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E3 2012: Dishonored interview
by Andrew Whipple III
16.6.12

Sometimes, just before you witness something grand, you get that indescribable feeling that what you're about to experience is going to be incredible.

That's what I felt when we were ushered into the Bethesda theater to watch the showcase on Dishonored, Arkane Studios' supernatural stealth-action adventure title. Easily stealing our game of the show award, Dishonored not only draws some of its strength from the magical titles of old, but it manages to be seminal in world plagued by derivative and hackneyed titles.

Dishonored interview



You are Corvo Atano, a legendary supernatural assassin who is blamed for the murder of the empress of Dunwall. Your job is to find out who framed you, why they did it and then enact revenge upon them. A simple premise, for sure, but what makes Dishonored different than any other game out there is... well, basically everything.

The city of Dunwall can best be described as a steampunk city in the midst of a semi industrial revolution. The entire game will take place within the walls of the city so expect it to be enormous and writhing with life for you to pass judgment on. Each mission will drop you into a certain part of the city where you make the path to the objective. Sometimes side-quests appear that may or may not help you reach your goal, but there are always multiple pathways to reach the mission end. Whether you lay a path of destruction or take a more mild approach to your enemies is another choice and each way opens up new scenarios you'll encounter. How's that for being different?


He was a Dallas Cowboys fan. What?

Still not satisfied? Much as it alludes to, Dishonored is not an open-world game. As a matter of fact, each mission is hand-crafted and tailored to the situation. While that might put some people off, I remind you that old-school games like Thief worked much in the same way. Ostensibly the game may seem linear, but within each mission structure are a multitude of options and, as I previously stated, multiple pathways to get to the main objective. You can complete entire missions without killing anyone. Better? You're a supernatural assassin. There, how's that sound?

It doesn't matter how badass the protagonist or setting sounds if the combat is shabby and thankfully Dishonored delivers. Being supernatural and such, Corvo will have a ton of options of how to deal with each situation and yes, there will be upgrades to sate that RPG fanatic within. For instance, let's say a patrol man makes his way over to a secluded area but killing him there still might get you seen eventually. Well, use Corvo's blink to teleport right behind the target, stab him in the neck, pick the body up, blink back onto the roof. Done, and all within a good five seconds.


It might not look like much, but what you aren't seeing is something magical or in this case... supernatural. Sorry.

Combat is just as satisfying as it sounds. Players who relish timing-based mechanics can make Corvo parry and counterattack with ease. At one point in the showcase, Corvo wielded both a one-handed crossbow and a sword to fend off an assault of guardsmen. We also saw Corvo control the wind to throw back a missile at one of the enemies called a Tall Boy. He even called a swarm of rats to rip a man into tiny bits. Excessive, but oh so necessary.

You never see games explore areas like this and, being a stealth game fanatic, this is something I've been waiting to see for some time now. Lethal or non-lethal methods of play, your actions changing the missions dynamically, supernatural moves, a steampunk environment, a seemingly solid story, it's all gold for someone like me. If the game plays as fluid as it did on the showroom floor and delivers on what we've seen so far, it'll be hard not to consider it a game of the year contender. Get ready, because Dishonored drops October 9th on PC, Playstation 3 and Xbox 360.

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- Andrew Whipple III
E3 2012: Brick-Force interview
by Andrew Whipple III
15.6.12

With the ability to be creative while bringing your friends along for the ride, Minecraft has been nothing short of a sensation. However, being a 'make your own fun' kind of title, I personally never got too deep into the mix.

So what if you can build a cavern in the side of a volcano with a cart-rail to take you in an out whenever you please? Cool as it may seem, there isn't a point to the creativity and that's why Infernum's Brick-Force interests me more than Minecraft ever could.

Brick-Force interview



Obviously inspired by Minecraft, Brick-Force hopes to take creativity and user generated content to the next level. Instead of throwing people into a virtual sandbox and letting them run wild doing whatever, Brick-Force contains goals and objectives in an open-world environment with first-person shooter mechanics. Sound confusing? Let me share the addictive grasp Infernum's title has hold of me.


