the Kamikaze Marine Mark II explains that they originally were Sirian soldiers who willingly defected to Mental and were rewarded the deed by being locked and tortured in a dark dungeon.



* ScoringPoints: ''The Next Encounter'' has the most complex scoring system in the series. Players get extra points from chaining kills in short succession. If the player manage to chain 20 kills, then Sam enters a SuperMode where he moves much faster and gets 2 times the point value on every enemy killed, and then an additional increasing for the number of enemy killed when it ends. The end of level result screens also gives extra points for every enemy killed above the PAR count, every second under the PAR time and a fixed amount of points for finding every secrets in the level.

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* RunningGag: Each of the three eras have a spot where Sam remarks something in the level reminds him of when he met first/second/third wife and then lament that "it's a shame what happened to her" [[NoodleIncident without elaborating]].
* ScoringPoints: ''The Next Encounter'' has the most complex scoring system in the series. Players get extra points from chaining kills in short succession. If the player manage to chain 20 kills, then Sam enters a SuperMode where he moves much faster and gets 2 times the point value on every enemy killed, and then an additional increasing for the number of enemy killed when it ends.killed. The end of level result screens also gives extra points for every enemy killed above the PAR count, every second under the PAR time and a fixed amount of points for finding every secrets in the level.

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* ATasteOfPower: The first level has Sam spawning in with a minigame and a bucket of homing ammo, and lets you go to town against hordes of [[TheGoomba Dums-Dums]] in a large flat area. The level ends with Sam being beamed out of the coliseum and teleported elsewhere in Rome, where the game then progress in typical ''Serious Sam'' fashion.



%% * GangstaStyle: The Uzis.

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%% * GameplayGrading: Players are awared a Bronze, Silver or Gold medal depending on their score at the end of each level. Collecting golds unlocks bonus levels and other features.
* GangstaStyle: The Uzis.Sam holds the Uzis like this after sustained firing, although the effect is purely cosmetic.


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* ScoringPoints: ''The Next Encounter'' has the most complex scoring system in the series. Players get extra points from chaining kills in short succession. If the player manage to chain 20 kills, then Sam enters a SuperMode where he moves much faster and gets 2 times the point value on every enemy killed, and then an additional increasing for the number of enemy killed when it ends. The end of level result screens also gives extra points for every enemy killed above the PAR count, every second under the PAR time and a fixed amount of points for finding every secrets in the level.
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* BagOfSpillings: The games handles weapon retention in an odd way: While continuing from one level to the next will have the player retain whatever weapons and ammo they had collected up to that point, reloading a checkpoint or loading the level from the main menu will instead have the player start with a pre-defined weapon loadout, which often mysteriously lack guns that were mandatory to collect in the previous level. The more

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* BagOfSpillings: BagOfSpilling: The games handles weapon retention in an odd way: While continuing from one level to the next will have the player retain whatever weapons and ammo they had collected up to that point, reloading a checkpoint or loading the level from the main menu will instead have the player start with a pre-defined weapon loadout, which often mysteriously lack guns that were mandatory to collect in the previous level. The morelevel.

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it's not *quite* that.


* BagOfSpillings: The games handles weapon retention in an odd way: While continuing from one level to the next will have the player retain whatever weapons and ammo they had collected up to that point, reloading a checkpoint or loading the level from the main menu will instead have the player start with a pre-defined weapon loadout, which often mysteriously lack guns that were mandatory to collect in the previous level. The more



* NoGearLevel: ''NE'' has predefined weapon sets at the beginning of each level, which means that whenever you find a secret place with a new weapon, you have to exploit it '''now''' because you'll lose it by the end anyway. It gets more ridiculous between ''The Three Halls of Harmony'' and ''The Beast Beneath The Temple'' stages: on the first, you officially possess the cannon (it's not hidden anywhere), then it disappears heck knows where until the boss battle.

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* NoGearLevel: ''NE'' has predefined weapon sets at the beginning Sams loses most of each level, which means that whenever you find a secret place with a new weapon, you have his weapons when going from Rome to exploit it '''now''' because you'll lose it by the end anyway. It gets more ridiculous between ''The Three Halls of Harmony'' China and ''The Beast Beneath The Temple'' stages: on the first, you officially possess the cannon (it's not hidden anywhere), then it disappears heck knows where until the boss battle.China to Atlantis.
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* {{Atlantis}}: The third and final location (the first and second being respectively ancient Rome and feudal China). Here legendary Atlantis is represented as an AdvancedAncientAcropolis with {{Magitek}} aesthetics everywhere. Interestingly it's depicted as being under a frozen polar ice cap instead of being sunk at the bottom of the ocean, though the inhabitants are obligatory FishPeople and cyborg marine creatures (squid, crabs, etc). Also, it has the most gimmicky and varied levels in the whole game, as well as being the crash site of a [[AncientAstronauts Sirian spaceship]].
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* SprintShoes: Picking up roller skates allows Sam to move faster for a short period of time.
* SuspiciouslySimilarSubstitute: ''NE'' has gnaars replaced with Dum Dums, teethy green balls with two arms, similar to the ones you may find in ''II'''s M'Digbo. Not only are they hardly a threat either, they also come up in two flavours: walking and flying (with the second codenamed as [[Literature/AliceInWonderland Twiddle Dum Dums]]). They can't be invisible, however...
* [[DualBoss Trio Boss]]: The Hydra boss has three heads: one fires rockets, [[KillItWithFire one blows fire]], and [[FrickinLaserBeams one shoots a laser]]. They have to be fought at the same time.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ssne_box_art.jpg]]
%% [[caption-width-right:350:some caption text]]
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''Serious Sam: Next Encounter'' is a FirstPersonShooter videogame developed by Climax Solent and published in April 2004 by [[Creator/TakeTwoInteractive Global Star Software]] and Gathering of Developers for the UsefulNotes/PlayStation2 and UsefulNotes/NintendoGameCube. It's a {{spinoff}} of the ''VideoGame/SeriousSam'' series.

