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  1. #1
    I Am, Who I Am.
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    Default Worms: Revolution

    So, one of my all time favorite series is coming back to 2D!

    http://en.wikipedia.org/wiki/Worms:_Revolution

    Sept 2012
    PS3, 360, PC
    $15



    I hope there is roping..

  2. #2
    Resident Moogle
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    Cautiously optimistic, given their uninspired, buggy, watered-down recent track record of new Worm releases.

    Outside of FFXI, Worms Armageddon probably ranks within the top 3 of hours of my life consumed on a video game.

  3. #3
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  4. #4
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    Worms Armageddon was amazing. Definitely getting this.

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    anyone gonna get it for brobox?

  7. #7
    Uncle Weave
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    Quote Originally Posted by Qalbert View Post
    anyone gonna get it for brobox?
    If it's good, yes. If it's ass, no.

  8. #8

    Default Re: Worms: Revolution

    Quote Originally Posted by Brill Weave View Post
    If it's good, yes. If it's ass, no.
    .

  9. #9
    canadian frenchie with brain damage
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    Same i remember Worms 2 when i was like 10

    Super sheep and holy grenade FTW

    Oh and super Banana too

  10. #10
    Uncle Weave
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    I loved changing my worms accents to the angry scottish voices. Always made me lol.

  11. #11

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    same

  12. #12
    Elvaan Death Machine
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    Quote Originally Posted by Brill Weave View Post
    I loved changing my worms accents to the angry scottish voices. Always made me lol.
    I loved how you could make your own voices for the worms, I made different voice sets for all the Futurama characters.

  13. #13
    D. Ring
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    It's finally here! The couple of reviews that are out sound good and exactly as I expected so tonight will be a worms night!

    IGN
    Spoiler: show
    For 17 years now, Team17 has been pitting worms against one another in deadly warfare. 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. Worms has always been something of a sandbox experience at its core, you see. Two or more teams of worms are randomly positioned on a map, each with the same toolbox of weapons and items. 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. Making the most of each move is easier said than done.
    So that’s the boring, clinical way of putting it. 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.
    Shame I’m not more evocatively-minded. And yes, you did read that right – ninja ropes.

    In short, there’s a reason Worms has been such an enduring part of the gaming landscape. It’s a fantastic series. There’s also a reason that it settled back into 2D
    Worms Revolution. 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. When things go horribly, comically wrong – as they regularly do – the chain of events has to be clear.

    So what does Revolution bring to the table? A fair bit, actually. First up, battlefields now feature physics objects, like zippo lighters, glass flasks etc. These can be moved around with certain abilities (such as telekinesis) and after its flirtation with 3D gameplay. 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. When things go horribly, comically wrong – as they regularly do – the chain of events has to be clear.
    So what does Revolution bring to the table? A fair bit, actually. First up, battlefields now feature physics objects, like zippo lighters, glass flasks etc. 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. 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. It’s also frustrating that, say, a tin of lighter fluid or a glass flask can absorb a direct hit from a bazooka. Greater fragility might have made these objects more fun.

    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. Worms that are underwater take damage every turn, but can use new utilities like the plug hole to drain the liquid. 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.

    The biggest change to the series, however, is the introduction of classes. The basic worm is now known as the Soldier, and he’s joined by the Scout, Scientist and Heavy. The differences are immediately noticeable. Scouts are far more agile than any other class, for instance, moving faster and jumping further. 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. On the flipside, they do the least damage with their attacks and are lighter, so are knocked around a whole lot more.“

    As you’d imagine, the heavies are the flipside to that – these guys are tanks. They move slowly and can’t jump to save their lives, but can deal and absorb more damage. The scientists are the support class. 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.

    Including classes obviously gives Revolution additional tactical variety that previous titles didn’t have, and this definitely comes into play during the single player missions, where the player’s resources are fixed. These missions – particularly later in the campaign – pit the player against large numbers of enemy worms, and sometimes having the extra agility of the scout in your formation can make all the difference. Run out of ninja ropes and jetpacks? Scouts can often make the jumps that other worms can’t, and get into a good position to do damage.
    That said, every new class has significant weaknesses, so I only really found it worthwhile varying my squad up when a level was giving me particular trouble. I’m also not a huge fan of the heavies. Deft movement and careful positioning of your worms is key in this series, and these guys are just too sluggish to bother moving over anything but flat ground. And even then it’s achingly slow. Of course, if you’re teleporting your worms in at the start of a multiplayer round, they can be hugely valuable, but otherwise bad positioning can effectively damn the heavy, given how important mobility is.

