Greater fragility might have made these objects more fun.ĭynamic water has also been introduced to battlefields, letting players do things like blasting a hole in a pocket of water to send it cascading into the map, hopefully washing away some enemy worms in the process. It’s also frustrating that, say, a tin of lighter fluid or a glass flask can absorb a direct hit from a bazooka. Repositioning them is generally more trouble than it’s worth, however, while damage they’ve taken isn’t as clearly communicated as it could be. These can be moved around with certain abilities (such as telekinesis) and after taking enough damage will either explode or release noxious gas/water, or both. First up, battlefields now feature physics objects, like zippo lighters, glass flasks etc. So what does Revolution bring to the table? A fair bit, actually. When things go horribly, comically wrong – as they regularly do – the chain of events has to be clear. These battlefields must be readable at a glance they need to be presented cleanly, so that players can focus on how best to use the environment and their remaining cache of weapons and abilities. There’s also a reason that it settled back into 2D after its flirtation with 3D gameplay. In short, there’s a reason Worms has been such an enduring part of the gaming landscape. And yes, you didread that right – ninja ropes. A more evocatively-minded reviewer would no doubt describe a series of gameplay snapshots: worms in jetpacks dropping sticks of dynamite on enemy heads hand grenades setting off chain reactions of explosive barrels which then rain napalm down onto survivors super-weapons destroying huge chunks of the environment rockets arcing across the map near-dead worms teleporting to safety or retreating into the earth worms ninja roping across caverns uzis spraying shotguns blasting old ladies, erm, exploding concrete donkeys… doing massive damage. So that’s the boring, clinical way of putting it. Making the most of each move is easier said than done. The gameplay is turn-based, with each player having a short amount of time to move one or more of their forces and attempt to take out the opposition. Two or more teams of worms are randomly positioned on a map, each with the same toolbox of weapons and items. Worms has always been something of a sandbox experience at its core, you see. Oh sure, the presentation has always been colourful, and the tone comedic, but make no mistake, victory on this battlefield requires skill and tactical nous. For 17 years now, Team17 has been pitting worms against one another in deadly warfare.
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