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CC Screen: Dexter 7×01 Recap “Sh*t Has Officially Hit the Fan”

Dexter ended last season on one of the most suspenseful cliffhangers (apart from Rita’s death, obviously), with Debra walking in on Dexter as he kills Travis. There was a lot of speculation in the between time about what will result from such a groundbreaking development. The wait between last season’s finale and this season was painful, but we’ve finally arrived at the first episode of the season, the season where Deb is finally let in on the big secret.

In the books Deb found out about Dexter in the first book, when the whole Brian thing went down. The fact that it has taken this long for the show to have her find out is definitely something that lets us know that it will be a doozy (especially since Deb is now the Lieutenant of Homicide).

The episode entitled “Are You…?” starts off with Dexter looking stressed and like he’s on the run. His credit card has been cancelled, and he’s headed to the airport for a flight to… Well, he doesn’t really seem to care where his flight is to. It doesn’t really speak well for how that entire conversation went.

Then it flashes back to the scene that we were left with at the end of season 6, Debra staring at Dexter as he stands over the freshly murdered corpse of Travis. Dexter goes into panic mode, spinning a whole bunch of lies about how it had been a sort of self-defense and whatnot. It’s amazing how good Dexter is on his feet, he certainly does a lot better than most people would when placed under that kind of pressure. It was kind of disappointing to see Dexter formulate lies to get out of it rather than tell the truth when literally caught red-handed, but that seems to be his default setting.

With some careful manipulation from Dexter, they both agree to stage a suicide in order to save Dexter from the inevitable persecution that admitting such a crime (even with the plea of temporary insanity or self-defense).

There’s a flashback to when they were kids and Debra gets a puppy as a gift from their mother, while Dexter looks at it hungrily and Harry is totally losing his shit at the idea of having Dexter anywhere near the cute cuddly thing.

So, the church is set on fire, and the next day the police discover the crime scene and assume suicide. It all seems to be done and dusted – hooray team Morgan for covering up the crime! Oh no wait, LaGuerta has spotted a blood slide that fell into an inconveniently placed grate and she puts it into the log as evidence.

Given the fact that it fell in slow motion when Dexter knocked it off before it sent of some serious alarm bells, but LaGuerta picking it up? This cannot end well for our favourite serial killer.

Meanwhile, creepy stalker IT guy Louis is being creepy and stalkery with IT – playing around with Dexter’s computer and making Dexter go all crazy protective. And who can blame him? This guy was practically drooling at him while he tried to get Dexter to endorse his serial killer game last season.

Shortly after, Dexter realizes that he’s missing Travis’ blood slide. He doesn’t panic too hard, after all it could have been lost anywhere, but he really would be if he knew that a certain Captain had picked it up off the crime scene with a scrunchie. (A scrunchie, I assume, does not contaminate evidence and is entirely by the book)

Oh and hey, here’s creepy stalker IT guy (with a Razer headset prominently displayed, I don’t know if that makes me like them or makes me more suspicious) and guess what? He’s cancelling all of Dexter’s credit cards. Whether this is part of a bigger plan, or it’s just a nerdy way of beating someone up, I have no idea. Also his creepiness is starting to show because his gorgeous girlfriend – Batista’s little sister – is cottoning on saying “The more I get to know you the weirder and weirder you get”. Me and you both, Baby Batista, me and you both.

Back in Debra’s apartment she’s cracking open a beer and watching her statement on television (which she’s gotten far better at since her initial promotion to Lieutenant), and Anderson gives her a call to wonder where Travis’ car was at the scene of the crime. That is some serious commitment to the job, dude. Debra covers it up with a flimsy lie about how Travis probably wanted the fresh air before dying.

It seems Anderson may give them some trouble, but that’s okay because he’s just seen a Ukrainian on the side of the road with a flat tyre. Never a good idea to stop. Oh and hey it’s totally Victor from Dollhouse, and he’s rocking the accent again. (Don’t worry about getting confused, he’s also playing a character with the name Viktor in this episode) Anderson finds a body in the trunk, gets promptly shot by Victor, and has his car stolen. So I guess that’s the end of Mike Anderson in Dexter.

Before taking off Victor grabs a bracelet off the dead girl in the trunk, which will probably not bode well in the future.

Debra arrives at Dexter’s apartment and gives him the third degree, exploring all the holes in his story, and time after time Dexter supplies lies that cover his tracks, and then tries to distract her from pursuing the line of questioning. But, she is a cop after all, and she doesn’t seem to be buying what he’s selling. There’s none of that usual sibling love when she comes by his apartment in the morning, including a total lack of coffee for poor uncaffeinated Dexter.