    Not the most creative of names, but hey, at least you won't get the classes confused.
    Even so, I do think the classes are a good inclusion, particularly as you can take them or leave them. They’re a bonus atop traditional Worms awesomeness. And as alluded to, they can really shake up multiplayer. Scout versus scout battles are a blast, as these guys just feel fantastic to move about, resulting in a more dynamic battlefield.
    Before we talk more about multiplayer, however, I’ll just touch on the single player component. It’s nice and meaty for the price, with 32 campaign levels and 20 puzzle levels, spread across four settings. Worms veterans will breeze through at least the first half of both, but there’s some serious challenge on the home stretch. For my money the later campaign levels are a little too punitive, as players must make the most of very scarce resources, but are still subject to the whims of the (occasionally preternaturally gifted) A.I. and chance. These games give players less room for individual style, and thus feel a lot less like a sandbox. Coin crate drops – so players can buy additional weapons/utilities - would have been a good compromise to open these levels up a little.
    Even so, the single player component is solid, and the narration by Matt Berry (of Mighty Boosh, IT Crowd and Snuff Box fame) is priceless. He really should do every video game voiceover. Whisky!

    It’s in multiplayer that Worms – as a franchise - comes into its own. As in previous titles, the worm customisation options let players edit names, choose soundboards, set accoutrements and so on, but it’s really all about the game settings. Players can go in and tweak every aspect of the arsenal. Want one of everything? You can do that. Want infinite ninja ropes and Holy Hand Grenades? No problem. Want to set how many turns players have to wait before something is available? Yup, got it.
    In addition to that, players can specify round times, turn times, starting health, retreat time and how sudden death works. They can turn fall damage on or off, they can specify how many swings worms can take on the ninja rope and whether worms teleport in at the start of a round. Percentage drop rates can be set for weapon, utility, health and coin crates, as can mine density in a level, as well as how long the fuse will be and whether dud mines are on or off. On top of that there’s a great deal of control over the physical layout of the maps themselves.
    It’s a fantastic set of options, even if the modes themselves aren’t too out of the ordinary, with classic, deathmatch and fort to choose from. The differences? Deathmatch incorporates all the new elements like classes, water and physics objects that aren’t in classic, while fort separates the teams across two island forts.

    THE VERDICT

    Should you get Worms Revolution? Well, if you’re a lapsed Worms player like myself, then absolutely. It’s the same classic Worms gameplay with (optional) gameplay tweaks and a lovely new coat of paint. If you’re a die-hard fan, then the classes add a new element to multiplayer competition, and make the customisation options even more robust. All told, this is a great game for a great price.


    Gamesradar
    Spoiler: show
    By this point, it’s beginning to feel like there are as many Worms games as there are actual worms in existence. In the seventeen years since developer Team17 made people realize that there’s a sizable market out there for homicidal invertebrates, almost twenty entries in the series have been released. That’s a lot. Some of those have been good, others have been…not so good. So when this year’s iteration on the turn-based artillery franchise, Worms Revolution, was announced, plenty of eyes were understandably rolled. Thankfully, though, Worms Revolution freshens up the potentially stale formula by fine-tuning its strategic combat, adding loads of customization options, and including a wicked sense of humor and charm, among other things. Also, lots of stuff goes boom.

    At its core, Worms Revolution plays just like any other Worms game before it. If you’re not familiar with those, they usually go a little something like this: You control one squad of worms, and you’re out to exterminate another squad of worms. To help you do this, you’re given a wide variety of wacky weapons, items, gadgets, and gizmos. These range from the standard (shotguns, hand grenades) to the nifty (jetpacks, ninja ropes) to the absolutely absurd (farting old ladies, giant statues of donkeys). The tone is light and humorous, the 2.5D environments are colorful, and the gameplay is strategic, requiring careful movements, positioning, and item management. It’s been this way for almost two decades now, and Worms Revolution isn’t really trying to change things here.

    Instead, Revolution expands upon that simple, yet engaging template by throwing a few new features into the fray. Firstly, there’s now a much greater emphasis on physics and environmental effects, here termed Hazards. As you inch your way through a combat zone, you’ll see the likes of fire drums, pocket lighters, water bottles, and more, all of which are destructible, moveable, and there for you to take advantage of. Water in particular is heavily featured, with new weapons like the water bomb, water pistol, and water strike allowing you to submerge your foes, slow their movements and chip away at their health with each passing turn. While these effects function just fine, and certainly look cool, they ultimately serve more as window dressing than necessary inclusions to the experience.

