Each time it’s a scientist’s turn, everyone on the team gets an additional five points of health, and defensive weapons like sentry guns and electromagnets are more powerful if created by a scientist. They move slowly and can’t jump to save their lives, but can deal and absorb more damage. ![]() “As you’d imagine, the heavies are the flipside to that – these guys are tanks. On the flipside, they do the least damage with their attacks and are lighter, so are knocked around a whole lot more. They’re also more responsive to control when jetpacking, can fall greater distances without taking damage and even have other perks like longer reach with their ninja ropes. Scouts are far more agile than any other class, for instance, moving faster and jumping further. The differences are immediately noticeable. The basic worm is now known as the Soldier, and he’s joined by the Scout, Scientist and Heavy. The biggest change to the series, however, is the introduction of classes. It’s a fun idea, but weapons like the water pistol, water bomb and water strike are harder to use effectively than more traditional weapons, and just don’t have the same oomph. Worms that are underwater take damage every turn, but can use new utilities like the plug hole to drain the liquid. Dynamic 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. Greater fragility might have made these objects more fun. 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 did read 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.
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