Don't you build that block. I'm warning you.

Brick-Force is everything Minecraft is and more. The sandbox mode where you run around and build whatever, wherever still exists but the main point is to build something you and others can play/fight on. For instance, there are modes like Defense which require you to defend against waves of monsters. The game makes you create the level, the monster spawns, the points where they need to get to, everything; it's all under your control. You can also obtain different weapons, upgrades and your character can be fully customised. Pretty awesome sounding right? Did I mention I was crowned the E3 champion of Defense mode? Yeah, that totally happened.

My favourite mode I played was something called Build & Destroy, which pits two teams of eight on a completely blank plane divided by an impenetrable barrier. Once the match begins, both teams have two minutes and forty seconds to build whatever they can before the barrier is lifted and the fighting breaks out. We were building traps, sniper towers and labyrinths to try confuse the opposition. Matthew Rider of Infernum was actually taking blocks out of the foundation so people who weren't watching closely would fall to their death. It was a ton of fun and is something you definitely won't ever see in Minecraft.


Damn, I gave them too much cover.

By creating content, the active community of Brick-Force is able to rate the content and you can reap the rewards. While I didn't have a firm grasp on how exactly everything is earned, you can grab new items to decorate your characters, weapons, etc. With these kinds of options, it's what I always wanted Minecraft to be.

Currently in beta, Brick-Force is slated to go into open beta in the coming weeks and, perhaps, fully release within months. It's a charming game that anybody can get into and I highly recommend giving it a shot before you automatically assume Minecraft's superiority.

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- Andrew Whipple III
E3 2012: Aliens: Colonial Marines interview
by Andrew Whipple III
15.6.12

Surprised as I was by many games at E3 this year, none surprised me more than the once thought canceled Aliens: Colonial Marines becoming a canonical sequel to the films.

Having grown up on those movies and still possessing the old-school figurines, this news excites me beyond description. It also helps that the game is a blast to play, but we'll all have to wait until February of next year to get our hands nice and dirty with it.

Aliens: Colonial Marines interview



As far as becoming integrated with the overarching story, I believe Colonial Marines will be the first video game ever to become part of something as renowned as Aliens. Speaking to senior producer on the project, Brian Burleson about Colonial Marines becoming canon, he had this to say:

"It's amazing to think that the sequel to the films is a videogame and to be able to work with 20th century fox to make this canonical, you have to do a lot of groundwork, you have to meet the right people, you have to make sure you cross your T's and dot your I's 'cause so many people care about this and are passionate about this franchise that go back 26 years."

Colonial Marines will take place after the events of Alien 3. Expect to see everything in place, from familiar characters, weapons, machines and the xenos themselves. Gearbox wants to create a rich, accurate experience that Alien junkies will devour. After all, it's not every day that a project is green-lit like this.


You're probably going to be in this situation a lot.

The game itself will feature a four-player co-operative campaign where your friends can drop-in or drop-out at any point. For those who can't trust an online companion to help get you through the xenomorphic threat, split-screen will also be implemented. While Gearbox was mum on details about other modes, multiplayer will be a large factor of the game. Unfortunately team deathmatch was the only mode that was being shown off, but it was still rather fun.

Taking much inspiration from games like Left 4 Dead, team deathmatch revolves around two teams of five racing to a specific kill score. Regardless of your choice to side with the malicious xenos or the trigger-happy marines, each side will be customisable with various loadouts or classes. For example, the xenos will be able to choose between various breeds and can eventually evolve into something called a Crusher. Like the Tank in Left 4 Dead, the Crusher is a massive beast that can take a ton of punishment and excels at causing utter chaos. Since marines typically want to stay together to survive, the Crusher can charge in to divide the team, leaving the rest open to assault the helpless marines.


