Talk:Serious Sam II/GA2
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GA review
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Nominator: IceWelder (talk · contribs) 23:52, 2 February 2026 (UTC)
Reviewer: Nub098765 (talk · contribs) 00:07, 23 March 2026 (UTC)
Hi! I'll review this! nub :) 00:07, 23 March 2026 (UTC)
Review
Here, after hours of intense toil and review, is my review. (I'm exaggerating, if it wasn't clear. This is a great article and it doesn't need many fixes.)
1a. prose
I have a few ideas about the prose of this article:
- "In others, they must protected NPCs..." — I presume "protected" is supposed to be "protect"? nub :) 08:16, 23 March 2026 (UTC)</>
- "When one player finishes a stage and enters into the next, all other automatically follow along." — "all other" or "all others"? nub :) 08:16, 23 March 2026 (UTC)
- "The change to a cartooish art style and comedic tone were divisive among fans of the series." — "Cartooish." Sounds like an equally fun utterance, but alas, it isn't a word I'm aware of. nub :) 08:16, 23 March 2026 (UTC)
- "The game's tone was turned more comedic and cartoonish, being influenced by the externally developed Serious Sam: Next Encounter." – The passive construction makes this feel awkward to me. Perhaps you could shorten it to "The externally developed Serious Sam: Next Encounter influenced Croteam to give the game a more comedic and cartoonish tone."? Also, if I may, how<> was it influenced by that game? And why does it matter that the game was 'externally developed'? nub :) 08:16, 23 March 2026 (UTC)
- "Butts and Yahoo!'s Alex Pullman recognised the lower-quality enemies as a necessity for the numbers they are presented in." — The numbers they are presented in...in waves? On screen simultaneously? Why is that a necessity? So the game won't crash? nub :) 08:16, 23 March 2026 (UTC)
That's all on that front! Great job. nub :) 08:16, 23 March 2026 (UTC)
1b. MoS
Straightforward "yep". Complies with the MoS, I see no words to watch, the fiction is rightly marked and handled, and, even though this is a personal preference, I love that each and every paragraph is well-developed. Great job. nub :) 08:16, 23 March 2026 (UTC)
2a. list of sources
Uh, yes. Obviously. What kind of article doesn't have a list of references at the bottom of the page? nub :) 08:16, 23 March 2026 (UTC)
2b. reliable sources
Generally reliable. But, and I'm certainly not the most knowledgeable regarding pre-2010s video game article sourcing, so forgive me if I raise a dumb point, I would like to see justification for using these sources, which are either 1) not listed at WP:VG/S or WP:NPPSG as far as I know, or 2) listed at those places, but listed as unreliable or marginally reliable.
- Gamesplanet (ref 5) nub :) 08:16, 23 March 2026 (UTC)
- Seriously! (several refs in the 30s and 40s) nub :) 08:16, 23 March 2026 (UTC)
- Atomic (ref 40) nub :) 08:16, 23 March 2026 (UTC)
- GameMecca (ref 49) nub :) 08:16, 23 March 2026 (UTC)
- Beyond3D (several refs) nub :) 08:16, 23 March 2026 (UTC)
- HomeLAN (ref 56) nub :) 08:16, 23 March 2026 (UTC)
2c. original research
To check and make sure there is no original research in this article, I will conduct a spotcheck using Veracity. This table lists 29 random passages from throughout the article (19.7% of 147 total passages). These passages contain 50 inline citations (19.9% of 251 in the article). Generated with the Veracity user script. nub :) 08:16, 23 March 2026 (UTC)
| Reference # | Letter | Source | Archive | Status | Notes |
|---|---|---|---|---|---|
| Gameplay | |||||
| As Sam "Serious" Stone, the player traverses forty-two enclosed levels distributed across seven thematic episodes, starting on the planet of M'Digbo. | |||||
| 2 | b | hardcoregaming101.net | web.archive.org | Corroborates "the player traverses forty-two enclosed levels". | |
| 3 | pc.gamespy.com | web.archive.org | Corroborates "seven episodes" and "starting on the planet of M'Digbo". However, I do not see across these two sources Serious Sam's name being said. "Stone", from a cursory Ctrl+F, doesn't reveal any instances. | ||
| There are forty-two enemy types in total, | |||||
| 12 | a | Wand, Kelly (June 2005). "Son of Sam". Computer Games Magazine. No. 175. theGlobe.com. pp. 44–50. R… | archive.org | Corroborates the passage. | |
| 13 | ign.com | web.archive.org | — | ||
| a bird strapped with an explosive, homes at a nearby enemy when deployed. | |||||
| 6 | c | pc.gamespy.com | web.archive.org | Corroborates the passage. | |
| 22 | ign.com | web.archive.org | — | ||
| Other props, such as trees and buildings, are also destructible. | |||||
| 4 | c | gamesradar.com | web.archive.org | Corroborates the trees part. | |
