In Worms Forts: Under Siege, the gameplay follows a similar structure to the main Worms series games, except players can construct fortifications that can strengthen the defensive potential of either team. Each player takes turns to construct fortifications and/or make an attack. Players can build a variety of these fortifications, which in return offer special bonuses that improve the defense of their own teams. Forts have to be constructed so that they are connected to a singular large fortification called the "Stronghold". A variety of forts are progressively unlocked based on players' performance on expanding fortifications across the land from the Stronghold via a network-like system. As the game progresses, the player can construct increasingly larger forts that are capable of deploying stronger weapons, or construct special buildings that provide special gameplay benefits, such as the generation of collectible health crates or weapon crates. Players can fire from special forts designed to deploy stronger siege weapons, compared to basic weapons such as the Grenade or Bazooka.
At the start of each game, each player starts with a "Stronghold", a large fortification with high health. Weapons are used to destroy buildings and their links. Isolated forts that have lost all links to the Stronghold are immediately destroyed. Destroying the Stronghold immediately destroys all forts and subsequently forces the associated team to forfeit. The player wins by defeating the opposing team(s), achieved by either killing all their worms or destroying their strongholds.
Unlike other Worms games, this game has a different gameplay style. Each team of worms start out on opposite corners of a indestructible map, each with a building known as a Stronghold. Teams can set up other buildings that either give them access to stronger weapons, or can aid them in battle. Teams of worms can be defeated either by killing all their worms or by destroying their Stronghold. Much of the weapons in the game have a medieval theme, and notable weaponry and utilities such as the Ninja Rope and Prod are absent. Much like Worms 3D, the Wormpot returns, here called the "Fortpot", and can change various aspects of gameplay.
In Forts: Under Siege, worms are given access to stronger weapons as they set up buildings. For example, Tier 1 weapons do not require a building to use and can thus be fired from the ground, while Tier 2 weapons can only be used on Towers and stronger buildings. Also, not all of the regular weaponry in the series appears. In fact, most weapons here are made for this game only.
Most of the core mechanics that have defined Worms in the past are here in Forts. Multiple teams of worms take turns pummeling each other with weapons both practical (bazookas, grenades, shotguns) and fantastic (exploding sheep, banana bombs, Street Fighter II-style dragon punches) until only one team remains. But now, instead of just concerning yourself with the survival of your own annelids, you have a base that you'll need to build up and protect. In each game you start off with a stronghold, the very heart of your base, and if it's destroyed, you're out of the game. The game doesn't offer much in terms of defense, so your best bet is to either kill all the enemy worms or destroy their stronghold before they get to yours.
You can fortify your position with towers, keeps, castles, and citadels, each of which works as a platform for your worms to launch long-range attacks against opposing teams. There are literally dozens of weapons that you can only access when positioned on top of one of these buildings, which is really the primary incentive in building up your base. There are also supplemental buildings you can construct that will give you a bit of an edge. For instance, the hospital allows you to revive a downed worm, and the weapons factory causes several weapon crates to fall at the beginning of your turn. The actual base-building system is fairly streamlined, as the game gives you only a few options as to the types of buildings you can construct and where you can build them.
Since your worms need to be nearby in order to add new pieces to your base, the base-building system encourages the use of lots of long-range attacks, and in turn, discourages any kind of up-close confrontation. Since the game takes the launch angle and velocity (as well as wind speed) quite seriously, it can be a real challenge to hit your opponents. As a result, your games have a tendency to become exceedingly long and drawn out. And though your buildings are destructible, the rest of the map is not, which all but eliminates the previously viable and extremely satisfying tactic of destroying the ground under your opponents' feet.
There's a single-player campaign mode, which often focuses on activities that are peripheral to the actual fighting, as well as the trials mode, which puts you one-on-one against a series of computer-controlled teams. Even if you're all on your own, the multiplayer game is the best bet, especially since it's highly customizable. Up to four teams can go at it, and you can mix in computer-controlled opponents if you don't have the full four players on hand. You can tweak a number of variables, from the length of the turns to the starting health of the worms to the weapon loadouts. The multiplayer mode is the best fun to be had in Worms Forts, but it could've been better. Unfortunately, neither of the console versions of Worms Forts: Under Siege! can be taken online, something that would have vastly increased the game's overall appeal.