I wasn't lying. This thing is big.

The marine side of things allows you to choose an assortment of weapons and perks, while also generating powerful weapons that can be picked up throughout the level. For instance, the iconic Smart Gun is one of these pick-ups and makes short work of any kind of xeno crossing your path. Ammunition is limited though, so you'll need your team to back you or risk using up the powerful weapon just as fast as you picked it up.

Surely more modes will be revealed as time progresses, but from what we played Colonial Marines proved to be a fun multiplayer experience. If being canon for the series isn't reason enough to give this one a shot, then maybe the mixture of co-op and multiplayer will entice you further. Whatever the case, February 2013 can't come soon enough.

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- Andrew Whipple III
E3 2012: Assassin's Creed III interview
by Andrew Whipple III
15.6.12

Being one of the most prestigious franchises in contemporary gaming, you probably don't need me to tell you to get excited for Assassin's Creed III.

While Ubisoft has been cranking these puppies out, ACIII will prove to be their greatest undertaking yet by exploring unfamiliar areas, even to the developers. New open world environments, a brand new combat system, naval battles, improved stealth elements, a half British half Native American protagonist, it's clear Ubisoft isn't trying to make this game good - they're making it unforgettable.

Assassin's Creed III interview



ACIII will explore the often untouched American Revolution time period. Made distinct by the unexplored lands, expansive environments and deep woods of that time, it's an area unfamiliar to Assassin's Creed in general. Playing as Connor, the new protagonist, you'll find yourself running through these wild environments scaling trees and jagged cliffs while combating the fierce weather and feral animals. Don't worry, great as the new scenery will be, dense cityscapes will still make an appearance with Ubisoft's trademark accuracy. Boston and New York will be the focus in ACIII based on a one to three replication ratio. Expect to see timeless buildings like the Old Boston State House as well as the historical Long Wharf. We were also told to be ready to experience events such as the Great Fire of 1776, which we're sure no good will come of.


Revolutionary War venison tastes so good, the Animus shuts down because its jealous it can't have any.

It's important to note that these outdoor environments will feel as you'd expect them to; huge. According to Ubisoft Associate Producer Julien Laferrière, the forested areas are 2,000 x 2,000 which is roughly 1.5 times bigger than Rome in Assassin's Creed: Brotherhood. Being that massive, you can climb every single tree and rock, setup ambushes from the safety of the wood and explore brand new gameplay options that have never existed before in the Assassin's Creed universe.

One of my favourite new mechanics I saw in the showcase was the new weapon called the rope dart. Hailing from a Chinese descent, the rope dart acts as a multipurpose weapon used to take out one opponent. During the demo, Connor was positioned in the trees and used the rope dart to hook a soldier by the throat. Immediately jumping down, the rope slung the helpless soldier into the trees, dangling for his comrades to discover moments later. Whether you use this to take out a target quickly or for more of a distraction is up to you.


Is the apple I took really worth THAT much to you?

The combat has been completely reworked and rewritten for ACIII. Connor is especially handy with an axe and dual-wields, which required a system with more finesse and skill. I can tell you the system is extremely responsive and satisfying, especially when groups of enemies come into the fight. What's neat about this rework is that is also effects the AI. No longer will your enemies be relatively dumb in the fight nor will they allow you to exploit them into doing stupid things. Wait, an Assassin's Creed game where the AI is actually going to present a legitimate challenge? You better believe it.

The most talked about feature of the game would have to be the naval combat and with good reason. Once again, Ubisoft is trying to stroll out of their comfort zone and make something that's worth playing. While we don't know how much of the game will require naval warfare, you'll definitely be able to control your own ship from a third-person perspective. You can leave the helm at any time, interact with your crew, customise your belongings, etc. You can even tweak your cannons by feeding them specialised ammunition, you know, for all that deep sea pirating you're going to do.


Have you seen a hooded man that looks kinda shady? No? Move along.