| 26 | a | videogames.yahoo.com | web.archive.org | Corroborates the buildings part. | |
| Vehicles, such as the weaponed dinosaur and hovercraft, have unlimited ammunition and enable the player to travel faster. | |||||
| 2 | g | hardcoregaming101.net | web.archive.org | Corroborates the unlimited ammo part. | |
| 29 | a | pc.gamespy.com | web.archive.org | Corroborates the dinosaur and hovercraft parts. | |
| In multiplayer, the campaign can be played cooperatively with up to sixteen players in the Windows version and up to four players on the Xbox, either locally connected via System Link or online through the Xbox Live service. | |||||
| 5 | e | gamesplanet.be | web.archive.org | Corroborates the Windows version supporting up to 16 players. | |
| 32 | a | ign.com | web.archive.org | Corroborates the Xbox part. | |
| The Windows version additionally features split-screen multiplayer and a deathmatch mode. | |||||
| 2 | i | hardcoregaming101.net | web.archive.org | Corroborates the deathmatch claim. | |
| 35 | a | seriouszone.com | web.archive.org | Obliquely mentions split-screen, but never confirms that the Windows version explicitly has split-screen. | |
| Development and release | |||||
| The Croatian studio Croteam began rudimentary work on Serious Engine 2, the second iteration of its proprietary game engine, after completing Serious Sam: The Second Encounter in early 2002. With the finalisation of the Xbox compilation of Serious Sam: The First Encounter and The Second Encounter later that year, the entire studio of twenty-eight people shifted its focus towards the engine and Serious Sam II. | |||||
| 38 | seriouszone.com | web.archive.org | Well, "Admir"—the enigmatic spokesperson credited in this interview—doesn't say the studio only comprises those twenty-eight people, do they? The rest of the passage is corroborated. | ||
| Despite the latter, shadow maps were chosen over the more complex dynamically generated shadows. | |||||
| 42 | c | seriouszone.com | web.archive.org | Sure, yeah. | |
| The feature set eventually extended beyond what Croteam needed for Serious Sam II to entice potential licensees. | |||||
| 47 | beyond3d.com | web.archive.org | Yep. | ||
| Vehicles were to be the biggest addition over the predecessors, and the game was designed with seven episodes to have a longer playtime than the two prior games combined. | |||||
| 12 | c | Wand, Kelly (June 2005). "Son of Sam". Computer Games Magazine. No. 175. theGlobe.com. pp. 44–50. R… | archive.org | Yep. | |
| 49 | b | gamemecca.net | web.archive.org | Corroborates the vehicles part. | |
| ATI had supported Croteam in the development of the engine's 3D rendering implementation. | |||||
| 59 | bit-tech.net | web.archive.org | Yeah. | ||
| With no commercial level editor suitable for Serious Engine 2, Croteam chose to create proprietary tooling with Serious Editor 2. | |||||
| 62 | a | pc.gamespy.com | web.archive.org | Sure. | |
| Similarly, multiplayer voice chat and some vehicles were dropped late in development, while the final boss level was added "at the last moment". | |||||
| 50 | c | gamesplanet.be | web.archive.org | Multiplayer voice chat being dropped. | |
| 51 | b | gamesplanet.be | web.archive.org | Vehicles dropped and boss level being added "at the last moment". | |
| The company petitioned Guinness World Records to recognise the game for most displayed enemies in a video game, and it commissioned the comic book artist Greg Horn to produce 8,000 signed copies of an original print. | |||||
| 46 | b | Danish, Roger (August 2005). "Cover Story: Serious Sam II". Hardcore Gamer. Vol. 1, no. 3. DoubleJu… | archive.org | First part. | |
| 71 | ign.com | web.archive.org | Greg Horn. | ||
| Serious Sam II was released for both platforms in North America on 11 October 2005. | |||||
| 77 | 2kgames.com | web.archive.org | Yep. Sufficient. | ||
| 78 | gamespot.com | web.archive.org | — | ||
| 79 | ign.com | web.archive.org | — | ||
| A PAL version followed on 14 October. | |||||
| 80 | eurogamer.net | web.archive.org | Yep. | ||
| 81 | palgn.com.au | web.archive.org | Yep. | ||
| Reception | |||||
| Serious Sam II received "mixed or average reviews", according to the review aggregator website Metacritic, which calculated weighted average ratings of 74/100 for the Windows version and 72/100 for the Xbox release. | |||||
| 85 | c | metacritic.com | web.archive.org | Yep. | |
| GameSpy's Sal Accardo further felt that the game lacked the highlight battles and originality of the prior games, adding to its repetitiveness. | |||||
| 6 | g | pc.gamespy.com | web.archive.org | Page 1 corroborates the general "repetitiveness". | |