Dexter and Debra head over to Anderson’s crime scene where the cops are pretty quickly putting together what happened. And Dexter seems to have updated his phone and gotten a fingerprint app for it that accesses the AFIS database. I wonder if that’s available in the app store.

Debra starts having some wicked flashbacks to the first season and how Brian had her bound in the same way Dexter does to his victims. Something seems to click and she chases down the file, confirming her suspicions that the MO is the same. The whole Dexter-Brian thing is bound to give Debra some issues, especially given her out of nowhere in-love realization regarding Dexter.

Debra confronts Dexter again, and the cracks are starting to show. They’re both frustrated and disappointed and trying to get different things from each other that they just aren’t going to get.

Reversion – The Escape Dated for October 11th

BulkyPix teamed up with indie developers 3f interactivo to create a classic point and click adventure game in the spirit of Lucas Arts, Sierra, and Pendulo Studios’ library of adventure games.

Players will take on the role of Christian when he wakes up in Buenos Aires in 2035 unable to remember anything. Christian finds Laura, a fellow prisoner in the hospital, and the two will break out of the hospital and find Buenos Aires controlled by a military organization. Reversion – The Escape promises lots of puzzles, four hours of game play, a mature story, and device specific interfaces for all iOS devices.

Reversion – The Escape will be released on October 11th for $2.99 USD on the iTunes App Store.

EB Expo 2012: Bluemouth Interactive

Bluemouth Interactive usually focuses on gaming accessories to compliment the various consoles. Rarely they would actually publish a title, but they have done in the past. During the EB Expo, Bluemouth showed off their current range of gaming accessories for consoles and handhelds. These included controllers, mobile covers, 3DS accessories and an interesting AR application. They are also distributors of Skylanders Giants accessories and toys.

The first thing I had noticed was a demonstration of an AR application for the iPhone. The iPhone was attached to a plastic pistol. Using AR technology, players must shoot all enemies that come their way. I was permitted to have a go and was not too impressed. The biggest issue was the app recognising the AR marker on the wall. Too often the AR app would miss the marker, despite being on the screen. Once the app did decide to start working, it was not engaging or fun. All I did was shoot spiders coming out of the cave. I could not tell whether I was hitting them or not. There are plans to expand the app to include an MMO with other people. How that would work is currently unknown.

Bluemouth have brought some Star Wars iPhone cases to the Expo. These cases come in various characters. One that did catch my eye was the Chewbacca cover. I thought that he cover did look nice. The C-P30 case also looked great, but I am a sucker for gold. Some video game based covers were also shown, like Black Ops II and Mass Effect. In the same case, some Nintendo 3DS accessories were featured. These included some nice accessory packs, which include the usual carry case and game cases, as well as some pens and styluses based on Nintendo franchises. They do look nice. Unfortunately, I did not actually get my hands on them, seeing they were behind the case.

Bluemouth had two controllers on hand. One of these controllers is the official licensed controllers for Call of Duty Black Ops II. You might remember a report on its announcement, so I was quite intrigued. The controller looks nice. It will feature the Xbox 360 layout, despite it being a Playstation 3 exclusive. A second controller, the Power A Fusion, was also featured. This controller comes with some interesting analogue sticks. It gives the player more control in terms of movement. It will also come with its own carry case. This controller will be available for the Playstation 3 and Xbox 360.

Bluemouth also takes care of Skylanders, Activision’s successful game involving collection toys and placing them on a portal for use in the game. The accessories displayed concerned Skylanders Giants. One particular accessory that caught my attention was the Battle Arena. This holds up to 16 figures, ready to be entered for battle. The Battle Arena will be available for Skylanders Giants, the upcoming sequel to be released this year. The Battle Arena has no release date as of yet, but was in use at the Bluemouth booth. Other Skylanders Giants accessories, such as bags and carrying cases, were also on display.

Check out the gallery below

EB Expo 2012: Tt eSports

Tt eSports focuses on PC gaming, with a range of keyboards and mouses to suit any need for the PC gamer, amateur or professional. Headsets are also one of their products, providing excellent sound quality for any PC gamer out there. At the EB Expo, Capsule Computers got a chance to check out their booth and their products.