ACIII looks mighty impressive and even if you're sick of the typical Assassin's Creed formula, there's enough different stuff here to warrant giving it a go. Whether playing the game purely for multiplayer, the new environments and naval battles or for the sake of the narrative, ACIII has something for absolutely everyone. October 30th can't come soon enough.

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- Andrew Whipple III
E3 2012: Splinter Cell: Blacklist interview
by Andrew Whipple III
14.6.12

Being a guy who's been in and out of the Splinter Cell series, I found Splinter Cell: Blacklist to be one of the biggest surprises of E3.

Not only does it appear to be bringing back the original style of the first few games, but it's making use of all the major mechanics that have made each title great. Ubisoft Toronto is literally fusing all of these elements into a sort of, ultimate Splinter Cell monstrosity and you need to see it to believe it.

Splinter Cell: Blacklist interview



For a first title, Ubisoft Toronto sure has its hands full. Splinter Cell isn't exactly a under the radar franchise and fans will be expecting nothing but the best coming from Blacklist. I don't think there'll be anything to worry about though, because Blacklist was easily the biggest surprise for me at E3. Not only did its visuals look masterfully done, but the gameplay left me in a state of perpetual shock.

To give the game a premise, two-thirds of the world's countries are occupied by American troops. As you might think, some of these countries have simply had enough. Threatening the USA by bringing the war to their doorstep, these rogue countries have banded together to form the blacklist. Unless the military pulls out in a certain amount of time, the USA could experience high-grade forms of terrorist attacks and it's up to Sam Fisher to stop it.


Guys, there's some trouble somewhere in the world.

Now part of the 4th Echelon, Fisher is the boss and it's represented in the gameplay. With the ability to call in support via artillery strikes, Fisher isn't taking no for an answer from anyone. Grizzled and angry as he may be, Ubisoft Toronto clearly wanted to represent everything Fisher has gone through up until this point. Never hesitating for even a moment, the up close and personal moments where Fisher breaks limbs, smashes heads and gut-punches feel like they hurt. This is how Fisher was built up and it feels incredibly accurate, just... how old does this guy need to be before he slows down?

One of the new features Blacklist touts is an improvement on the mark and execute system from Conviction. Instead of building up a meter of sorts, marking and then letting the bullets fly, Fisher can do all of this while on the move. They're calling it 'killing in motion' and it's absolutely breathtaking to behold. In one fluid movement, Fisher can shoot a target, snap another's neck, jump over a cart, shoot two more dudes at the same time and then finish the last guy off with a stab to the chest; all in ONE MOTION. Capitalization is required for being too awesome.


Where'd everybody go?

I mentioned earlier that Ubisoft Toronto is taking the best elements from all the games. Expect to get your hands dirty with intimate interrogations ala Conviction, make use of nifty gadgets from the first games that'll make you smile, spies versus mercs from Pandora Tomorrow, co-op and a stealth element that isn't being talked about. According to Ubisoft Toronto, they're bringing stealth back in a big way and I'm excited to see just what they mean.

Of course, there's a ton more hardcore fans of the series will automatically notice when playing and that's something else to anticipate. It's great to see Splinter Cell being 'revived' by taking everything that's made the franchise so renowned, augmenting it and packaging it all nice and neat in one retail box. Expect Blacklist to make its way into your system in the Spring of 2013.

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- Andrew Whipple III
E3 2012: IndieCade interview with Stephanie Barish
by Andrew Whipple III
14.6.12

Indie games are an important part of the industry, whether you like or not. Titles like Braid, Limbo and Fez all started as an obscure indie title and blew up from there, due to some help brought forth by IndieCade.

Having literally started off in a living-room and now being a veteran of E3 for six years, IndieCade's involvement in the gaming industry cannot be undervalued, but don't let me tell you that - CEO Stephanie Barish will probably make more sense.

