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For those who are not familiar with the concept of Worms – I’m sure these people are few and far between – the basic rules are quite simple. You start off with a team of four worms in a highly destructible environment and basically have to eliminate another team of worms. The game is played in rounds, with one worm from your team allowed to make his move – changing position, firing weapons, and now, constructing buildings. After you have made your move, one of your opponent’s worms has a turn, with the game continuing like this until one of the teams is eliminated – in this case either by the death of all four worms in a team or the destruction of the stronghold.
Ce Worms Forts : Etat De Siege est globalement décevant. Si le nouveau principe de jeu qui vous oblige à construire et à défendre des bases paraissait sympathique au départ, à l'usage on perd un peu de ce qui faisait tout l'intérêt des anciens Worms : les combats brutaux, rythmés et furieux entre nos chers petits vers. Dorénavant le rythme du jeu est plus lent. De plus, le gameplay est largement perfectible à cause du manque de précision dans les tirs et les sauts. Le titre reste tout de même sympathique surtout en multijoueur, mais l'esprit n'y est plus. On s'amusait vraiment plus dans les épisodes en 2D.
It’s fairly damn hard to change the Worms formula without messing up something. This is a proven fact – how has Worms changed since 1994? A few new weapons, some new gameplay modes that simply put the worms in a different setting, leaving the gameplay untouched? A move into 3D was inevitable but still largely detested by the hardcore fans; it’s worth noting that again the core elements remained unchanged. Worms Forts: Under Siege builds on the Worms 3D setting and, gasp, actually attempts to change the equation with the addition of forts.
You get the feeling from playing Worms Forts: Under Siege! that over the past 10 years Team17 has simply grown tired of developing Worms games. That it tries to shake things up with the new base-building mechanic is admirable, but new mechanics aren't what the Worms series needs. The most glaring omission in Worms Forts: Under Siege! is some genuine enthusiasm.
In a better world, Worms: Forts Under Siege would update and improve the promising ideas introduced in the franchise’s jump to the third dimension (last year’s Worm’s 3D). The new camp-building gameplay that affords larger-scale weaponry and traditional RTS elements would be matched with improved graphics, sound, and controls. But this is the real world, and Forts Under Siege’s new gameplay only exacerbates the problematic jumping and downright icky camera controls of Worms 3D, while still making no discernible improvements to an engine that (to be kind) looked only okay last year. Top off this stubbornly shoddy gameplay with un-funny cutscenes and a glaring lack of online play and, well, there isn’t much here to be super happy about.
Worms Forts: Under Siege has sadly not been designed with those values in mind and it’s a great shame. Instead of sticking to a formula that is for all intense purposes simplistic genius, Team 17 have decided to go for a game with a remarkably unnecessary amount of complexity. You can instantly understand why though – they’re obviously trying to add extra elements to what they already have just to keep the franchise alive, and I’m sure that on paper Worms Forts does look like a great idea, but in reality it just doesn’t work. It’s too complicated, takes far too long to get going and crucially what’s been added has forced out some of the series’ most popular features.
If you've got a lot of patience, and you've been longing for a new Worms game, you might get a little enjoyment out of Worms Forts: Under Siege, however, it simply has too many major problems to recommend to anyone else. The game was clearly rushed, which probably explains the omission of online play, but there's no excuse for the lousy controls, terrible camera, and plodding gameplay. Save your money.