{"id":74686,"date":"2013-03-22T00:49:38","date_gmt":"2013-03-22T04:49:38","guid":{"rendered":"http:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/uncategorized\/worms-battle-islands-review-psp.php"},"modified":"2013-03-22T00:49:38","modified_gmt":"2013-03-22T04:49:38","slug":"worms-battle-islands-review-psp","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/islands\/worms-battle-islands-review-psp.php","title":{"rendered":"Worms: Battle Islands Review [PSP]"},"content":{"rendered":"<p><p>    The folks over at Team 17 apparently don't subscribe to the    idea of opening a whole new can of worms. Each new incarnation    of the popular Worms franchise plays like a mere expansion of    the previous outing, and in many regards, Worms: Battle Islands    for the PSP is no different. Granted, these worms work well for    Team 17--so well that they've shied once again from drilling    any new wormholes into the franchise. The difference here is in    the details. The controls have never felt so effortlessly    intuitive, the customization options have seldom been so    extensive, and the multiplayer modes have rarely been so    welcoming. That said, it's still simply Worms. Battle Islands    is palatable bait for series newcomers, but even devoted    veterans may find their time better spent elsewhere.  <\/p>\n<p>    For the uninitiated, Worms places you control of a battalion of    adorable oligochaetes as they assault another team with missile    launchers, exploding sheep, and the occasional concrete donkey.    Here you bounce over hills and burrow through tunnels with    flamethrowers, worming your way out of dangers such as    proximity mines. Combat is turn-based, and you have only a    minute to slither over to your enemy and make your move. Of    course, this same tactic works for your nightcrawling foes, so    there's a chance that you'll find yourself staring straight at    your killer with nowhere to run.  <\/p>\n<p>    The single-player campaign comprises 30 moderately challenging    missions spread across six islands based on widely different    themes. For instance, you start out in a postapocalyptic    nuclear test site and work your way through tropical jungles    and frozen wastelands. In each case, you wreak havoc on the    jagged landscape with your rocket launcher or some other goodie    from your weapon stash, and in certain cases you can assign    snipers to eliminate the competition before a round even    starts. As a welcome new addition, blueprints now drop from the    sky in each campaign level (and sometimes land in absurdly    unreachable locations), and you can use these to modify items    like your unassuming baseball bat into something decidedly more    threatening.  <\/p>\n<p>    Indeed, customization has always been at the heart of the Worms    games, and easily pleased thrill seekers will be happy to know    that you can customize your worm's appearance with prizes    earned from missions (including new items like masks and    backpacks). If you've always wanted to see your murderous worm    squiggle about with a Jason Voorhees-style hockey mask, this is    your chance. You can even customize your victory dance or what    kind of tombstone appears after you die, and there's a welcome    option to design your own level.  <\/p>\n<p>    Aside from the campaign, you can also test your skills through    a series of time attacks or challenging puzzles. In one of the    timed trials, you need to speed through multiple laps in a    cavern while using only your jetpack; in another, you swing    through a canyon using only a ninja's grappling rope while    avoiding a lake of ectoplasmic goo. The puzzles are    considerably more rewarding: in one, you must kill two    opponents in the same turn; elsewhere, you need to finish off    an enemy with only a weak mine and a punch. Still need    training? Battle Islands offers three training modes and a    free-for-all firing range to test out your new toys.  <\/p>\n<p>    Be prepared for several difficulty spikes as you progress    through the levels. In earlier levels, your worms can sometimes    stand in plain sight before their enemies and watch as the    missiles intended for them head off in the other direction; in    later levels, enemy projectiles find your worms as though    guided by your very thoughts--even if you were \"safely\" buried    several yards within a bunker.  <\/p>\n<p>    The five options in Battle Islands' robust online and offline    multiplayer modes will easily keep you occupied for    hours--provided you can find anyone online. The usual suspects    are all here, including Deathmatch, Racing, Triathlon, and    Forts, which gives you a base of operations, and each features    leaderboards for those eager to become the Emperor Worm. Of    particular note is the new Tactics mode, which lets you return    to your war room at any time during the battle as well as see    the battlefield for a minute before the match so you can place    traps in advance. Best of all, you can even win items from your    opponents in an online session.  <\/p>\n<p>    Thankfully, Worms has lost none of its peculiar charm. Worms    shout things like \"Bor-ing!\" when enemy players miss, although    the limited voice options ensure that you can usually predict    which phrase you'll hear next. All the best weapons from    previous incarnations are here, including favorites like the    holy hand grenade, which triggers Handel's Hallelujah chorus    when launched. Missions are preceded by well-animated cutscenes    that are often good for a quick laugh. The backgrounds are    decently lively but not distracting, and the island    environments are filled with quirky obstacles like downed    airplanes and half-sunken ships. The music, while usually    subdued, is nevertheless appropriate for the often methodical    pace of Worms. All in all, Battle Islands marks a welcome    return to the series' two-dimensional roots after comparatively    lackluster offerings like Worms 4.  <\/p>\n<p>    Almost. Battle Islands suffers from a few minor drawbacks, such    as load times that approximate the time it takes an earthworm    to traverse a summer sidewalk. Elsewhere, an annoying bug    repeatedly insists that your Memory Stick was recently replaced    (when it wasn't) and that you need to reenable autosave. Even    so, Battle Islands makes Worms seem like it was specifically    developed for the PSP, and not ported from another platform.    You can zoom in and out with the left and right bumpers, and    you can view every corner of the whole map with the analog    stick. You can control your worm and adjust your weapons with    the D pad, and trigger chaos with the action buttons. Every    other button is mapped as it intuitively should be.  <\/p>\n<p>    But is it enough? Battle Islands approaches its source material    as though all 17 previous incarnations of the game were but    worthy betas. Here we have no giant leaps forward; only a    finished product that's been a long time coming. To be sure,    newcomers may enjoy worming their way into this enjoyable    though worn artillery adventure, but experienced Worms players    will likely balk at paying $24.99 for more of the same.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>See the article here: <\/p>\n<p><a target=\"_blank\" href=\"http:\/\/www.gamespot.com\/psp\/strategy\/worms-battle-islands\/review.html?part=rss&amp;tag=gs_reviews&amp;subj=6285467\" title=\"Worms: Battle Islands Review [PSP]\">Worms: Battle Islands Review [PSP]<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> The folks over at Team 17 apparently don't subscribe to the idea of opening a whole new can of worms. Each new incarnation of the popular Worms franchise plays like a mere expansion of the previous outing, and in many regards, Worms: Battle Islands for the PSP is no different. Granted, these worms work well for Team 17--so well that they've shied once again from drilling any new wormholes into the franchise <a href=\"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/islands\/worms-battle-islands-review-psp.php\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"limit_modified_date":"","last_modified_date":"","_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"categories":[38],"tags":[],"class_list":["post-74686","post","type-post","status-publish","format-standard","hentry","category-islands"],"modified_by":null,"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/74686"}],"collection":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/comments?post=74686"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/74686\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/media?parent=74686"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/categories?post=74686"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/tags?post=74686"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}