Yup,
been disconnected unfortunately as I move into a new house, but that
won’t stop me. I typed this up online, and have been enjoying some
new games raw off the disc. That said, be aware my experience across
most of these games have come without updates and I’m not sure what
was rushed out with a patch later mentality or changed up later.
Worms
All I’m left to say is… it’s about damn time. You’ll have to
excuse me, as I know this will end in a rant that has me getting
something off my chest that nearly became it’s own article. Team17
has run worms into the ground. I don’t mean that in a way to say
the series was stale, but rather they constantly flooded the market
full of sub-par offerings of it with some excuse or gimmick proudly
at the front instead of actual reasons or positive features. The
games themselves, and the future of the franchise, felt dead and yet
dragged out every year to shoot some more. On top of that, the
sub-series I love (the 3D worms) haven’t been made anymore, and the
HD remake screwed up in one of the basic fundamental concepts it was
supposed to be offering. Ever since Worms World Party on down, the
worms have been stripped of ever having concrete features one could
actually expect. If it isn’t about turn based artillery strategy,
and worms, it could go missing in the next game. Never mind whatever
strategies, utilities, elements, features, or even basic functional
support you expect, they could all disappear then reappear the next
game with other missing things. It’s as if some retarded magician
was running the games with an act in practice.
Worms 4 Mayhem remains one of my favorites, and offered an absurd
amount of options. I would have enjoyed the amount that stayed there,
but that’s where it took a sharp spiral off instead (with open
warfare). The last tolerable one was Open Warfare 2 back in 2007
(W:A2 was alright as well, but hardly kept me invested). Since then
there has been eight games, not counting the sloppy remasters or
spin-offs like golf. Oh, and by the way it took from Worms 4 all the
way up until W:A2 (2009) for Team17 to realize the entire element of
fire was missing, so they used it as a part of the advertising like
“Look at this new thing we got!”. It took them eight games, and I
would keep checking in occasionally to see where they got things
right. Shortly after W:A2 gave me feint hope, grabbed Worms
Revolution to see what they did. Not even allowing me to make a damn
secondary team, and essentially eliminating half the fun to local
multiplayer. Ugh, this would be like if every COD played russian
rullet with what game mode they’ll include. Oh, next game loses
it’s campaign! Now the zombie mode, but we remembered half the
campaign. Okay, now multiplayer is 2vs2 only, it’s for new comers
and to test out a physics gimmick. Yeah… that’s the worms
experience. ...and now we got to W.M.D.
Finally! A game I think will match Open Warfare 2, and also does some
fantastic new things just like what it presented. It’s not perfect
at every corner, but it’s good enough that I can sit back, look at
it, and say… this is fine, great fun, and I’m glad I’ve added
this to my experiences in the series. They even finally returned the
ability to have 8 worms, which they hardly ever do anymore. The only
things I notice are missing are (and I’m not counting completely
crazy one-off features, like create-a-weapon):
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Team flags. Actually took me a while to even notice, and I guess I care that little.
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Various custom options, randomization options, which is… essentially about as easy to come and go as new and old weapons, so that’s expected and reasonable.
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Level editor. The biggest thing, but I can still do without. I still wish it was here though.
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Handicapping a team.
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Selecting sudden death styles (seems to be default flooding)
That’s practically it. Now get a load of what new things are,
because it goes way beyond the art. Actually, if anything, the art is
the least appealing addition. They still move and act identical,
giving the exact same basic aesthetic. However everything else is
pretty awesome, like:
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Vehicles! Tanks, mechs, and helicopters, as well as mountable special guns. They’re handled really well, and whoever came up with them is awesome!
-
Crafting. Yes, crafting is actually in worms. Weird, but it’s done real well, and there’s a ridiculous amount to experiment with, and some fun rule-sets people can probably come up with.
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Buildings. You now have these hard layered structures that can obscure line of sight, and protect worms.
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Tutorials now double as trials, and the campaign/deathmatch function has a special set of challenges to check off. This adds to replay, and gets achievers to really rethink their levels a bit. A short face off on the latest level actually took 10 minutes because I had to complete it without using the super-convenient mountable guns.
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Challenge boss-like levels you have to unlock by finding hidden collectibles.
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You can actually play local with up to 6 teams, and no limitations on worms per team, meaning (for the first time ever) there is simultaneously full 8 worm teams and more teams allowed at one given time. You could have up to 48 worms on a map. That’s… way past any reasonable and sane 2D worm battle, but you can do it if you want. Thanks T17!
