Posted 2/17/12
Posted 2/17/12
Posted 2/17/12
Posted 2/16/12
Posted 2/16/12
Posted 9/19/11 4:27 pm ET by Russ Frushtick in News, PC

You'd have a hard time trying to find a bigger fan of "Worms" than me. I've been playing the turn-based "Artillery"-style strategy franchise since "Worms 2" released back in the '90s. Unfortunately, not all "Worms" games are created equal. In 2003, Team17 experimented with trying to bring the franchise into a new dimension with "Worms 3D." While not an all-out failure, it didn't come close to capturing the magic of the original, 2D games. With that lesson learned, the developer took the franchise back to its roots with an XBLA release of "Worms" and "Worms 2: Armageddon," both of which were solid entries. But Team17 isn't giving up on 3D just yet.
Posted 8/16/11 11:50 am ET by Russ Frushtick in News, PC, PS3, iPhone / iPad

You may recall that one of my favorite iOS games of all time is the mighty "Super Stickman Golf." Despite simplistic graphics, the game is a strategic delight, blending spot-on physics with "Artillery"-style controls. "Artillery" actually inspired another game franchise, "Worms," which replaced non-moving cannons with psychopathic annelids. And "Worms," as it happens, already attempted the golf genre with the Java-based "Worms Crazy Golf" back in 2007. Now Team 17, the original developer of the "Worms" franchise, is attempting to take back the phsyics-based arcade golf genre crown from "Super Stickman Golf" with its own full release of "Worms Crazy Golf" on iOS, PS3 and PC. Yes, I realize we're getting into Mobius strip territory here.

"Worms 2: Armageddon" follows in the long tradition of "Worms" games that have been coming out for nearly 15 years now. It's a 2D, turn-based strategy game where you control a team of cartoon worms armed to the teeth with grenades, rocket launchers and exploding sheep. The simple, almost-cute graphics hide a devious interior, though, as "Worms 2" is incredibly deep and sophisticated from a strategy standpoint.
The Highs
Team Customization
Apart from naming your team of four worms, "Worms 2: Armageddon" adds many additional layers of customization. You can pick from sound banks to change your worms' voices, hats/colors to change their looks and graves to change their final resting places. The number of options means you can make a team based just about any pop culture reference you can think of. An "Ender's Game" themed squadron with space helmets? Yes please!
Online Play
"Worms" has always been a multiplayer-centric franchise, and "Worms 2" is no different. The number of options and modes that the devs poured on here is admirable, and touches like avatar support (they cry when you're losing, for example) give your opponent a bit more personality. I never had any problems connecting to games, and thanks to the rabid fanbase you'll never want for a challenger.
The Arsenal
The number of weapons and items they've tossed into this game is large enough that you really have to be a snob to come away disappointed. Every favorite, from the Holy Hand Grenade to the Super Sheep to the Concrete Donkey, is represented with vigor. And relatively new additions (like the lightning bolt to revive dead worms and the sentry gun to limit movements) add interesting tactics to the game.
The Lows
The Learning Curve
While the game offers a semi-lengthy solo campaign to ease you into the intricacies of "Worms," if you're new to the franchise and you hop right online, you'll probably be decimated. "Worms 2" is a game of precision and planning, and if you have neither, you're going to be boned.
Final Word
Team 17 could've very easily sold "Worms 2: Armageddon" for 15 or even 20 bucks. At 10 it's an absolute steal and will please strategy fans the world over.
Posted 2/2/12
Posted 12/21/11
Posted 12/10/11