Worms Armageddon review


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It’s easy to understand why Team 17 is keen to keep pushing Worms, given that it’s the company’s crowning achievement and the foundations upon which its independent empire is built.

But it’s becoming increasingly hard to get excited about yet another mobile Worms title, since there’s little else that can be added to the turn-based artillery mix without changing the nature of the game – and then it just wouldn’t be Worms, would it?

Worms Armageddon is apparently based on the XBLA game released in 2009 that, in itself, stems from the first sequel this long-lived franchise saw. No bad thing, perhaps, as you can never open too many cans of mobile Worms, but a few minutes at the controls and it’s very easy to forget exactly which game in the series you’re actually playing.

However, it’s not impossible you’ve just woken from a 20 coma or returned from a jaunt around Saturn’s rings, and don’t know what Worms is all about. Since Worms Armageddon stays very much within the original game’s remit, here’s a quick rundown of what the franchise is all about.

You take control of a tribe of war-faring worms, whose only objective is to eliminate the other clans through advanced warmongering means. The game is turn based, and you’re given a 45-second window of opportunity to reposition your wriggling infantry within a limited radius of their current position, and then select a weapon and take aim.

As much as Worms is very amusing in its concept and design, it’s the arsenal that really won over the games world. There’s everything from rocket launchers to machin guns, grenades and bombs in your available munitions, and then some bizarre weaponised concoctions such as the infamous concrete donkey to dump on enemies, or the satellite guided laser and ninjas. Acquiring the weapons, gaining the high ground and firing off accurate shots in adverse weather conditions is the key to a successful campaign.

Alongside this typical campaign mode you can take on other human worms in a pass-to-play multiplayer game, or test your mettle in the god mode that requires you to aim more at the scenery than the enemy; the only way to kill being to remove the ground beneath them so they drown.

As always, the presentation is great, with all the quirky sound effects and cartoony characters ramping up the game’s inherent humour and making the kills feel like they were hard earned. All of which adds up to a great version of the popular franchise, and a well-crafted mobile game.

The trouble with all this is that we’ve seen it several time already. It’s almost impossible to tell this version apart from the previous Worms 2010 game, or even some of the earlier titles. There definitely isn’t enough new stuff in here to justify an upgrade for anyone who already owns a previous Worms mobile game (hence the low Enjoyability rating), but newcomers should certainly pick this one up if they’re looking to get the classic artillery title in their pocket.

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