Tt eSports is bringing over a range of keyboards to suit any gamer needs. We were shown a range of keyboards. The one keyboard that stood out for me was the Knuckler. The Knuckler features an interesting piece of tech known as the Plunger Switch. The Plunger Switch is designed to give the player gentle feedback with each key press. No need to mash that key as the Plunger Switch technology allows the player to simply press a key with one gentle push. Other keyboards shown were the Meka series and the Challenger series, which look impressive.

Tt eSports also do gaming mouses. Their starter mouse is known as the Saphira. The Saphira sports a nice black finish with standard gaming mouse keys. It also features a T.P.G Gaming Optical Sensor with a max DPI of 3500, useful for those who take their gaming to a serious level. Speaking of professionals, the mouse for you guys is the Level 10 gaming mouse. Co-designed with the BMW Group, the Level 10 mouses feature Air-Through Ventilation, 3D Steering and Intelligent Software for customisation. It will come in different colours. The Level 10 gaming mouses are not available just yet, though.

The last set of items are headsets. Tt eSports do headsets for both gamers and those who work with audio visual material. For the gamers, the Shock series of headsets are perfect for you. There are different variations, including a series of headsets known as the Shock Spin HD. It features 7.1 CH surround sound quality, enlarged 50mm speakers and a plug and play microphone. Three colours are available for selection. For those who want to use it for work, the Dracco series is what you should be looking at. The top of the range in this set is the Dracco Signature series. Available in a few colours, the Dracco Signature series headsets feature a high performance 3.5mm to 6.5mm plug and even an aviation adapter. With that said, these Dracco headsets seem to be about looking cool rather than performance.

Check out our gallery below.

Razer EB Games Expo 2012 Booth Impressions

Razer, the largest gaming cult in the world, had an amazing presence at this years EB Games Expo held in Sydney over the weekend. The booth itself was adorned in iconic Razer aesthetics and carried an amazing range of upcoming Razer products for consumers to trial.

The products that really caught my eye were the Razer Blade and the still in development Razer arcade stick peripheral. We’ve talked about the Razer Blade extensively in the past (so much so that we have an interview with Min-Liang Tan on the product) so I’ll quickly gloss over the arcade stick.

This arcade stick looks like an impressive piece of gaming machinery. It isn’t as invasive as you might think it would be, I mean, when you think of an arcade stick, you think of this supermassive box with a huge stick coming out of it whilst the side is littered with gargantuan buttons. Fortunately for Razer, they seem to have developed an arcade pad that is both roomy enough to feel authentic, but also small enough to be non invasive. They’re also really good to play with as well.

What was really fun at the Razer booth was that on the final day, they had a kind of party going with a DJ coming in and playing mixes of popular tunes. I happened to catch a bit of footage of the crowd dancing to the popular K-Pop hit Gangnam Style by the rapper PSY. Be sure to check out that video embedded below.

 

Interview With EB Games Community Manager – EB Games Expo 2012

Today, the final day day of the EB Games Expo 2012, us here at Capsule Computers were able to secure an interview with the Community Manager for EB Games Australia, Kelsey Gamble. In our interview we ask her some great questions about the expo and about gaming in general.

This interview offers us a great glimpse into the processes behind the expo, what kind of events and activities participants can partake in, panels, as well as a bunch of general gaming questions. We would also like to thank Kelsey once again for her time.

Be sure to watch the full interview embedded below.

EB Expo 2012: WWE ’13

WWE ’13 is the next entry in THQ’s line of wresting games based on the WWE and it is the second to sport the WWE name, following last year’s WWE ’12. The main focus of the game is all about the clash of two eras: the current PG (or Reality) Era and the Attitude Era, which was the key turning point in the Monday Night Wars between the WWE and WCW. At the EB Expo, Capsule Computers had a chance to try out the latest build.

The build contained five matches, all one on one. One of my favourite matches is Extreme Rules, which involve no disqualification or count outs. A staple of the third company during the 90’s, ECW, the Extreme Rules match is all about weapons and carnage. Upon entering the roster screen, I noticed that there were quite a few Superstars on offer. The roster is divided into two based on what era the Superstar is from. My fellow editor, Luke Halliday, chose the Show Off Dolph Ziggler, while my chosen Superstar was the Heartbreak Kid Shawn Michaels.

As the entrances for the Superstars boot up, I noticed how visually impressive I was with the environments. The current Smackdown arena was recreated perfectly and the Show Off himself looks great. Shawn Michaels, on the other hand, may need some more work done. He reminded me of a Superstar created in the Create-A-Wrestler mode. Then again, this was the Attitude Era Shawn Michaels, when he was one third of the original DX.  I think I need a refresher in what Michaels looked like in the Attitude Era.

