[Wii] Worms: A Space Oddity

Megaboy

Power Member
IGN
Worms: A Space Oddity
We go hands-on with Team17's Wii exclusive strategic war game. Full impressions and first-ever videos.

January 14, 2008 - Let's start with the bad news. In our initial interviews with Team17, the developer promised that the Wii exclusive Worms: A Space Oddity would feature a fully hashed-out online component and future downloadable content through WiiConnect24. Well, we've just finished our first hands-on demo with the title and we can state that none of these promised features made it into the end product -- a truth that is beyond disappointing, especially since the Worms franchise is ideally suited for both. No reason has been offered for these omissions. We're going to post a poll in this preview in which you can make your opinion on the subject known, one way or the other. There is good news to report, though, and it's that the core package is fundamentally fun. While Team17 has made-over the Worms series to incorporate Wii waggle and gesture whenever possible, these motions do not feel gimmicky or forced. Rather, they actually serve to enhance the experience, as far as we're concerned. Also, the four-player local component is retained in full. And there's even a level editor in-tact, although it is admittedly lacking any real depth. You want specifics, we know, and we're going to give them to you, but first let's pretend that you know absolutely nothing about Worms.

Space Oddity, like all Worms games before it, is a title focused on wartime strategy. You're inserted into a squadron of battling worms armed with all sorts of projectile weapons and other gadgetry, and in turn-based movements you attempt to blow away the opposition, literally. The premise is simple, but winning control mechanics and tight weapon balance have sustained countless Worms sequels through the years. Space Oddity changes the battlefield -- now you'll be warring on various planets in the solar system, each with different gravity strengths, surface frictions and atmospheres to consider -- and there's also the new Wii remote functionality to consider.
You won't need the nunchuk for Space Oddity. The game utilizes only the Wii remote. D-Pad moves the worms. Tap the A button once and you'll jump; tap it twice and you'll backflip. Press the + button and you can zoom into environments; if you hold it and point at the screen with the Wii remote, you can effortlessly move the camera around. The 1 button brings up your menu (briefing, summary, quit game, or restart); 2 button cues an active tutorial (dynamically changing depending upon which weapon you have selected); and - button activates your weapon select screen (containing nearly 20 weapons). Once you select a weapon, you can set its trajectory using up and down on the D-Pad -- basically, the same way you've always done it in a Worms game. But once you start to use weapons, there are notable differences.

You won't be shooting the "impact frag" (essentially a rocket launcher) with the tap of a button. Instead, you will arm the device and use a gesture to blow up the enemy. When in aim mode, you pull the Wii remote backward as if making an overhand throw -- as you do this, a power meter located in the lower-left-hand screen will show you just how much force you've applied to your impending shot. The farther you pull back on the Wii remote, the more power you'll have, and the game very accurately recognizes and translates how much pressure you've applied. When you've reached your desired power, press and hold the B-trigger, swing forward, and depress the button. If the angle of your trajectory is true and your power is accurate, any enemy you've sighted will be toast.
In Space Oddity, you can even cheat, which we don't recommend. Supposing you don't let go of the B-Trigger when you make a gesture, the game will actually show you via a dotted red outline the exact trajectory of your intended shot, highly useful for beginners, but also a feature that will potentially ruin battles for pros who don't want to know the exact route of their attacks before they make them. (Of course, you could always ignore the feature altogether by depressing the B-trigger after making a gesture.)
In addition to the impact frag, there are the classic time and cluster frag grenades, as well as a brand new guided frag, which replaces the homing missile with IR control. To use the guided frag, you point at a spot on-screen, press the B-trigger, and then guide the missile along using an on-screen reticule controlled directly by pointing with the Wii remote. It works brilliantly. There's the blaster, which shoots bursts that spread apart the farther you are away; the atom pack, a big bomb that you set, walk away from, and then detonate using a push motion with the Wii remote; and the Robo-Sheep, like the classic sheep, but you can make it jump on command in addition to detonating whenever you want. There are also two new weapons, including UFO and drop-ship, the first of which enables you to select a target (and then every time you make a stabbing downward motion with the Wii remote, a UFO will fly over and shoot it), and the latter of which uses the same idea except that its meant to destroy terrain. The astro punch combines the jab and uppercut into two different control motions; using a dig motion, and the excavator enables you to shovel terrain. The jet pack works in fundamentally the same way, enabling worms to fly around the screen, but the way in which you control it is much improved. Now, you simply hold or tap the A button for jet power and you directly control the pack by tilting your Wii remote to the left and right. It feels very good.