Despite the tinkering that Forts does with the Worms formula, it still recycles quite shamelessly in the audiovisual department, lifting pretty much everything from Worms 3D. The worms themselves are identical to those found in Worms 3D, and the different historical themes are all kind of uninspired and by the numbers. The environments also aren't particularly big, nor do they contain a great amount of detail. Camera control can be rather fussy, moving either too slowly or too quickly, and it's often difficult to simply get your bearings and figure out where the hell your enemies are. The most significant difference between the PlayStation 2 and Xbox versions of Forts lies in the frame rate, with the Xbox version running smoother than the PS2 version. In addition, the PlayStation 2 version suffers from more slowdown, with lighting and particle effects proving to be especially taxing. Squeaky, silly voices and loud explosions have always been of paramount importance to the feel of the Worms series, and for better or for worse, Forts seems content to continue reusing the same old sound effects.
The Game of the Year award was given to the best java game released for mobile gaming in 2004 and saw those worms with big guns and big attitude fighting off other mobile gaming contenders such as Morpheme's "Bluetooth Biplanes" and Concrete Software's "Aces Texas Hold'Em No Limit". Worms Forts also scooped a rare 10 out of 10 from "What Cellphone Magazine" in a previous issue.
Worms Forts mix of old school simplicity and new aged technology has proved to be a winning combination with another award, this time from "Mobile Choice Magazine" as Game of the Month. After achieving the high score of 9.0 in December's issue the worms once again beat off stiff competition in the form of Morpheme's "Haunted Mansion Origins" and Sumea and Digital Chocolate's "Fantasy Warrior 2" to claim the title of Game of the Month.
Worms Forts sees the return of these crazy invertebrates in a completely new setting with an old school style of game play. This new release sees the worms in a choice of four new environments battling it out against other worms for supremacy. With these new environments come new skills ranging from bridge building options to an array of weaponry such as rockets launchers and bizarre hippo launchers! It features simple and easy to use gameplay, colourful graphics and single/multi player options making it a perfect game for all age groups!
Throughout the game different crates will fall from the sky or teleport onto the playing field. There are four different types of crates: weapon crates (more powerful weapons); health crates (increase the health of a wounded or sick worm); utility crates, which carry instant utilities such as spy (see contents of all crates on the field), double time (doubling the time for your turn) and double damage (for one turn inflict double the damage); and collectible utilities like freeze (freeze your worms or buildings to protect them from damage for one turn), parachute (so your worm can safely jump from heights), jet pack (to reach distant locations and heights) and repair (to fix damaged buildings).
But it's lost far more than it's gained. Presumably in order for the base-building to work, Forts has been stripped of the series' trademark destructible landscapes, so that only the worms and buildings can be shot to pieces. Which immediately sacrifices the much-loved possibility of blowing the ground out from under each other, or seeing a wayward rocket carve a makeshift stairway out of a cliff, which conveys a tumbling barrel of napalm onto the unlucky troopers below.
By far the most frustrating thing about Forts though is the pace. Or the total lack thereof. It used to be that we'd sit there hammering the mouse button to try and speed things up because we eagerly wanted to get on with smashing the bejesus out of each other. Here we just hammer it to help pass the time. The addition of base-building means that you can win either by destroying your enemy's stronghold or by killing all his worms, but either approach takes hours - and that's not too much of an exaggeration. The final tutorial mission, which is your first proper battle against a team of AI-controlled worms, took us 45 minutes to successfully complete - and that was on our fifth attempt.
When eventually you do take control you're not free from the waiting by any means, but, worse, you're also hamstrung by things like the awkward camera, the obstinate control system in general, the keyboard-controlled base-building system which wants to cycle every possible location for your proposed extensions before settling on the one you actually wanted, and quirks like worms getting stuck on battlements, and worms jumping in the wrong direction (why on earth have backflip as the default double-jump action?), amongst numerous other niggling flaws.
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