With all of that out of the way, it’s time for the match. The controls are exactly like WWE ’12, so those who did purchase the previous edition should easily pick up and play. Grapples are executed with A/X in combination with the left stick. Before actually doing a move, the Superstar will enter a clutch. Holding the A/X while in a clutch executes a submission move. The Breaking Point submission system is back, which is effectively a button mashing mini game. New to the series are these OMG Moments. One occurs on the barricade and requires a finisher to execute. As Ziggler rests on the barricade, Michaels spears Ziggler through the barricade, breaking it and spilling the fight into the crowd, albeit temporarily. What was interesting is that the crowd did not react to the moment at all. Odd, considering the fight is right next to them.

WWE ’13 improves on what was established in WWE ’12 and that’s no small feat. While the core gameplay is still essentially the same, the drawcard has to be the introduction of the Attitude Era. This is the era that created the wrestling juggernaut of the present day. Seeing the Attitude Era Superstars clashing with the present day is always exciting and perfect for those who have dream match up, like Stone Cold Steve Austin and CM Punk. We shall see, however, if we will live the revolution when it is released later this month.

Capsule Computers Podcast Episode 062 – Lots of Ladies

In this podcast we talk about a bunch of awesome stuff in gaming and culture. We also have a game show that is incredibly fun to play and listen back on. Be sure to check out our special giveaway each week where we give out Razer mouses from Razer.

 

Cast: Luke Halliday, Travis Bruno and Dustin Spencer; hosted by: Benjamin Webb.

Music for this podcast is from: The Legend of Zelda: Wind Waker

Thanks for listening and let us know what you think!

 

 

SUBSCRIBE: iTunes Podcast Channel | Podcast RSS Feed

DOWNLOAD: iTunes | MP3 (right click/save as)

Send all your video game or podcast questions, hints, suggestions, answers to questions and feedback to [email protected]

SPECIAL ANNOUNCEMENT

NEW PRIZE ANNOUNCED

Each week, thanks to Razer, we will be giving away a prize a week competition held through Capsule Computers Gaming Podcast.

To win, simply listen to the podcast for the weekly question and SPECIAL CODE, once you have it send us an email with your name and address to [email protected], make sure you include the secret code. At the end of the week, a winner will be randomly selected from the pool of entries. The winner will then be announced on the next podcast.

This week, we’ll be giving away the awesome Razer DeathAdder, thanks to our good friends at Razer.

 

STORIES COVERED IN THIS PODCAST:

News –

https://www.capsulecomputers.com.au/2012/09/hyperdimension-neptunia-victory-coming-to-the-west-next-year/
https://www.capsulecomputers.com.au/2012/09/interview-with-razer-ceo-min-liang-tan/
https://www.capsulecomputers.com.au/2012/09/need-for-speed-most-wanted-preview-2/
https://www.capsulecomputers.com.au/2012/09/need-for-speed-most-wanted-interview-with-producer-leanne-loombe/
https://www.capsulecomputers.com.au/2012/09/kingdom-hearts-1-5-hd-remix-announced-for-the-ps3/
https://www.capsulecomputers.com.au/2012/09/kingdom-hearts-hd-1-5-remix-gets-a-trailer/

Reviews

https://www.capsulecomputers.com.au/2012/09/tekken-tag-tournament-2-review/
https://www.capsulecomputers.com.au/2012/09/eryis-action-review/
https://www.capsulecomputers.com.au/2012/09/mark-of-the-ninja-review/

Thanks for listening. Copyright Capsule Computers Pty Ltd – All Rights Reserved.
All Other Samples Are Copyright And Property Of Their Official Copyright Holders.

Forza Horizon Hands-On Preview – EB Expo 2012

When you think of Forza Motorsport, what comes to mind? A pretty standard racing game with a very mute colour palette? Well that’s what some would say, but the Forza Motorsport series has always been more than that. It’s a racing game that bridges the gap between hardcore racing fans and the casual player.

The franchise is known for it’s simple controls. Heck, the game can be played simply by holding down the trigger and steering with the analogue stick. It is really that simple, but there is always the option to make things more challenging for the hardcore fans looking for a challenge. So how does Forza Horizon fit into all of this? What does it do that hasn’t already been done in Forza Motosport? Well pardon the pun, but it broadens the franchise’s horizons.