In Story Mode, which is a single-player affair, you use our created team (change their look, uniforms, victory dance, etc.) and embark upon a war campaign spread across six worlds, each containing five regular stages and one unlockable. Each planet has different gravity settings, friction and weather conditions. The first, for example, called Cavernia, is set underground and there are only very basic gravity and weather conditions to consider. But as you advance, the scenarios ramp up and change dramatically. Also worth noting, many of the different planets are preceded by pre-rendered cut-scenes featuring worms in various situations, most for comedic effect.
Worms: A Space Oddity features 3D layering, but it looks like a 2D game. The characters and foregrounds appear sprite-based, but you will spot multiple layers of flat objects and backgrounds. There's even a depth of field blur on the backgrounds, meant to add style. The look is very simple and colorful, but it is perfectly suited to the Worms games. Everything runs in 480p and 16:9 widescreen mode, too. The only problem is that A Space Oddity isn't humming along at 60 frames per second; rather, it seems to run at 30 frames, which is unfortunate given the basic presentation.
We've just started to delve deeper into Worms: A Space Oddity's extras, including its seemingly shallow create-a-level function, which enables you to paint on the terrain in levels using the Wii remote, but offers very little in the vein of customization for your creations. What we can state for sure so far is that we like the look of the title and love the new play mechanics -- we only wish that the original promised package, which featured online play and downloadable content, was preserved.
Check out some gameplay movies in our media section below.

in http://media.wii.ign.com/media/960/960194/vids_1.html
Published by: THQ

Developed by: Team17 Software

Genre: Strategy
Number of Players: 1-4
Release Date:
US: March 10, 2008
Europe: March 2008
Australia: March 2008
MSRP: $49.99


Melhor que as imagens...os Videos:

http://www.youtube.com/watch?v=YUoEC59CbGg

http://www.youtube.com/watch?v=MO9WgcaKBu0


+ 3 bons videos aqui..

http://media.wii.ign.com/media/960/960194/vids_1.html
 
Última edição:
Bah. Quando vi o título pensei que vinha aí grandes partidas online, mas pelos vistos enganei-me. Sem online? Que raio estavam eles a pensar... Isto é giro com outro pessoal, não vou ter amigos a toda a hora em casa, nem convém.
 
Eu ainda não consigo acreditar que eles não vão incluir online, e não consigo perceber porquê, mas mesmo assim sou capaz de comprar este jogo. Tenho a casa sempre cheia de gente, mas ainda não tenho nenhum party game para a Wii (sem ser o Wii Sports), e o Worms em 2D parece-me ser uma aposta segura.
 
Custa muito meter online num jogo POR TURNOS? Não é preciso tartar de problemas de sincronização, comunicação em tempo real, nada... É só trocar valores de um lado pro outro e criar uma forma de os jogadores se encontrarem.

Sem online, não compro. Existem muitos mais jogos na wii com que gastar o meu tempo e dinheiro.
 
Eu ainda não consigo acreditar que eles não vão incluir online, e não consigo perceber porquê, mas mesmo assim sou capaz de comprar este jogo.
Deve ser para ir de encontro à deadline de Março; mas já há comunidades a falar de petições (imensa gente a dizer que sem online não o compra)... Pelo que se eles tiverem algum bom senso, talvez ainda recuem; mas neste momento o jogo deixou de ter online previsto.
 
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