
Watching a wood floor while stuff is happening elsewhere in the level isn't that exciting. There were times when the camera dipped below the level and other times when it would swing around an object, completely obscuring the view of the active worm. Clipping and collision issues are not uncommon, with the camera appearing to have a mind of its own. Polygon counts are low, and model detail leaves much to be desired. Graphically, textures are clean, but basic. You can't quickly skip past any of these, which means even more waiting time. Individual character animations also seem to have a loading delay, as you'll shoot a worm, watch him fall down, wait a second and then see the damage indicator pop up. Levels take at least 30 seconds to load, sometimes longer. Instead, it feels a lot like playing on the original Xbox, especially with the loading times. Given the age of the game and the relative simplicity of both the levels and the character models, we would have expected to see better performance out of the Worms 3D engine powering the game. Don't expect to create any weapons of mass destruction.


It also introduced custom weapons, but the effect is more visual than anything else. Goals here are more objective oriented, though that can lead to frustration based on the somewhat imprecise movement controls. Worms 4: Mayhem brings in a new story mode, led by a crazy professor worm with a time machine. There are some new weapons here, along with a set of campaign missions featuring specific goals, but the big draw remains multiplayer. Characters can also shift into a first-person view, giving you a look at the battlefield from the perspective of a worm. Instead of simply accounting for up and down when firing your weapons, you now also have to worry about left and right. Based on the classic 2-D strategy game, Worms 3D took the franchise from a 2-D plane into a fully rendered 3-D world.
