Worms 4 mayhem icon file




















This game was quickly released just a year after the last Worms game to make the jump to 3D. It was the Xbox version I spent a great deal of time with back in the day. The presentation is once again all in glorious 3D. I would not say that the visuals have improved a ton over Worms 3D. However, I do feel that they managed to show even more personality with Worms 4 Mayhem. This is most evident in the way that we have far more control over customizing our Worms than ever before.

I spent a great deal of time customizing each Worm that was part of my squad. The whole game has a lot of color and while they did not change a great deal from the last game. I do think that what they have done here is a tad sharper and there is a bit more variety to things in general.

Worms 4 Mayhem is just so much fun to play. I liked the gameplay of this series when it was 2D and felt that they managed to translate the series very well to the world of 3D. They did not change much up here at all in all honesty with you and that was the biggest problem most people had with the game.

You still need to make a squad and wage war with other Worms to try and prove your military supremacy. There are plenty of weapons for you to make use of and the game did include quite a few new ones and utilities and I found these to be fun. Overall, the gameplay has not changed from what Worms 3D offered.

If you liked that you will like this, it is as simple as that. They took all the good from that game, but some of the annoying things like Worms getting hidden behind stuff is still here. I already talked about how Worms 4 Mayhem had great character customization, but this game introduced the weapon factory which was a very ambitious feature. This allows you to create your own kind of crazy weapons which is a ton of fun. It is always satisfying beating a buddy, but it is even more satisfying when you do it with a weapon you created yourself.

The plot of the game is freaking nuts and there are these hilarious cut scenes that move things forward. The single-player mode has a ton of content. It is about going to university and then somehow ending up being trapped in time and having to make your way through history, blowing stuff up as you do.

It is great stuff and while challenging, it will make you have a smile on your face the whole time you are playing the game. While I spent most of my time with the single-player, the multiplayer thanks to the vast amount of modes and ways you can tinker with things makes it a very compelling multiplayer.

I know that not a great deal has changed in Worms 4 Mayhem from Worms 3D. However, I am actually fine with that as that was a great game. The single-player content here is better than the original 3D game in my opinion and that more than anything makes this a game worth playing.

It is also a great deal of fun to play with your buddies as well. I honestly do not think the Worms series gets the credit it deserves for making the jump from 2D to 3D. While The last ten years have seen little in the way of innovation when it comes to Worms ' trademark turn-based battling, the Amiga original was so spot-on that we're more than happy that the concept has remained largely unchanged in spite of the recent move to 3D.

Of course, many would have you believe otherwise; that by viewing the insect carnage from all angles, the purity of the original game has been leeched away. These people may have had a case when Worms 3D wriggled onto the scene back in , seeing as it lacked the ease of play of traditional 2D efforts thanks to a slower pace and over-complicated interface. However, in Worms 4 we're happy to report that Team 17 has pretty much succeeded in modernising the decade-old series.

Unlike last year's fun-but-flawed Forts spin-off, the developer has gone back to basics: fixing, tweaking and stuffing in even more over-the-top weapons.

The map file itself will not load and will crash the game. However, the script is fully functional. It appears to re-use the Prof. Worminkle University layout, adding an island in the distance which mostly lacks collision. The only inventory item you get is a Prod, thus the only way to access the island is by using the telepads which spawn in the map.

There is a rare chance of a mystery crate spawning, but no other kind of crate. The worms are named Tx,Wy, where "x" is the number of the team and "y" is the number of the worm Ex. There is no apparent objective to the level, and it functions similarly to a Quick Game.

Once you beat the level there's no way to lose since you're in control of both teams , the game loads in "Round 2" as if you were playing a multiplayer game. Attempting to change the map crashes the game.

Once you beat the level twice, it just resets to Round 2 again. This continues until you exit. With the Prod or Fire Punch, you can never be sure where your enemy will go, the Baseball Bat will offer more accuracy for this. Also you can more accurately hit mines towards your enemies; again there is an element of danger as to what the fuse time might be.

The strategists delight! This is the ultimate weapon for the people who want to have a cold, calculated game. These nasty little blighters can be placed anywhere on the landscape and will stay there until a worm treads that little bit too close. A good tactic is to mine teleport pads.

These won't activate the teleportation but will sit there until a worm teleports on top of it the random nature of the devices means that there is a chance the worm will land on the mined pad. Of course, you could always mine all the teleport pads, as the ultimate act of spite, so no-one can use them! Another good thing with Mines is that they can be dropped into small indentations in the landscape; this means it will be harder for enemy players to spot them, and they might "accidentally" get hurt when one is set off.

This is one of the "essential" weapons in the game. These little sticks cause a lot of damage on their own, but used in combination with other things they can become that little bit more deadly. This only has a 5 second timer, so before dropping it, make sure you have an escape route, you don't want to get caught up in the explosion. A new trick to try out would be, if an enemy worm is stood near a teleport pad, drop the dynamite and then make a run for the pad. While you are transporting away to safety, the enemy will be being blown up by the Dynamite, and the subsequent explosion from the teleport pad.

For max explosion fun, try saving the Dynamite for worms that are situated near objects mine factories, barrels etc. This weapon can also be dropped from a Parachute, so as you are sailing through the skies, try to judge the drop and you can land some Dynamite right in the enemy's lap.

The most accurate way to see where your Air Strike will explode is to try and use a straight down vertical angle when going into the overhead view. The Air Strike also has a handy zoom feature, to make aiming that bit easier, this helps if some of your worms are close to your intended target. Assuming there is a solid piece of land between you and your enemy, this is a good long range weapon.

Make sure the direction is set and then launch this fluffy device of destruction. Be careful with the manual detonation though, as the Sheep will try to jump over the enemy he just wants to keep on running! This old dear is good for getting those "hard-to-reach" foes.

Her ability to cunningly navigate albeit very slowly around parts of the landscape, with your aid should cause more chaos than pension collection day! Since there is the ability to manually navigate it is always better to try and get your explosion to occur on the side which is facing away from a high ledge or watery front, this way when she pops her clogs the enemy should be propelled to certain doom be it off a cliff face or into the water, dependant on the enemy locale.

A bit of a weird one the this, to use the Inflatable Scouser; you'll need some help from the elements. The Scouser is dependent on the wind speed, let him lose and he'll pick up an enemy worm and float upwards with him. Used on a worm near the water, with the wind blowing towards the water, your Scouser will fly up and drop the worm to his doom.

Skilled players can even use the Scouser to move their own worms around the landscape, but be careful of the drop. During the day he's a mild mannered reporter for the Daily Flock, But once battle commences he don's his cape and takes off. Can't get an enemy with the Bazooka or Shotgun, then the Super Sheep is the weapon for the job, able to move across the landscape in seconds, and cause mass damage. And remember, the Super Sheep can also used to do a bit of shopping before the fireworks, take the Super Sheep in low to collect the crates, but take care; you don't want to waste it.

This has to be one of the most unforgiving weapons in the game. Once this has been inflicted upon an enemy they are stuck, and you can use this to wear them down.

The most effective use of this weapon is if you can lure an enemy worm to a very difficult part of the landscape and then Tail Nail it in place whilst you then set about the rest of its team. Also having an enemy worm stuck in place gives you the opportunity to practice pulling barrels and Mines towards them using the Ninja Rope see Ninja Rope section. Pulling barrels around a nailed worm stops them from trying anything silly as they "might" blow themselves up in the process.

This also gives you the chance to cause maximum damage using a low damage weapon!



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