Serious Sam 3 looks like a throwback to the action games of my youth: no cover system, huge levels, and an emphasis on all-out action. Spot a pile of ammunition in the middle of a calm street? Get ready for a swarm of enemies. Croteam, the game's developer, knows what works within the Serious Sam formula, and these are aspects of the game that won't be changed.

I recently had the chance to chat with Croteam CEO Roman Ribaric about the game's design, and it would be hard to find a man more at peace with the game his studio is creating. "Serious Sam 3: BFE is a culmination of everything we’ve learned from developing the previous games in the series, while also adding in some of the things that just weren't possible back in 2001 or 2002," he told Ars.

You don't need cover to have strategy

"The strategy found in a cover-based game like Deus Ex: Human Revolution or Gears of War is completely different from the strategy at play in Serious Sam games," Ribaric said. "In Serious Sam 3: BFE, the player's decisions are based on quickly assessing a situation where there are dozens of different enemies charging your position and the player has to prioritize targets and choose the most effective weapon from the arsenal. This must be done quickly, as there is little room to hide and the enemies certainly aren't taking cover either."

This sort of frenzied assault makes a Serious Sam game special, he said; adding anything else to the core mechanic would be doing the franchise a disservice.

Having said that, Ribaric also pointed out the changes made to the new game. "The first gameplay update fans will notice are the new melee attacks that can be used against small to medium sized enemies," he explained. "These quick moves, along with the sledgehammer weapon, come in very handy when the player is overwhelmed by a large group of enemies and needs to make a little room."

Sprinting is the other big addition, which is important in a game where the largest level is twice the size of the largest level in the previous Serious Sam game. Those large levels are important, as the game will ship with the ability to play with up to 16 players in co-op mode.

"There are definitely unique factors we have to take into account when designing the campaign levels, since there might be one gamer battling through alone or 16 panicked gamers running around like mad men firing off cannons in all directions," Ribaric said. "The Serious Sam games have always focused mostly on large open battlefields that are definitely more conducive to a scaling number of players, but at the same time some of the interior temple or catacomb levels need to account for big groups playing at once."

This isn't a simple task, as everything from enemy counts, item placement, and width of the game's corridors needs to be taken into account when you scale up to that many players. People may describe Serious Sam as being big and dumb, but it takes a whole bunch of smarts to make something this crazy.

The game also occupies an odd space in the industry as a digital-only release that's more expensive than many games that launch on services like Steam. Serious Sam 3 will initially appear for $39.99, and earlier this year Epic Games' Cliff Bleszinski had harsh words for games that weren't either big-name event launches or quirky indie games. "I'm going to go on the record and say that I believe the middle class game is dead," Bleszinski said during his talk at GDC. It almost seemed as if he was taking a shot at games like Serious Sam 3 and Hard Reset.

Ribaric thinks the criticism is misguided. "'Middle class' games were almost dead, but luckily, Valve's Steam came to rescue," he told Ars. "Steam is not just bringing them back to life, but it's also giving them extra blood, via good royalties, to make them stronger to stay alive and compete for a long, long time."

We had one last question: at a time when even Duke Nukem can only carry a few guns at a time, how does Sam carry every weapon in the game at once? "Pockets," Ribaric explained. "Seriously deep pockets."