Directional controls are used to both traverse your worm right to left and aim your weapon up and down. Firstly the control scheme is way too touchy for a control stick. There's plenty of levels and challenges on offer to keep you busy for quite a while. You've got tutorials to get started, a pretty decent amount of single player levels, and along the way there will be wanted posters opening up challenge levels that ramp up the difficulty a bit for a particular boss battle. There's also local multiplayer as well as ranked and unranked online multiplayer and private lobbies. There are plenty of wacky weapons and hijinks in store such as the aforementioned Concrete Donkey, exploding sheep, and even Monty Python's Holy Hand Grenade of Antioch (bud sadly I never caught sight of the Killer Rabbit of Caerbannog). Your troops are worms for crying out loud. ![]() Once the action starts you'll quickly find this is a game that doesn't take itself too seriously. ![]() There is also an entire second level of tutorials, the "Pro" levels that unlock once the initial offerings are all completed. The tutorials now only teach, but are timed and gamified themselves to keep players striving to complete them in the gold time. For those unfamiliar with Worms, or just needing to brush up on the new weapons, there is a thorough set of tutorial levels to introduce you. So once you select and fire your weapon, the timer will automatically bump down to about 5 ticks left, just enough to make a recovery dash to cover or position that chopper over solid ground again. Also you'll only be able to get off one shot per round. There's enough time to get done what needs doing, but it does add a bit of pressure. All this is done under a timer of about a minute per turn. There are a few vehicles thrown in like tanks, helicopters, and mechs, but it is often as important to be able to retreat them to safety at turn's end as inflicting pain during the round. Large explosions can create chain reactions with already laid mines and barrels that desolate the terrain you may soon be needing to traverse or worse yet, might bounce bite and bite you if you're at too close a range to the blast. But it's not always the case where it's best to go big or go home, and not just because your weapons only have limited uses. The trajectories, areas of effect, and power behind each weapon is unique. Everything, even bullets fired from small arms, chips away at the solid ground where you once could stand, and therein lies the entire strategy of the game: choosing the right weapon for the job from the arsenal at your disposal at any given time. Bazookas, mines, grenades, and the like all open up pockets of empty space where buildings or foliage once stood. Satellite lasers obliterate large swaths of territory. ![]() Giant concrete donkeys crush a hole straight through the map down a vertical path. ![]() The forces are made up of worms (what else?), the maps are destructible, and nearly every weapon causes some sort of destruction. This time around we're back to the tried and true formula that has kept the idea running for two decades, only with an upgrade to the tools of war.Īt it's heart, Worms WMD is a turn based combat sim between two opposing forces on a two-dimensional map. The concept debuted on the Commodore Amiga in 1995, and over 20 years later Worms WMD marks the 23rd distinct iteration of the game. It seems like the Worms franchise has been around forever, and in gaming terms it practically has.
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