Over the years, the Worms franchise has introduced many beloved installments. Unfortunately, I fear Worms WMD will be remembered as anything but beloved. The game replaces the traditional art style of the worms franchise with a “hand-drawn” style that is reminiscent of a rejected Club Penguin style. WMD had me feeling more like Adam Jensen more than ever before because I definitely never asked for this.
Worm WMD introduced vehicles into the franchise for the first time; an addition that nobody asked for. The idea of vehicles is interesting. The thought of raining hell from above in a helicopter, or pummeling all who oppose you in a mech sounds fun, but the controls are far from tight. The helicopter is near impossible to steer and aim properly, and is usually not even worth using. If your worm is still in it when it’s the enemy’s turn, you risk them destroying your vehicle, meaning you take the damage from the weapon used as well as the vehicle exploding.
Another new addition Worms WMD has made to the franchise was a weapon crafting system. Ya know, to compliment the
other rich RPG elements 2D turn-based combat that Worms is known for. The ability to craft weapons is not only needless for a game such as this, it is downright impractical. Each turn is on a clock, so you don’t exactly have time to decide how to manage your resources, craft a weapon, get into position, and attack with said weapon.
Worms WMD has a wide array of customization options for you to choose from. Playing earns you in-game currency that can be spent on a variety of cosmetic items such as hats, glasses, voice lines, and even pimped out tombstones so your worms can rock the grave in style. The potential combinations of these cosmetics mean you have the opportunity to make your worms team totally unique.
Like most forced sequels, Worms WMD is at its strongest when it sticks to the core of the franchise. The weapons all feel fine, the game at its core feels like the Worms we know and love, just burdened by an uninspired art style and useless features. The game modes range anywhere from competitive to downright wacky. Each weapon is unique and none of them feel out of place. Each weapon has a particular use in any given situation. From the bazooka, to the concrete donkey, to the sheep on a rope, the creative weapon design and the randomly generated maps allow for near infinite replayability.
The maps aren’t totally random. You choose a theme and a structure for them, and from those choices a map is constructed. For instance, a medieval two island map will have thousands of its own possibilities, as opposed to a jungle one-island map which gets its own set of unique possibilities.
When you trim the fat, Worms WMD feels like an incredibly basic Worms game, and because it’s so basic, there are several better options to get your Worms fix.
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