But sometimes it would just stack on a flat piece of slope. Water should be very easy to predict how it will behave. It’s too easy to have one little microscopic fraction of a worm poking out and not have it register as being submerged, even if everything it could conceivably be breathing from is covered up. And the act of drowning inside of it doesn’t seem very consistent. It acts as a shock absorber more than something to be frightened of. It often doesn’t have any force behind it. It’s “water.” I’ll remove the sarcastic quotes when the fucking stuff actually behaves like water. With some more tweaking, this might work better, but for now, this is not a positive new direction. But it’s easy to abuse and there are serious questions about balance. Ultimately, the new class-based system does offer a nice twist on the established formula. And while I didn’t win every game where I played with four brains, every game I did win I did so because of them. Brian dealt out 500 points of damage more than I did, but I still won, because it was too easy to park worms and let them build up health. To put this in perspective, I won a game of forts against Brian where I had taken a metric fuck-ton of damage on each of my characters and still finished with over 100 health for each of them.
Thus, I was getting twenty extra life for each worm every time I ran through the full circuit of them. I decided to exploit this by making a team that had four scientists. Even better is that when you start a turn using one, every worm you have gets five extra health. They produce better equipment, so stuff like Sentry Guns made using them fire more rounds, seem to have a longer range, and are also more durable. Their firepower is a tick smaller than a normal worm, but the bonuses they give you more than make up for it. I’m not exactly sure that a ton of thought was given to balancing them. I think I prefer the old graphics style to this “3D” stuff that looks like it was lifted straight from the Sega Saturn.Īnd then there’s the scientists. Which, by the way, I think Carnival actually offers for an extra fee. If you play with a competent opponent and use them, even if you use them well, they’re weak enough that it’s like flogging yourself on a cruise ship, donning a suit made of chum, and then keelhauling yourself in shark-infested waters. That is, when they’re not getting insta-killed by stuff that most other worms would survive. But their firepower is weak, and they can be pushed around by enemy attacks easily. The little ones are not as bad, because they’re zippy and are great for “fire and run away” tactics. Plus, they look like Jabba the Hutt, and any creature that looks like something taken down by a girl in a fetish costume should not be entered into armed combat. But they’re all negated by the slow movement, inability to jump, and most importantly, limited opportunities to escape. Yes, they hit harder, take more damage, can barely be pushed around by the “water”, and many other benefits. So how does it work? Well, the normal ones are the Worms you’re used to, so I’ll ignore them. It’s not a sitcom character sheet, but the new class based system. The short one, the fat one, the smart one, and the normal one. How does the class system actually work in practice? So I’ll cut the bullshit and get to the questions that I would want to know as a Worms fan.
Do you know what annoys me? When I go to read a review of a new version of a cherished series and it doesn’t answer the questions I want to know.