Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

Serious Sam 3 Ultimate
Fred-104 7 Aug, 2023 @ 10:54pm
My review of BFE Ultimate and what can be improved
I decided to play Serious Sam 3 Ultimate after having finished BFE Enhanced, which is really well done and what edited BFE campaigns should strive to be. After several playthroughs, I want to give a review of BFE Ultimate now.

Here's my list of things I liked about BFE Ultimate:
  • New weapons - What's not to love about the secret Ooze Gun or Eraser Gun? The Ooze Gun is just so satisfying to use on large groups of enemies, while the Eraser Gun is a nice alternative to the Devastator and Cannon.
  • Enemy wave design - I like the BFE Ultimate enemy wave design better than what the original SS3 did.
  • New music - The usage of music from both HD Extended and The Curse of Sekhmet was instantly enough to make me like this campaign. In fact, I actually like the TCOS Desert and Tomb music being used in Karnak - Unearthing The Sun much better than whatever music the BFE Enhanced Unearthing the Sun used. Just much more fitting if you ask me.
  • New maps - Another thing I enjoyed is the addition of 4 new maps, which look cool and are fun. Cousers District is a pretty interesting level with a lot of wide open areas, Suburbs is a small and fast level like the TFE Suburbs, Sphynx Yard has an epic red Dream Eater boss fight, and Gates Of Sethirkopshef reminds me of an amalgamation of Tomb of Ramses and a TFE deathmatch map.
  • Enemy variety - Can't go wrong with adding Soul Eaters to the maps, especially in tomb or underground areas. The addition of the enemy variants from the Ultimate Resource Pack is also pretty cool.
  • Dynamic time of day - This is yet another really cool change. Why did vanilla BFE never do this at all?

On the other hand, here is my list of things I did not like at all:
  • Difficulty balancing - Part of this comes from the excessive amounts of Armored Beheaded, especially from The Great Pyramid - The Silent Riddler onwards. The Armored Beheaded don't even stagger at all unless you use the Mutilator on them, and they take up to 5 more bullets than regular Beheaded. Why spam them? At least the AK-12 is more powerful than the regular Assault Rifle to help deal with the Armored Beheaded, but still. Another part of the difficulty balancing issue comes from the Scorcher, which will be discussed shortly below.
  • AK-12 - Not a really big issue, considering how much more powerful this weapon is over the standard Assault Rifle - it deals 14 damage, which is a nice improvement but not too much of a buff to make it overpowered. My opinion of this weapon was unfortunately soured by that Serious Sam Godlike mod which up until now I never knew actually tampered with a lot of stuff, both from the base games and from custom enemy and weapon resources. In this case, the Godlike mod ruined the AK-12 by nerfing its damage to 12. After unsubbing from that mod, the AK-12 is so much better to use now, but it could use a bigger magazine capacity of 60 rounds.
  • Scorcher - Why replace the Laser with this woefully underpowered weapon? I do like that it's a SS3-styled Flamethrower, but come on, it just doesn't feel right replacing the Laser with this weapon. The Scorcher is too weak to even effectively destroy large hordes of Kleers or Armored Beheaded without the player taking too much damage or getting swarmed by stronger enemies. I like a good challenge as much as the next guy, but the Scorcher has provided me a lot more frustration than I would have liked. Suggestion: make the Laser normally available in the non-DLC/non-new maps, replace the Scorcher with the XPMR "Burner" Raygun from SM (should still be normally available), and maybe add the SS4 Grenade Launcher as a normally available weapon for that bit of SS1/SS4 action.
  • Issues in DLC/new maps - The first DLC map has some issues: incorrect water saturation (0.69 instead of 0.069; also applies to second DLC map), weapons are not removed at start, and all gates are misplaced. Plus, if the player wants to do a "clean start" from Gathering Of The Gods, at least make the minigun normally obtainable in Born Again. Lastly, as stated above, the chapter info entities in the four new maps are not linked consecutively, which causes "Saves: 0/0" to appear in the statistics and may cause crashes upon load/save.
  • Broken Wings cutscene - The Bio-mech Major introduction cutscene in Broken Wings causes freezing. If skipped, all blood and gibs might disappear entirely for the rest of the level. These issues happen even on higher-end computers.
  • Broken final Khnum wave in the final level - The last Khnum wave in The Guardian of Time doesn't even spawn at all.

And lastly a minor issue, but a rather annoying one for those who like using Enemy Randomizer: if you have Enemy Randomizer on and you are subbed to the Thana's old Enemy Pack (Fusion) mod, there is a chance that the Terminator Arachnoid boss in Unearthing The Sun may appear as the Hangman and the boss health bar gets stuck at 100%. To fix this, change the Terminator Arachnoid's legged character entity name in the .wld file to ScorpBig_Boss to stop him from being randomized out. This video showcases the Enemy Randomizer glitch in Unearthing The Sun.


All in all, here's my verdict: BFE Ultimate is a great campaign, but it has several flaws that hold it back from being equal to, if not better than BFE Enhanced. At least it isn't BFE Devolved. Either way, I do recommend BFE Ultimate for those who get bored of BFE Enhanced and want a little different touch to the SS3 campaign. But if none of these issues are even going to be fixed anytime soon, fine, I WILL FIX IT ALL MYSELF.
Last edited by Fred-104; 13 Aug, 2023 @ 3:35pm