year the Worms series made the transition into 3D.
It wasn't exactly smooth, but considering the series
has been presented in 2D for so many years, one had
to give it the benefit of the doubt. With Worms Forts:
Under Siege, we're still in the 3D realm but we're
working with the construction of buildings which obviously
is a new format for the franchise. While it tends
to cover up the old 3D problems, there are still old
3D problems. Despite its shortcomings the gameplay
manages to capture the same Worms fun that we've all
come to know and love.
Forts: Under Siege is a simplified RTS with a wacky
sense of humor. Hardcore strategist might get a kick
out of it as a novelty while gamers new to the genre
will get a crash course in strategy. There's lots
of shooting to go along with it but the focus of this
game is more on the strategic construction of buildings
as opposed to a no-holds-barred action game.
two teams trying to blast the smithereens out of each
other, you will be required to put up both a defense
and an offense. The defense consists of constructing
various buildings. Not only do they provide protection
but they can also be used as tools. For instance,
the hospital will bring dead worms back to life and
the science building is where you can engineer more
are turn based. You can have as many as four worms
on your team but you only have one minute to make
a move. You can move the worm around, build a fort
or some other structure or fire some weapons. There's
not much in the way of natural terrain to use so you'll
have to construct buildings to take advantage of specific
vantage points. You'll definitely want one on the
cliffs near the ocean where you can set up a gun to
pick off the invaders that arrive by water.
run the gamut from bazookas to an exploding refrigerator
containing frozen ferrets. All of the weapons have
limited use so you never really get the hang of one
before you have to move on to the next one. It's fun
to see what's next so I won't spoil it for you.
of the main missions include secondary missions which
break up the monotony. The campaigns are huge and
quite difficult. You can expect to play them over
and over as you constantly make mistakes. The tutorial
explains the many uses of the features but it doesn't
let you experiment. Expect to use a lot of trial and
error at first. Getting involved in the two-player
online mode later extends the replay value. If you
wait until you master the single-player mode, going
online feels like you're playing a new game but you'll
have the advantage of coming to terms with all of
the controls, weapons and features.
cartoon look is not lost on me. I love the new 3D
style but I just think it could be improved in many
ways. The camera doesn't always orient itself in the
right position even though you pressed all of the
right buttons and moved the mouse in the exact direction
you intended to go. The primary colors of the various
environments such as the sea and land don't blend
but change abruptly as they butt against each other
like chunks of ice flow. The character models are
well done and manage to convey individual personalities
despite the absence of a lot of voiceovers.
It may take a while for you to get into Worms Forts.
I didn't really like it at first but like a tapeworm,
it eventually grew on me.