I cannot understand the need to cram everything into a tiny space like this when so much effort has been put into the gameplay. If you’re playing on tabletop mode, you and your buddies need good eyesight because those weapon icons are miniscule. It’s fine for the most part but I found myself constantly squinting at a 50” TV sat only a few metres away. The in-game text and menus are packed with information and options. Unfortunately, the ball has been dropped in one area of the game. It all gels together nicely and reveals the additional backdrop art in these spaces, demonstrating the extra level of care taken. Of course, this reveals yourself to the opposing team while you enter these structures, but they add another strategic element. The overlay disappears when you enter these spaces to allow you to see walls and ceilings while you crawl around. ![]() On any given terrain there are opportunities to hide or simply take shelter inside buildings. ![]() The particle effects are brief but look great against the 2D world. Especially when you factor in that there is an additional feature in Worms W.M.D.: buildings. Considering that these stages are usually procedurally generated, it’s impressive to see everything fit together so seamlessly. The worms themselves and drawn and animated cleanly and fit nicely against the levels. The new engine isn’t just a physics boost. It’s worth giving a mention to the art style at this point. They are fun diversions and have secondary objectives that any completionist will enjoy whiling away the hours with. Plus, bonus content is included such as an Escapists stage in which you need to reach a crate to prove your innocence. There is a reasonable number of levels, with unlockable additional challenges. The single player campaign is a series of one-off levels interspersed with some comical cutscenes. There’s nothing quite as satisfying as flinging worms to their watery doom I’ve never been a huge fan of the 3D incarnations because of the changing dynamics so this is an absolutely essential point that Team17 have nailed. The movement of the worms and weapons as well as the damage and recoil seem to feel so right. Those that have played the original games will feel right at home as the move to a 2D engine has brought the physics back in line to what made the franchise so successful in the beginning. If you want to hone those physics skills this is a great way to do it. Each tutorial has a rank and records your best time. These give you the lowdown on how to use the various weapons and tools found in your arsenal. And it’s a boat.Īll this can seem a bit overwhelming when you’re just dipping your toe back into the game which is why the tutorials are so welcome. The drillboat can carve up the underground in seconds. You can mount these and launch a shocking volley of rounds at any nearby adversaries. ![]() ![]() Alongside the vehicles there are a number of turrets that are placed on the map. When used correctly, these can be devastating to an unprepared foe. These allow your wrigglers to take shelter and traverse the terrain. There are random placements of tanks, drillboats and even mechs. may be looking to its roots for inspiration but it isn’t afraid to bring more crazy, over-the-top artillery to its stages. It’s not all the same game from the 90’s though. The difference, this time, is that instead of sitting in front of my friend’s PC taking turns with a keyboard and mouse you can now take the full Worms experience on the go thanks to the Nintendo Switch. It’s Worms and for the most part, the gameplay hasn’t changed a great deal since the original back in 1995. The world is a weird place when it’s run by Worms Your high-pitched warriors take it in turns to perform feats of physics-based weapon launches in the hope of annihilating the enemy team. pits teams of pink invertebrates against one another in a world inexplicably absent of humans yet loaded with ridiculously and comically over-the-top weapons.
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