Stephanie Barish interview



While we didn't get to see every indie game on the floor, our friends over at Arcen Games participated in the event, showcasing A Valley Without Wind. Other titles like Analogue: A Hate Story and the incredibly fun Binding of Isaac were also present, making it hard to leave to see other games when you just want to go a little further...

Indie games are a passion of mine (you should see the amount I have on Steam) and witnessing a gathering like this of all kinds of indie titles warms my soul. If it strikes you just the same then make sure you're in Culver City, CA October 4 - 7 to catch everything indie!

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- Andrew Whipple III
E3 2012: Dark Souls: Prepare to Die Edition interview
by Andrew Whipple III
14.6.12

To date, Dark Souls remains one of my most treasured titles of all-time. Sure, it has its hiccups and technical deficiencies but hardly any game captures the intensity and atmosphere FromSoftware has injected into it.

For the first time, PC gamers will get to experience the thrills of the game in the new Dark Souls: Prepare to Die Edition and we were on the floor to talk about it firsthand.

Dark Souls: Prepare to Die Edition interview



While Dark Souls wasn't playable on the showroom floor, Andrew Davis, associate producer for Namco Bandai was able to answer plenty of our questions while also addressing certain concerns. It's no secret that Dark Souls had a rough launch with the multiplayer literally being broken for a lengthy period of time. There's been some concern over whether the PC will experience similar guffaws and Mr. Davis had this to say about it:

"We learned a lot from the Dark Souls launch... and we are trying to make it a much more smooth launch for the PC version."

The quote might not disclose proper numbers or specific details on the accident, but it does show that they've taken the time to make sure that it doesn't happen to PC users and, most importantly, that they care.


No... sudden... movements...

Dark Souls: Prepare to Die Edition will contain around four to five brand new boss battles along with two or three completely new zones to die in... explore, I mean. There will be all kinds of new weapons and armor sets as well as optional bosses with bonus unlockables you might not even see your first time through.

For instance, the Darkroot Garden was a zone in the original Dark Souls but there's going to be a new area where it goes into the past. All manner of new traps and monsters will be present, of course and if you can get your way through it the Royal Woods await. We didn't get to see too many of the new bosses but they were showing off the Sanctuary Guardian ripping people to shreds at the booth. It was a bit unsettling, but exciting nonetheless.


It's actually one of the easier bosses. Am I right? Nope.

For some, Dark Souls presented an amazing player-versus-player experience and that's been taking into account for the improved game. There will now be instant multiplayer access along with several modes that can allow for 1v1, 2v2 or even 3v1 battles. Seeing as how certain people take PvP as seriously as they do, adding all this content makes it that much easier to sing Dark Souls' praise. Just don't expect me to show you any mercy online because, well, alright fine... you probably will kill me.

Dark Souls: Prepare to Die Edition releases August 24th on the PC, followed by a $14.99 update for the PS3 and Xbox 360 at an unannounced date. Make sure you don't disappoint yourself and give this one a shot, if you haven't already. I promise, you'll be miserable.

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- Andrew Whipple III
E3 2012: A Valley Without Wind interview
by Andrew Whipple III
14.6.12

We've had the pleasure of covering A Valley Without Wind under various conditions and if you haven't had the chance to check it out, or maybe know nothing of it, then perhaps now is the time to take a look.

With an enormous update en route and talks of its first paid expansion surfacing, there's a lot to be excited for regardless of your player status.

A Valley Without Wind interview



Arcen Games has always taken community feedback seriously and AVWW certainly doesn't forgo this trend. The game has already seen restructuring based on the feedback Arcen has received and there are no signs of it slowing down. Barely two months old, it's rather impressive to see this much change in any kind of title. Just take a quick glance at the Wiki. I dare you.

1.1 is AVWW's first free major update which will include a ridiculous amount of new content. We're talking 160 new interior room maps, 50+ new monsters, 8 new mini-bosses and one new secret mini-boss that everyone's completely silent on. Perhaps it'll resemble the creative monster of Asheron's Call entitled, the lag beast. Remember that thing? Regardless, this amount of content in this update is quite extensive and has me wondering how much an actual expansion would put in.

