fuNGoo: I've always liked the idea of the gameplay in Serious Sam more than the actual execution. It's fun to shoot all the hundreds of enemies onscreen, but the developers just do it with lack of style and polish in pretty much every aspect of design. The animations are subpar and uninteresting,
sound effects are weak, character models and design are amateurish, and the environments are just big open areas with no interesting flow or visual appeal at all.
Now you might (possibly, but i doubt it) have a point on all the others, but i thought the sound design on Serious Sam was amazing. Upon playing a superficially similar game last month (Painkiller from GOG) I realised quite how important that was.
Almost all the enemies had totally unique sounds, which allowed you to be aware of their position even when they weren't in view... essential in the midst of 1000 enemies. Plus the sounds told you about their distance, approach speed, etc.
The screaming of the headless bombers, the clippity-clop of the skeleton horses, the thundering hooves of the charging bulls, the mechanised noises of the walkers... it was VERY well done, imho.
It got to the stage where i could usually sidestep horses, bulls, etc.. just on sound alone.
Then painkiller tried to do the same thing, but they totally got the rhythm, pacing and most of all SOUND wrong. I'd find that somehow 50 enemies were right behind me and attacking me, but i'd never heard them come. Or i'd get hit by projectiles from behind that i'd never head launched.
I guess that's when i realised quite how important sound was to that kind of game.
(I'd also say that the graphics and environments were pretty WOW, at least the first time i saw them. And while the animation wasn't great, several of the enemies are iconically awesome, and the arenas actually have much better pacing and flow than you'd think. (again, something that the poor execution in painkiller highlighted). )
Some of the later battles are heart-stoppingly frantic and impressive too.... chaotic, but rarely out of control. I think it's harder to do that than you'd expect.