Gone are the pure and pristine visuals that feel more sterilised than anything and in it’s place is rough and tumble aesthetics with a visual flair unlike anything that has graced the franchise thus far. For starters it is far more colourful and has a greater level of personality behind it all in comparison with past instalments in the series. There is so much more spunk, I’m honestly surprised that it is even a Forza game. I’ll let the screenshots speak for themselves in this regard.

Gameplay wise, not much has changed. Races still feel essentially the same, with the simplified control scheme that anyone can play mixed with that addictive nature of Forza racing that has become something fans of the series are now accustomed to. It’s something difficult to put your finger on, but the game has a way of sending you into a somewhat euphoric state. You don’t just play this game, you feel it. This is something you don’t find in a game too often and Turn10 Studios have mastered it over the years.

Now while races aren’t that different perhaps the biggest and most exciting change is the fact that Forza Horizon is actually an open world game. That’s right you drive around within an open world and accept a variety of challenges along the way, in particular races. One thing that I found particularly striking about this game is it’s similarity to Burnout Paradise, another open world racing game. I was surprised to discover that Playground Games (the developers working alongside Turn10 studios) actually was composed of former Burnout developers. This influence was evident and I can say as a fan of Burnout, this was nothing but a positive in my eyes.

If you are interested in an open world Forza game, then Forza Horizon will probably be worth a look in. If you have never tried out the Forza franchise but enjoy games like Burnout than you’d be well off checking out Forza Horizon. I thoroughly enjoyed the game myself and look forward to it’s release.

Worms Revolution Review

Worms Revolution
Developer: Team 17
Publisher: Team 17
Platform: PC (reviewed), XBLA, PSN
Release Date:  October 10 (Europe/USA), October 11 (Australia)
Price:
Available Here

Overview
“More like Worms Evolution, amirite?” I said to no one in particular, when I first saw the game. My awful pun felt appropriate at the time: it looked to me like little more than a graphical update of the basic formula.

Sure, it was pretty, and Worms is always fun, but visuals can only carry you so far when Worms Reloaded is still fresh in the memory.

Then I heard about the worm classes. And dynamic water. And physics objects. And Matt Berry.

I still wasn’t convinced they were game-changing factors, but I was intrigued. Does Worms Revolution earn the right to call itself a revolution?

Gameplay
Basic worm warfare involves two or more teams of the dirt-dwellers battling it out across randomly-generated landscapes or ready-made landmarks, using bazookas, grenades, banana bombs, exploding sheep, gassy grumpy grannies, their own disembodied fists, and anything else they can throw or shoot at each other.

Worms Revolution keeps this structure intact, spruces it up with a shiny new engine, and attempts to revolutionize the formula with new features of varying importance.

The worms now come in four distinct flavours, varying in attack power, damage resistance, mobility and special abilities. Your standard worm is the Soldier: average in most areas, this is the type of worm you’ve been playing with in previous games.

The Heavy is a chunkier fellow, who’s as good at taking damage as he is at dishing it out. His “big bones” make moving around the landscape difficult – not good when he’s struggling to climb that slight incline, but handy when an enemy’s attack would send a lesser worm to the bottom of the ocean.

The Scout is the anti-Heavy: small in stature and nimble in nature, he’s good at getting around and finding hidey holes other worms can’t reach. He’s more susceptible to damage though, as explosions will fling him further.

Lastly, the Scientist shows brains can trump brawn. Support is his specialty, as he heals his team each turn, and puts that spectacular noggin to use increasing the strength of technical weapons, like air strikes and sentry guns.

The classes open up new strategies while aiding existing ones. The Scientist, for example, seems designed for a Darkside playstyle: hide him away in an underground lair, defended by his strengthened sentry guns, where he can heal his team each turn and use his powered-up air strikes to attack from safety.

You can build your team out of any combination of classes, unlocking additional worms for your roster with coins earned in the single-player portion of the game. In practice, the four classes aren’t drastically different, but taking advantage of the subtleties can tip the tide of battle, and dictate how you position your worms and attack enemies.

Mastering classes is a fun addition, but the real game-changer is dynamic water. It might not sound like much, but its inclusion opens up a whole host of new strategies. Water’s always been a serious hazard – it’s hard to swim without arms and legs, after all – but besides the ever-present ocean swallowing up any worm that falls into it, water can now appear
naturally on landscapes, or be called into battle from a range of new aquatic weapons.

This dynamic water reacts to the game’s physics, flowing logically while retaining an element of unpredictability. It will pool in crevices, wash hapless worms downhill, and can slowly drown them if left submerged. Blasting open a natural dam to flood a crowded area is an effective (and fun) way to deal huge damage over time, or for more immediate kills, water-based weapons can function as long-range prods, pushing worms into danger.

