![]() Its addictive nature, the sheer fun factor, and the instant appeal that allowed even people who didn't regularly play computer games to just pick it up and get into was a true formula for success the originality, wonderfully lovable characters, and the fact that the graphics (although sporting some neat animations and touches) were not particularly noteworthy made the title incredibly refreshing too, as it proved "gameplay really does matter more than graphics." And now, they're backĪs with all major successes, a sequel was inevitable however, there really were some good reasons to get working on a second in the series. The game would generate every level's terrain randomly each time (much like Diablo) thus creating infinite possibilities in the playing field. And wouldn't you know it, they had a full arsenal of rather varied (and hilariously comical) weapons at their disposal to achieve this. Played as a turn-based strategy game, the basic premise of the original Worms put each player in control of a platoon of four little, pink, adorable worms who had the simple objective of having to annihilate all opposing worms on other teams. ![]() What was it about the incredibly cute and one of the most playable games of all time that didn't have enough appeal to US gamesplayers? Perhaps marketing was a problem, which shouldn't be an issue anymore, as Team17 have ushered in the services of bigtime publishers in both England and America, Microprose, to distribute their much-anticipated sequel, Worms 2. ![]() ![]() It's an interesting situation to observe when a game like the original Worms, from Team17, made such an impact on the gaming community in England, all around Europe, and even Australia, but failed to even obtain as much as an acknowledgement in the States. ![]()
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