If there's one thing I can say that defines AVWW it's the design behind it. Erik Johnson said this in regards to continually supporting a game well after it releases:

"We think that it should be completely possible to continue making the game until its potential has really fully been tapped."

That's a bold statement as most games that release are only supported through DLC that requires some form of payment. AVWW has gone through well over 40+ updates that all have added something akin to new monsters, spells, missions, etc and every single one has been free. It just goes to show how passionate some developers are about their games and how invaluable input from their fans are.


He ain't afraid of no ghosts... just Ice Pirates.

While it hasn't officially been announced, AVWW eventually will explore paid expansion content which Erik Johnson speaks about in our interview. Following that perpetual design cycle, it only makes sense for something like a paid expansion to come out. After all, it helps studios like Arcen to stay afloat and besides, I hear that developers need to eat too. Whether it releases in time for our six-month re-review is still in question, but you can bet I'm excited to see exactly how much has changed when that day hits.

If you want to make an impact on a game and its first expansion, you can pick up AVWW on Steam for $14.99 right now.

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- Andrew Whipple III
E3 2012: Spec Ops: The Line interview
by Andrew Whipple III
13.6.12

Military shooters are a tough business. Not because they're hard to make or incredibly rare to find - it's quite the opposite. The conflict at hand is that there are so many it's difficult to become seminal in a largely derivative format.

Spec Ops: The Line hopes to destroy that trend being a third-person military shooter with an emphasis on, wait for it... the narrative. Crazy as that might sound, Spec Ops is coming together beautifully and you'd do well to spend some time with it.

Spec Ops: The Line interview



As I stated, the military shooter pool out there has far too many participants doing the exact same thing. Normally I'd do the irrational thing and dismiss a title with a name like Spec Ops: The Line, but I'm happy I didn't make that decision. Spec Ops is a game with a dark story that has a central focus on a squad of characters who've been sent to the ruins of Dubai. Once a beautiful location, it's been ravaged by cataclysmic sandstorms and is now considered no man's land. Stationed in Dubai to assist with the evacuation before the sandstorms hit, an enigmatic figure known as John Conrad has vanished and it's your job to discover what actually happened.

It's important to note that Spec Ops knows the kind of situation its throwing itself into and lead designer, Cory Davis from Yager Development had this to say:

"Those games that are out there in our genre are great games, they do what they do extremely well but they're a lot different than what we are."

Different seems to be the key word to describe this game, but it's not so different as to scare away normal fans of the genre. Spec Ops plays like a conventional third-person shooter with cover, blind-fire and team banter making requisite appearances. The game feels very responsive as you'd expect, but once again, the big difference is the strong emphasis on the personalities of the protagonist, Martin Walker and his squad-mates. The closest game I can think of where you're more intimate with your squad-mates is Gears of War, but that's severely stretching it. You simply don't get that kind of emotion in this type of game, but Spec Ops promises it won't disappoint.


I could be wrong guys, but... that ship is supposed to be in the water, right?

Being a squad-based affair, you'd think co-operative play would be thrown into the mix. While co-op is definitely in, it's coming in a different way (there's that word again). Available for free to anybody that purchases the game, a separate co-operative campaign will be attainable shortly after launch. While it doesn't deal with the characters you'll be playing in the main narrative, the co-op acts as a pseudo prequel that definitely attaches itself to the story.

To further augment the emotion and intensity of the situations you're presented with, Spec Ops will also contain decisions that have a dramatic impact on the story. Speaking about why the co-op mode wasn't thrust into the main game, Cory Davis explains that these decisions would have probably made less of an impact if they went through with it:

"We don't want you tea-bagging your friend while you're making a decision as to whether or not an important character lives or dies."

