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Worms W.M.D Preview: 21 Gun Salute

/ Jul 27th, 2016 No Comments

Worms W.M.D

The Worms franchise has been around for more than 20 years, and developer Team17 is currently working on the latest iteration to the long-running franchise. Worms W.M.D features the same cartoonish art style and turn-based gameplay as previous iterations, but with some updates and new additions.

The full version of the game — set to launch Aug. 23 on PlayStation 4, Xbox One and PC — includes 20 training levels, 30 missions and 10 challenges. We got a chance to play just a small sampling of the game ahead of its release.

Costumes and Weapons

Multiplayer is where Worms has always shined. However, the preview build focused mostly on the game’s tutorial missions and campaign.

The tutorial teaches players how movement and different weapon styles work in Worms W.M.D Players are encouraged to repeat tutorial missions to earn medals and top their previous high scores.

Campaign missions take the concept of tutorial mode to new heights. Players are thrown into a specific scenario against AI opponents that outnumber them. It is up to players to strategize a winning formula to defeat their enemies, and bonus objectives in each level make this more challenging.

For instance, in one mission there is a bonus challenge to get a bunker-buster kill. Bunker-buster weapons drill through surfaces to reach their target, meaning no location on the map is safe. But enemies also have access to this devastating weapon, so a single blow could change the course of the match.
 

Worms W.M.D

Tell me why do we bomb castles in the sky?

By completing objectives and single-player missions, players can earn in-game costumes for use in multiplayer. Costumes are part flair and part fun, with everything from old lady wigs to character skins from the Team17-published Yooka-Laylee. Upon full release, it can be assumed that players will be able to unlock skins by completing challenges and missions, but most can also be purchased via the Worms W.M.D All Star pre-order pack.

Drop That Donkey Soldier!

In previous installments of the Worms series, players have had limited movement, created by having specific increments players could move. This was modeled after many tabletop strategy games in which movement is strictly measured by inches or meters.

Instead, Worms W.M.D. features a timer mechanic where players have about a minute-and-a-half to move wherever they can reach. This allows players to choose between up-close assaults with a bat or long-range artillery strikes.
 

Worms W.M.D

You think being inside is safe? Let me count the ways you are wrong.

The replay value for Worms W.M.D comes from besting your own high scores and changing the way you approach each mission. No particular gameplay strategy is better than another, and how each mission should be approached is often determined by the most aggressive opponent. If your plan is to attack from afar but your opponent quickly rushes at you with a baseball bat, you can change strategies on the fly.

Power weapons such as “Armageddon,” which rains down fireballs from the sky, also can make a huge difference in battle, but the possibility for self-damage and friendly fire helps restore balance to the game.

The Big Worm

Surprisingly, there is also a crafting element to Worms W.M.D. Players can create new weapons that are fun to use. You never know when a concrete donkey will drop from above to counter your machine guns.

The crafting system is relatively simple, with parts being able to create multiple devices. There isn’t too much confusion or menu diving when crafting, which is perfect for Worms W.M.D It could’ve easily made gameplay too complex, but it manages to avoid doing so.

Worms W.M.D is an over-the-top, humorous game, but there is more to it than what is on the surface. There is a great deal of strategy involved as well, and that’s why it is so entertaining. From what we played of Worms W.M.D, the game is mostly what you would expect, but major tweaks to the movement system and the integration of crafting help create a fresh experience. We can only hope that is true of the full version of the game.

 

Greg Johnson

Greg Johnson

Associate Editor at Gaming Illustrated
Greg is a Nintendo fanboy who would cry if they ever went third party. He writes news, previews and reviews at Gaming Illustrated.
Greg Johnson

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