Less integral but no less fun are the new physics objects embedded in the terrain. Once dislodged, they will roll around, creating useful cover or annoying obstacles. Some can be broken open to unleash further havoc, in the form of water, poison gas or ‘splosions. They’re fun to play with, and several new weapons give you increased powers over them, but they still feel somewhat under-utilized.

Learning the details will take some time, and the single player campaign is the best place to start, for Worms veterans and n00bs alike. The first eight missions take you through the basics of movement, combat, classes, water, etc, before throwing in some challenging battles to test you. The new Puzzle mode asks you to find creative solutions to simple problems, and requires a type of thinking not normally employed in Worms.

The single-player modes are a handy introduction to the game’s new and old elements, but playing with AI enemies doesn’t compare to human opponents. Traditionally Worms is equal parts skill and luck, but the AI messes up that balance by almost entirely removing luck from the equation. While you might spend a few turns using trial-and-error to land that grenade within damage-distance of an enemy, the AI will near-perfectly bounce it, roll it and time it to detonate next to you, on the first try, with extremely frustrating frequency.

Conversely, they won’t see the value of a weapon crate inches from their face, or the danger of rising water. Players may take a turn to collect an enticing loot drop, or high-tail it to higher ground when the rising water of sudden death mode begins to lap around their ankles. But the idiot-savant AI will resist these basic self-preservation instincts, and will likely spend the turn before they’re swallowed up by the ocean firing off another perfect shot at a distant enemy.

Other times, their behaviour is downright unexplainable. In one match, an AI opponent had an opportunity to devastate one of my worms, sitting between two oil drums near the sea. A well-placed stick of dynamite would have triggered a swift death, but this worm had his own master plan. He thought about it for two-thirds of his turn, before dropping next to his target, prodding him for a total of zero points of damage, then, presumably out of shame, dived into the ocean himself.

As expected, the single player modes are mere preparation for the meat of the game: playing against human opponents, who provide a great mix of skill, luck, logic and trash-talk.

One of the greatest pleasures offered by classic Worms is watching your friend’s face as you gently prod his last worm into the sea. Same-room “hot seat” multiplayer has always been a key feature, but Revolution has strangely reduced the ease and detail of playing with friends on one machine.

In every other Worms game we’ve owned, each of us in the household would have a team, and certain friends would make their own as well.

Now you can create one and only one, and the team name defaults, uneditable, to your Steam username (having reviewed the PC version, I can’t say whether this is true of the PSN/XBLA versions, but I expect it is). If friends want to join in, they have to play as clones of your team, although thankfully they can select different load-outs of worm classes.

Customizing your team’s appearance is another series staple now suffering from over-simplification. Where you could once dress up your worms with multiple costume pieces, worms can now don only a single item of clothing. A hat OR glasses, not both. It’s probably not going to bother the majority of players too much, but it seems odd to backpedal on such a regular feature of the franchise.

Fortunately these issues are largely limited to the front-end: after navigating the awkward menu system and setting up a game with reduced customization and team options, it plays like a dream. The problems are easily forgiven amidst the formula’s fun, and playing multiplayer online (something I missed out on, there being no community before the game’s official launch) may alleviate them entirely.

Visuals & Audio
Worms have always been very expressive, particularly in the 3D titles. Revolution blends that with the gameplay of the 2D games, creating a strong sense of personality.

As such, worms will scream when a grenade lands next to them, beg when a crosshair is aimed at them, point and laugh at enemies when they miss a shot.

The voice sets exacerbate the charm. This time they’ve been given a bit more variety, with multiple sayings for each event – a relief, given it normally begins to grate after hearing the same line every turn.

The IT Crowd’s Matt Berry is perfectly cast as Don Keystone, nature documenter and narrator of the single player modes. His cocky, smooth voice fits the ridiculous Worms aesthetic well, lending an air of undeserved authority to the proceedings. It’s a shame the script often fails to give him something interesting to say, but his smouldering vocals can wring humour from the driest of lines.

Overall
A couple of puzzling steps backward are easily countered by some large steps forward in intriguing directions. Classes, dynamic water and physics objects are creative new vessels of fun, deepening existing strategies while allowing new ones to emerge.

Dipped in a Matt Berry-flavoured aesthetic, Worms Revolution is different enough to entice fans back into the weird world of Worms, and familiar enough to remind them why they were fans in the first place.

8-5-capsules-out-of-10