Since the updates, graphics are superior over its predecessors, utilizing the 8-bit palette that is then converted via a software renderer to display them as 32-bit graphics, and also since the updates, maps in the game can be normal-sized (classic) or-let me spell it out for you-H-U-G-E, huge as Godzilla, with maximum map dimensions being nearly 800 times the original limits! With an expanded arsenel, the game allows for an even wider range of tactical strategies. It also makes use of a higher sound definition, and the audio sounds just as good and cartoony as their old counterparts. Unlike Worms 2, Worms Armageddon improved team selection by allowing a particular number of works on a certain team before each match, as well as adding a health handicap or benefit to the teams. Like Worms 2, it has cute cartoon graphics, intuitive physics/mechanics, the ability to set our own game rules, and everything that made the predecessor good (except for cutscenes), as well as the main and traditional goal: kill all the opposing worms by reducing their health to 0 or sinking them in the hazardous water and survive in the end. As you may have realized, the concept is absolutely non-sensical, but the gameplay is a combination of that and nuclear fun. ![]() Evidently are numerous references to pop culture (Star Wars, the story of Noah and the Ark and global warming when a game reaches "sudden death" mode and the water rises, the English monarchy), as well as terrible puns, that add further humor to the game. The utility crates give the player utilities or add a twist to the battlefield as by amplifying all the destruction properties of weapons or hazards (e.g. Also depending on the rules, there may be a weapons crate, a utilities crate, or a health crate deployed randomly after a turn, and the player can either collect them to his or her advantage or destroy them to deprive the opposing team of resources or damage them further. Aside from that, depending on the defined game rules, there are hazards randomly scattered on the landscape, in two types: as oil drums and land mines. Instead, the worms use a vast variety of arsenel of 65 weapons or tools (up from Worms 2's 48), with weapon classes consisting of missiles and mortars grenades and the destructive banana bomb and Monty Python and the Holy hand grenade rifles, machine guns, and archers' bows martial arts and suicidal methods explosives and hazards aero-strikes construction tools and the baseball bat (as if the worms were already weightless) athletic devices animals and people with their own function, such as a skunk for poisoning worms and poisoning the poisoned (poisoning them further) to cost them some health per turn, a mole for digging, Super Sheep as an animal superhero, and the inexplicably extremely explosive old woman weapons of mass destruction such as the armageddon, Indian nuclear testing for poisoning all worms in the battlefield, the concrete donkey falling from the sky, the scale of justice for equalizing all the worms' health, and freezing the player's worms to keep them undamaged pyro-weapons utility weapons for making mobilization easier such as enabling low gravity for the rest of the turn and others. Indeed, as the lyrics indicate, the worms "live to fight", and they "fight until the end." The war itself in this game is not at all traditional. It is a cartoon war similar wherein every worm is irritable and with voices distortedly pitched about two octaves higher than the typical human voice-similar to an irritated parrot talking and an actual mouse trying to speak-and me judging them by their actions, they believe that the first and foremost solution to every conflict is war and vengeance. In Worms Armageddon, the units are the titular worms, and the whole scenario is absolutely hilarious. ![]()
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