ABOVE: Davor Hunski
demonstrates
Croteam’s unique
mocap solution.
BELOW: I mean, this
is pretty much
everything you need
to know about Sam.
Serious Sam 4: Planet Badass
COVER FEATURE
BOT FRIENDS
How Croteam uses bots to test its games
1
Croteam built a bot to help it
test The Talos Principle. The
bot doesn’t solve the problems,
instead it learns the key points
of the solution from a human
and then plays them through,
reporting any bugs or oddities.
2
The bots can be set to move
at high speeds. A human
might take ten or so hours to
solve The Talos Principle
without any help, but the bot
can complete the same task in
just one hour.
While visiting this part, Croteam’s
head of music, Damjan Mravunac,
sang a sad song about not wanting to
go to E3 with the communications
team because of their merciless
ribbing about said unfinished studio.
Strumming along also helped him
keep his guitar out of the comms
team’s hands as its members
threatened to cut the strings in the
manner of siblings determined to get
a rise out of an older brother. Serious
stuff... Anyway, back to the hands-off
time I had with the game:
The demo deposits Sam ‘Serious’
Stone in the middle of the French
countryside. He’s about three
kilometres away from his target; the
town of Carcassonne. He heads to the
road and procures a motorbike by
blasting an alien who is busily
munching the bike’s original owner.
Moments later a charging werebull
sends Sam flying.
Soon after dispatching the
werebull I’m watching a horde
ambush Sam from all sides, running
towards him, flailing. If I had the
controls this is probably the moment
my muscle memory would kick in
and send me jogging backwards in
circles while lining up shots.
HORDE MODE
As the demo progresses we hear from
other survivors, one of whom chucks
a sniper rifle out of a church tower so
Sam can lend a hand disposing of
monsters. It’s a little after this that we
end up in that cornfield atop a
combine harvester, listening to a
jaunty banjo tune and mulching the
heck out of orange jumpsuited folk.
I figured that would be the
centrepiece of the demo. It’s
definitely emblematic of the
franchise’s daft shooteryness. But it’s
the next (and final) sequence which I
think will be the most tantalising – a
full army of enemies appearing over
the crest of a hill. My experience of
Serious Sam is of this omnidirectional
drip-feed of screaming jerks – this is
more akin to a Total War battlefield.
This charge is where the demo
ends, but the uptick in scale speaks to
the scope of Serious Sam 4. Croteam
says that the game will feature the
biggest individual levels the franchise
has ever had, and that this and a new
terrain engine will support the epic
battles which the demo hints at. As
Alen Ladavac, Croteam’s chief
technology officer and the lead on
Serious Sam 4, tells me: “Terrains are
not just rocks and flora, but a
stomping ground for the brand-new
feature – Legion System – that can
render hundreds of thousands of
enemies in a single scene. So we can
have human armies clash with
Mental’s troopers in huge battles.”
This change in scope is part of the
‘Planet Badass’ theme of the game.
3
The reports are marked by
putting pins in the level
with text to explain the issue.
Devs can then easily see when
an object is falling through the
floor, a door won’t open or a
tree is floating in midair.
4
The bot for testing Serious
Sam works similarly, but
it’s smarter. Croteam points out
that it can play the game better
than humans, so if it dies before
finishing a level then the team
knows the difficulty is too high!