| 29 | c | pc.gamespy.com | web.archive.org | Page 2 corroborates the comparison with the prior games. | |
| Brett Todd of PC Gamer believed the level design too closely resemble other games of the time, although Van Leuveren called it "incredible". | |||||
| 15 | c | Todd, Brett (December 2005). "Serious Sam II". PC Gamer. No. 144. Future Network USA. p. 76. | I don't have access to this, so I will have to assume good faith. | ||
| 31 | d | palgn.com.au | web.archive.org | Yep. | |
| Gillen and Shuman considered them imaginative, of which Gillen welcomed the colourfulness at a time of many "brownish" games. | |||||
| 10 | d | gamepro.com | web.archive.org | Mhm. | |
| 16 | e | eurogamer.net | web.archive.org | Well, Gillen doesn't explicitly say "brownish". He says "You can have it in any colour, sir, as long as it's brown", which is much funnier. | |
| Hopper and D'Aprile furthered this, also positively noting the lighting, textures, and visual effects. | |||||
| 19 | d | pc.gamezone.com | web.archive.org | Yep, pretty straightforward. | |
| 27 | e | g4tv.com | web.archive.org | Mhm. | |
| Leeper found the physics frustrating when he struggled to stack boxes to reach a secret. | |||||
| 18 | d | xbox.gamespy.com | web.archive.org | Yep, and pretty amusing. How do you struggle for 10 minutes with crates?! | |
| Tan considered the vehicles unimaginative and poorly implemented, and the Official Xbox Magazine editors criticised their handling. | |||||
| 9 | c | cnet.com | web.archive.org | Yep. | |
| 11 | c | computerandvideogames.com | web.archive.org | Sure, but wouldn't it be more precise to describe how the OXM specifically criticised their handling, i.e., calling them "erratic"? | |
| According to Tim Wapshott of The Times, "the experience is convincingly upbeat thanks to the game's droll sense of humour". | |||||
| 24 | b | entertainment.timesonline.co.… | web.archive.org | Simple enough. Yep. | |
| Conversely, Butts considered NETRICSA's comments "genuinely funny" and Helgeson described character dialogues as "loveably cheesy". | |||||
| 34 | g | ign.com | web.archive.org | Yep. | |
| 90 | b | Helgeson, Matt; Miller, Matt (November 2005). "Serious Sam II". Game Informer. No. 151. GameStop. p… | archive.org | Yep. | |
| Leeper commended the use of audio cues, and D'Aprile and Todd described the soundtrack as "forgettable" and "unique", respectively. | |||||
| 8 | d | xbox.gamespy.com | web.archive.org | Straightforward "yep". | |
| 15 | e | Todd, Brett (December 2005). "Serious Sam II". PC Gamer. No. 144. Future Network USA. p. 76. | I don't have access to this, so I will have to assume good faith. | ||
| 27 | g | g4tv.com | web.archive.org | Yep. | |
| Legacy | |||||
| It was updated in June 2014 to replace the defunct GameSpy networking component with Steam's Steamworks. | |||||
| 96 | pcgamer.com | web.archive.org | Yep. | ||
| Notes | |||||
| "Clawdovic" is a reference to the Croatian name of the parrot featured in the Alan Ford comic book. | |||||
| 2 | d | hardcoregaming101.net | web.archive.org | Yep. | |
2d. copyvio
Earwig describes a violation as "unlikely", with the largest similarity being 22.5%, primarily proper nouns or a quote that was used. All good here. nub :) 08:16, 23 March 2026 (UTC)
3a. main topics
After a cursory Google search, I see no main topics that are omitted from this article. Nice job being comprehensive. nub :) 08:16, 23 March 2026 (UTC)
3b. unnecessary detail
Although this article is surprisingly large for its subject, there is no "unnecessary detail." Every sentence communicates a distinct, relevant fact. nub :) 08:16, 23 March 2026 (UTC)
4. neutral
Yep. Neutral as can be. I see no problems here. nub :) 08:16, 23 March 2026 (UTC)
5. stable
Come on, GA criteria. It's an article about an obscure game with the title "Serious Sam II". Not to demean the game, but come on. It's stable. nub :) 08:16, 23 March 2026 (UTC)
6a. illustrated
Yes, it is sufficiently illustrated. It has two images—perhaps the maximum number of images for an article this length and covering this sort of subject. Valid and detailed non-free use rationales are given. nub :) 08:16, 23 March 2026 (UTC)
6b. relevant media
Yes, the media is relevant—the infobox image clearly identifies the subject, and the gameplay image, well, illustrates the gameplay of Serious Sam II. nub :) 08:16, 23 March 2026 (UTC)
Overall
This is an incredibly well-researched and well-put-together article, I must say. I found only marginal problems with it, and they could all be rectified with a snap. Genuinely amazing job. I hope these suggestions can be of help, and I look forward to your response. Thanksya! nub :) 08:16, 23 March 2026 (UTC)