![]() ![]() Rope Racing is another addition to the multiplayer modes and allows players to hone their roping skills in order to reach the end of numerous landscape mazes in a race against the clock. ![]() Players will need to choose to either defend their Fort and ward off all attacks, or try and bridge across to siege the enemy’s hold. There’s a Fort mode, which features teams pitted against each other upon separate landscape forts. Team 17: In addition to the classic deathmatch, which provides all-out death and destruction, we have two other multiplayer modes. Pro-G: Can you tell us about any of the other new multiplayer games, other than the standard deathmatch? When adding new content to a game, we always take into consideration ideas and suggestions from the fans with the goal of including the things that we know the gamers want to see. New weapons, game modes and team customisation options are but a few of the areas in which feedback has been a large influence. We made sure to pay close attention to opinions and criticisms of the first Open Warfare and I believe this is reflected in the sequel. Team 17: Feedback from fans and other Worms players has been incredibly influential on almost all aspects of development. Was paying attention to fans of the series important in other aspects of the development of WOW2? Pro-G: It’s great to see the Rope Race multiplayer game, which started life in modded online levels, make it into an official Worms game. Both versions really take advantage of their individual virtues. Although the DS may have the extra touch screen, the PSP version also possesses a number of unique features that include higher resolution landscapes. The analogue stick is used to control the camera’s position around the landscape while the d-pad is used to control the worms’ movement. The PSP controls in Open Warfare 2 are based on the vigorously tested and honed control method of the original Open Warfare. Team 17: The DS touch screen is obviously a perfect compliment to the gameplay style of WORMS and allows the player increased depth of interaction, but the PSP controls are not without their merits. Pro-G: Worms and the DS stylus make for a perfect marriage of software and hardware, but how does the game work on the PSP, with its notoriously twitchy analogue nub? We’re sure it will appeal to fans of the original Open Warfare, fans of the original WORMS, as well as attract a whole new crop of gamers who are completely new to the series. With this sequel, we’ve enjoyed the opportunity to explore new ideas, modes and features in our quest to make Open Warfare 2 chock to the brim with endless hours of playability and fun. All ideas and thoughts are planned out, prototyped and then play tested properly before being bundled into the title. Both the design and code team have been working on new content for Open Warfare 2 for quite some time. Team 17: The fact that our same core design team worked on the early PC versions of WORMS means that the finely tuned game balance is never at risk of being broken. How have you overcome the problem of creating a product with enough new content to warrant a customer’s purchase, without upsetting the delicate balance core to Worms? Pro-G: The basic Worms game is such a classic, simple formula, that attempts to reinvent it have led to releases of mixed quality, such as the 3D titles. We spoke to Team 17 about their handheld sequel. The next game to come from the wormery is Worms: Open Warfare 2 for the DS and PSP. Worms has been around for years, but that hasn’t stopped Team 17 from regularly updating the classic franchise with new games.
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