While others have maligned Revolution for straying from the 2D roots of Worms while also simultaneously somewhat sticking to the popularly disliked 3D period of the franchise (in graphics, if no longer in gameplay), I personally found it fresh enough to be a tentatively recommended experience for Worms fans (though note I also have less of a grudge against the 3D Worms games than many other people). It's far from perfect (e.g. I personally found the single-player level narration from "Don Keystone" to be repetitious and unfunny probably 80 - 90% of the time), but I felt it was still decent enough if you can pick up the game for a reasonable price (I got my copy plus DLC from the Team 17 Humble Weekly Sale, for instance).
Water is perhaps the most notable new feature of Revolution, and it appropriately features prominently in the logo for the game. Now, many previous Worms games featured instant kill water at the bottom of the level, but Revolution mixes things up by additionally allowing "dynamic water" to be present on regular terrain. Dynamic water isn't immediately deadly and instead works similar to a slow-acting poison (with more traditional poison weapons and effects also present in this game and other Worms games), slowly damaging any worms that are submerged and helping to win the war of attrition against worms that are not quite killed within a single turn. That's far from the only strategic use of water though, as it can be invaluable for putting out fires, washing worms into the instant kill water, and even functioning as a "soft landing" for any worms jumping or falling from high above. I feel it takes a while to fully appreciate the utility of water, especially because it tends to be far less direct than the more classic weapons like bazookas and grenades, but ultimately I feel it was a worthwhile addition to the game and not just some gimmick.
Speaking of gimmicks, I'm less sold on the need for "specialist" worms. Revolution, unlike various other Worms games, features four different types or classes of worms: the Soldier, the Heavy, the Scout, and the Scientist. The Soldier is your classic worm, all around decent at everything but not particularly great at any one thing. The Heavy is a brute, dealing the most damage (sometimes impressively so with the more powerful weapons) but suffering dramatically in terms of navigation (though repeated jumps can alleviate this somewhat). The Scout is exactly the opposite, featuring the best movement and navigation abilities but some of the worst damage output. Finally, the Scientist is a bit of an odd duck, granting a small health boost every time it's their turn and with the ability to deploy some utilities better than the other worms, but otherwise is not particularly special in terms of damage output or navigation. Perhaps the differences are more stark in high level multiplayer play, but within the single-player levels I really felt like the regular Soldiers and Heavies were the most useful. Scouts were handy whenever you needed to cross long distances quickly (such as to get an out-of-the-way but quite valuable fixed spawn weapons crate), but their damage output is so pitiful that often the enemy can negate the navigation advantage by outright killing or displacing Scouts easily. I personally almost never saw the need to use Scientists in single-player play, as their slight healing powers are far outweighed by the benefits that a Soldier or Heavy can provide in terms of damage and thinning enemy ranks.
So, all in all, I found it to be a decent (albeit sometimes frustrating) game, though you might personally enjoy other Worms games more.
Posted: November 26th, 2013