It's an understandable move and one I can definitely respect. If you don't agree, just think about games such as Halo 3 and Gears of War 3. When you put two or more people together when a scene of significance arises, you just don't get that same emotion as you would if you were playing alone. Some games do this well, but it's something you definitely don't see work often.


You said blind-firing was for pansies, man!

Spec Ops will ship with a multiplayer component, but it will focus on squad-based gameplay and a more intimate experience with your companions. Expect a strong progression system along with a plethora of maps when it ships.

Yager has done a commendable job so far and I'm looking forward to experiencing a game with a strong story that isn't an RPG. Mass Effect 3 was the last action-RPG I played with an incredible narrative and I hope to add Spec Ops to that extremely short list. With co-op slated to come soon after and a multiplayer component to help hold down the game's value, there's little reason why anyone shouldn't bother checking it out. The game ships June 26th for PC, Xbox 360 and Playstation 3.

If anything, you can at least marvel at the game's impressive sand physics because, you know, they're totally worth that retail price.

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- Andrew Whipple III
E3 2012: Worms Revolution
by Andrew Whipple III
13.6.12

Strange as the Worms games may seem, there's an amount of depth to them that orchestrates unparalleled humour, strategy and pure fun.

Team 17 has been hard at work with the brand new Worms Revolution and, if you're a Worms fan, you'll be happy to know that this new game will return to the roots of the franchise. Even if you have no idea how a Worms game plays, now is the time to dive in as Revolution's newly formed mechanics hopes to help multiply its fan-base.

Worms Revolution interview



According to Team 17's own Nick Clarkson, there hasn't been a Worms game showcased at E3 since 2003. That's a little upsetting for me, but it's obvious Team 17 wants to rekindle that excitement gamers have had for Worms by getting the general public excited about the next game in the series. Revolution will ditch the 3D route the series has taken in order to resurrect the timeless gameplay of the 2D kind. What's even better is that Revolution will feature an engine that was literally built from scratch just for this new game. If that doesn't show Team 17's dedication to making this the best Worms game yet, I don't know what is.


It's organised chaos.

For those that are unaware, Worms is a turn-based strategy game with a multitude of options in fighting your enemies. Of course, Revolution will give plenty of new abilities that will aid in the demolition of your opponents, one of which will be the environment itself. One of the big new environmental changes to the game lies within the water. Now a completely dynamic element of the gameplay, Revolution will allow you to permanently damage the environment so that the elements, like water, can do all the dirty work for you. For instance, if your enemies are on a slope, you can cast a water bomb at them. Upon detonation, the water will collect and fall down the ledge naturally. However, it'll take those worms with it, netting you some easy kills.

Just from glancing at the environments you can certainly appreciate Revolution's style. Worms has always been a colorful game with a whimsical, but semi-serious style; Revolution will be no different. Mr. Clarkson also explained to us that there are random items that are usually left around the environment, each with special properties that could be used against your enemies. Revolution will also be introducing character classes, each with special attributes and gameplay styles. The scout, for example, is fast moving and can jump higher but takes a lot more damage from attacks. The scientists can built things like the Sentry Gun and the heavy is a damage sponge, but moves very slowly. These classes add an interesting dynamic to the mix and allow players to choose how they want to play on an even more personal level.


Water is the bringer of life. Except in this case.

Revolution will contain single-player missions to get you used to how the game is played, but like all Worms games, it's meant to be played with your buddies. Supporting four-player co-operative mayhem, you can bet that's where all the chaos will come into play. Speaking of chaos, Revolution contains 47 weapons and more to come in the impending DLC. We're talking holy hand grenades, sheep that scale mountains and then detonate, water bombs and so much more. For a game that's releasing at $14.99 at the tail end of September, it certainly seems like it's not lacking content.

I'm excited to see Worms come back in a big way and Revolution is looking great. The exaggerated style is always a plus for me and seeing how Team 17 is building everything from the ground up impresses immensely. Come time for its September launch, you can most assuredly count me in.

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- Andrew Whipple III
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