Now considering all the weapons present, the fact that each is
essentially doubled or tripled with crafting, all sorts of fun gags
and good voice schemes, and 90% of the options I like, then yes with
the added new additions I’d say this is a fairly fantastic new
entry into the series. On top of that, a lot of finer touches are
present to feel like they really worked on this instead of just
shoveling it out. Vehicles have their own added dialogue through a
speaker like some military radio, then there’s that extra care
given into making tutorials a real part of the game, and then they
even finally put the foreign language speech banks at the bottom so
you’re not shifting through them when looking for comedic ones
(which is a first as far as I’m aware). The polish is down to near
perfect, with very minor gripes like the victory dance taking away
the helmet for some reason, but that’s okay because they somehow
crammed 48 worm battles on this thing so you can have some stupid
armageddon runs when you’re bored. Compare that to revolution and
their 3D/4 remake which barely functions, and you can see they tried
more. I’ve been laughing, blasting, creating, experimenting, and
destroying for hours and I don’t see myself stopping soon. It’s
been a while since we had a worms game this good, so… thanks for
finally doing it right Team 17. Now… hopefully we won’t have to
wait another 8 games for a good successor.
Song of the Deep
I was patient with this one, and with particular reason. As much as I
love Insomniac, they aren’t perfect at everything even within their
own familiar IPs (All4One). So I’m hesitant with a game that
decides to be an indie-like metroid style game under the sea. Not a
single one of those sounds up my ally, and so the game wasn’t
appealing beyond a starting cheap price point, but even then… you
don’t go lighting $1 bills on fire just because it’s cheap.
However I still kept my eye on it, and now I’ve found time and the
will to go diving into the sea with it. It’s… kind of how I
expected it to be now. Way better than the core pitch of the idea,
but it was made obvious by the reviews that this was more of a
physics puzzler than a true metroid style game.
There’s no super convoluted color schemed door way, where you
suddenly have to go half the game before you loop around back with a
magic red key that opens red door to get the power that you needed
back in the 2 hour mark of the game. None of that nonsense, at least
for the most part. If it’s here, it’s hidden well so you’re not
in that feeling. Instead the routine is you move along, and every
couple of minutes you’ll hit some block you must cross using a
special condition. Like waiting for a friendly creature to guide you
through a timed obstacle sequence, or balancing a bomb escort to the
door you need to blast. One of the weirder, but cooler things was
trying to use remaining anchors in a ship graveyard to slowly pull
yourself up against a strong current.
Meanwhile, there’s a lot of combat despite the type of game this
is. You’ll enter areas and sometimes be swarmed with what I can
only compare to a serious sam style encounter, but more for this
game. No it’s not dozens running across a field at you, but you
might find yourself entering a circular area and suddenly finding it
filled with 3 jellies, and two spike shooting things. Then right as
you dispatch them and think you’re leaving, 4 more show up, then
two more go in as if they were late to the 2nd wave party.
Its a bit absurd for a game where your core combat mechanism is
mashing the square to send out a little punchy arm, and the most
rewarding attack is supposed to be using that arm to pick up and
tediously throw an object. It’s essentially like a shooter where
you have to reload after every single shot, and realize with 10
enemies in your face you’d rather just stab them. The combat design
makes no sense with it’s own pacing and level design. Oh, and mercy
on your poor soul if you don’t upgrade that punch attack as soon as
you can afford it.
That odd observation aside, the game is still alright. However if
anything, that’s just the reason why I was hesitant: It’s just
alright. It’s not a huge energetic empowering joy ride, it’s not
some heart-gripping soulful journey that connects with my
inner-being, it’s not clever, and it’s not super compelling, it’s
just… a decent game for what it is. And what it is, is a small
indie-like sidescroller physics platformer project made off on the
side of a team that I love for giant 3D games with complex and
interesting worlds and fun goofy characters (or in the case of R1/3,
a hardcore FPS). This one doesn’t even talk so much as gets
narrated on. So… yeah. This is a fun game, but I’m not in a big
hurry to get it all done, and it’s not entirely my thing. However
for what it’s worth, I’m glad one of the founders of one of my
favorite developers got to make a small passion project of theirs,
and I can see where some of the heart went into it. I’m also real
happy gamestop backed it hard enough to have merchandise, and then
brought the giant submarine pop figure down to $5. It’s a fun
enough game that I’m glad I have it and added it to my collection.
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