    Revolution’s other big additions come outside the battlefield. Worm squads come with dedicated classes, with the standard Soldier now joined by Scientists, who heal the team with each turn, Scouts, who move swiftly and help with item collection, and Heavies, who are slow but much stronger than the average grunt. A bevy of new customization options allow you to mix and match your company into personalized formations, while everything from their uniforms to their catchphrases to their victory dances can be altered too. A truckload of other gameplay options-- from item drop rate to the amount of ninja rope swings allowed per match--can be tuned to your personal preference as well. It’s pretty basic stuff, all things considered, but the sheer wealth of options at your fingertips gives the relatively simple combat some depth behind the scenes, and allows Revolution to accommodate both newbies and Worms veterans simultaneously.

    While Revolution does feature the usual single-player campaign and puzzles modes, it, like most Worms games, is best enjoyed with one or more friends. Three basic multiplayer modes (standard Deathmatch, the long-range combat of Forts, and the old-school Classic) can be played either locally or online with up to four people, and while they aren’t anything innovative, they’re still just plain fun. If nothing else, the game’s revitalized sense of humor and personality (including great voiceover work from English actor and comedian Matt Berry) will more than likely bring people together for a good laugh. Worms as a whole has been doing all these things for years now, and Revolution only stands to further that longstanding mass appeal.

    Worms Revolution isn’t going to alter the gaming landscape anytime soon, but that doesn’t stop it from being a good time. Its combat is as solid as ever, the addition of new classes and environmental effects work just fine, and it’s still a blast to play with a pal or two. If you’re just not into Worms by now, Revolution may not do much to change your mind, but it does show that, sometimes, you can teach an old worm a few new tricks.


    GamesTM
    Spoiler: show
    Worms Revolution promises a significant enhancement to the 17 year old artillery series. But does it do enough new? Find out in the games™ review.

    The only two certainties in life are death and taxes, or so the old saying goes. Whoever coined it was talking rubbish, though, as Worms is clearly just as reliably omnipresent. Consoles come and go, franchises crash and burn, but if there’s one sure thing in this industry, it’s that we’ll always have Worms.

    Worms Revolution, the latest from the wriggling, warmongering invertebrates, will be immediately familiar to anyone who’s spent even a little bit of time flinging kamikaze sheep at friends and family over the last 17 years. You commandeer a small battalion of war-hardened worms and take turns slowly chipping away at a rival faction, using all sorts of fun weapons in order to destroy the opposition. Revolution sticks pretty resolutely to the tried, tested and trusted formula, but there are a few welcome deviations and upgrades.
    First things first, there’s a class system present. Heavy worms have a penchant for heavy weaponry but are naturally slow, and scout worms are a bit quicker and more agile in the environment despite having less health, while the scientist worms are generally useless in a skirmish but provide backup in the form of weapon strengthening and health for the rest of your crack team. While a nice addition that perhaps adds some gameplay depth, it doesn’t add too much to the core worming experience.

    What’s more interesting is the use of water physics. You no longer need rely on firepower alone to despatch enemy critters. A few well-aimed shots with a trusty old bazooka and you could find your quarry being overwhelmed by a miniature tsunami. The sense of satisfaction one gets, especially in multiplayer, after taking out one or two enemy worms at once with a well-aimed rocket to a reservoir is quite immense. Being able to manipulate the water to your advantage – or, indeed, to your detriment – is a nice addition to the franchise, even if it feels somewhat overdue as a feature.
    Reassuringly, it retains the very silly, British sense of humour. Despite the different engine and gameplay enhancements, Team17 has thankfully decided against the modern day penchant for gritty, humourless, harrowing reboots, and has gone to extra lengths to make Worms Revolution the most entertainingly daft in the franchise yet. Enter actor Matt Berry, the modern day Brian Blessed best known for his booming, golden-voiced characters in Garth Marenghi’s Darkplace and The IT Crowd. He plays a fictional documentary filmmaker called Don Keystone and constantly ribs the player, regardless of progress. Having him take the mick and fire quips at you adds a lot to the relaxed, fun atmosphere of the game.
    On the whole, Worms Revolution proves that there’s life in the old worm yet, its enhancements giving the franchise a fresh set of… uh… legs? The revolution will not be televised, unless you’ve got Worms.

    VERDICT 8/10



    Decided to spoiler the reviews from each site since it made the post huge like Xbox.