In the game, Mental attempts to get retaliation on Sam by creating a pint-sized evil clone of him. Going through ancient Rome, feudal China and finally legendary Atlantis, Sam fights against a cyborg gladiator minotaur, a mechanically modified three headed Asian dragon and the soul of a Sirian warrior fused with the spaceship to create a terrifying giant flying robot, before he eventually defeats and captures the evil clone.
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!! See also
* [[ShoutOut/SeriousSam The Shout Out page]].
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!! This game shows examples of:
* ActionBomb: In addition to the Beheaded Kamikazes, ''NE'' include a second version who still has his head attached, but wears a strait jacket, a hood with a painted-on smiley face, and lugs a giant stick of dynamite on his back.
* ATeamFiring: The Sniper Rifle deals less than a fourth of its full damage without the scope - this is {{handwave}}d as the gun being able to detect if the user has it in a proper aiming position and [[VoodooShark somehow slowing down the bullet if not]] so the recoil doesn't rip his arm off.
* BalanceBuff: Most of the guns have been boosted up significantly. For instance, the Shofield Pistols have a 12-bullet clip compared to the Colts' 6-bullet drum and can shoot as fast as their ''BFE'' counterpart. Rocket Launcher, Grenade Launcher, Flamethrower and Uzi Pistols support at least two types of ammo, with one being the "original" mode and the rest being gimmicky. But what really takes the cake here is [[GameBreaker the Sniper Rifle]] that takes down an Adult Reptiloid in two shots while zoomed. Needless to say, neither the original Sniper Rifle nor even ''NE''[='=]s cannon had such power.
* BilingualBonus: Present in a stealth form. The word "Reeban" as in the Reeban fishes is pretty close in pronunciation to a Russian word "ryba", which means "fish". Ditto for the Peelah chainsaw.
* {{Butterface}}: The Witch Harpies.
* CatchPhrase: ''NE'' has a couple of one-liners which occur every time Sam fights the werebulls, no matter on which level he is.
--->'''Sam:''' Enough of the bull already.\\
'''Sam:''' Ole!
* {{Cephalothorax}}: Dum Dums.
%% * CheckPoint
* CuteMonsterGirl: The Witch Harpies look this way from afar, [[ButterFace but their faces...]]
* DegradedBoss: The Alundran Highlanders are quite common in comparison to other games. In one very late mission, '''six''' of these guys appear at the same time.
* DieLaughing: The game has laughing gas as ammo available for the XOP Gas Gun. One spritz of this will cause any non-boss enemy will cause them to laugh uncontrollably and, if they're not attacked afterward, will simply run out of energy from laughing too much.
%% * {{Fireballs}}: Phoenixes.
* FlunkyBoss: In a fashion similar to ''TSE'', the game puts Sam against [[spoiler:Diabloid]] and [[spoiler:Sirian Overlord]] with plenty of baddies in their respective battles.
%% * GangstaStyle: The Uzis.
* HomingProjectile:
** Sam can shoot lock-on stuff, Homing Bullets and Heat-Seeking Rockets in particular.
** Common Alundran Reptiloids can also shoot homing projectiles.
* MeaninglessLives: ''NE'' doesn't have a lives system. Instead, dying at any point sets Sam back to the most recently activated checkpoint, less 5,000 points.
%% * MediumAwareness: Sam frequently shows this.
* MultiArmedAndDangerous: The Diablotaur has two biological arms (carrying a sword and a shield) and four cybernetic arms that fire off different weapons.
* NoGearLevel: ''NE'' has predefined weapon sets at the beginning of each level, which means that whenever you find a secret place with a new weapon, you have to exploit it '''now''' because you'll lose it by the end anyway. It gets more ridiculous between ''The Three Halls of Harmony'' and ''The Beast Beneath The Temple'' stages: on the first, you officially possess the cannon (it's not hidden anywhere), then it disappears heck knows where until the boss battle.
* OneHitPolykill: A zoomed-in Sniper Rifle shot can destroy several enemies.
* OneSceneWonder:
** The Serious Combine and Serious Submarine, both of which are only used in levels that have to be unlocked by collecting gold medals.
** There is exactly one red backpack to be found.
* PinballProjectile: There's ricochet ammo for the Uzis.
* RegeneratingHealth: Inverted, Sam's health and/or armor would drop if it exceed 100.
* RewardingVandalism: Taken literally in one early mission under the name of "Prohibition Bonus".
* ShinySense: Ammo glows yellow, health red, armor blue, weapons green, and key items purple.
* UniqueEnemy: Some non-boss mooks will be exclusive not only on a certain episode, but on a certain level as well, unless they make their ''only'' reappearance in The Lost Levels section. Several of these include Elephant Gunner, Wicker Man, Dib Dib Dum Dum, and Phoenix Bomber.
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