I'm curious how they'll design the levels. I played the first Serious Sam on PC, the second I picked up on the PS2 for cheap. The first is obviously considered better than the other, but why?
If people want to take what they've learned from the past two weeks Extra Credit's, how to play like a designer, consider the first Serious Sam. It was fun because it was a throwback to the old school Doom 2 style shooters, walking through narrow corridors and open rooms strafing and blasting enemies with shotgons, miniguns, plasma guns, and rocket launchers. But the most noteworhy feature was the massive open room encounters found as a sort of 'boss encounter' throughout the game. The first memorial experience coming maybe an hour into the game, where you're in a huge columned room and enemies come flying at you from everywhere. For Serious Sam 2 however, the design decision seemed to go something like "those big massive encounters really made the game, lets add way more!" Good idea in theory, but in practice when the game basically became one long sequence of massive encounter to massive encounter... it lost its charm and became rather dull.
So hopefully they learned from that and this next one will be more appropriately paced like the first.