Serious Sam: Shatterverse Steam Playtest (Orphan Sam)

And now we get to the alternate characters. Each character has an active ability, which is like, fine, but I really wish each character had some sort of passive ability that'd help them stand out a bit more. Orphan Sam (also called Samira or Sammy), is okay. The active ability feels noticeably worse to use than Retro Sam's, as it seems like the same kind of power (a deployable trap) seemingly without the ability to use it as a turret (which is what I was largely using Retro Sam's decoy for). . . . So something I did want to bring up last time but ran out of space for, I think the weapon switching is a bit too slow in this game. Game seems to be going for a more fast-paced thing and the weapon switching being so slow feels a bit awkward. It's not like, a huge problem I guess, but still. . . . Also, I mentioned I would be circling back to some of my nitpicks with enemy/boss design, here we go. Elite Kamikazes are the single worst enemy in this entire game, by far. I genuinely don't know why they would decide to give that enemy so much health, as it makes it borderline impossible to kill in most runs before it closes the gap. This is an especially heinous problem with the Inverse Sam fight, as shown in this video. This almost feels like the kind of enemy that should be restricted to the Multiverse Anomaly run modifiers and not be seen in regular runs, or be some super rare 'pseudo boss' style spawn in the game compared to other elites. As it currently stands though, this single enemy made me want to stop playing this game in its entirety at various points. . . . Continuing with the Kamikaze stuff, there seems to be some weird movement issue with the Kamikazes specifically that causes them to teleport around randomly rather than run at the player (might have something to do with their interactions with slopes and stairs, not sure). This is probably the worst bug you can have on an enemy like this, as a good amount of the time they'd do this teleporting thing and blip right in front of me. . . . Also, remember how I said I liked the environments? There is one major exception to this. I absolutely despise the S.S. Infinite. The levels I've played are either "long hallway with a billion enemies", "big room with a billion enemies", or "big room with a billion enemies, but also a spinning laser trap that lingers for the entire fight", we will get more into that last one in the next run, because the footage is required for context on just how awful that room is. Also, I am about 80% sure that the Propaganda Core level can be used to farm elites for weapons and stuff. I'm not entirely sure how the infinite Gnaar spawning mechanic works, so I'd need to mess with it to confirm. . . . Anyway, I don't really like the Alpha Revolver. The way the weapon description made it sound was that it would have the same single-shot ability as the regular pistol, with an alt-fire that lets it burst-fire its entire cylinder. This is not what it does, and I'm honestly really disappointed in it.