Cubed3's Adam Riley : Were you pleased with the first Worms Open Warfare overall, or do you take a 'could do better' to ensure a better product comes about each time?
Team17 : We knew we could do much better than the original Open Warfare game, and we're confident that we've achieved that with Worms: Open Warfare 2. You learn a lot from game to game and make sure that areas which you weren't so overjoyed with or didn't have time for are improved in the next iteration. We're all very, very pleased with the results of the sequel.
AR : How long has this new edition been in development so far, and have you learned any valuable lessons from the first time round?
T17 : It's been in development for quite some time now. We started not long after Open Warfare finished. I think the main lesson we learned was that handheld gamers want a large amount of customisation and online features too! We listened to all criticism from Open Warfare and acted on it in the sequel. We're delivering features, such as the stylus driven flag editor and fully featured landscape creation tools, as well as improving the graphics and expanding gameplay to take place on both screens. We've also gone to town with Nintendo WFC connectivity; not only can players battle it out with other Wormers across the globe but we'll be supporting many leaderboards where the true heroes can bask in worldwide glory.
AR : How does the game take advantage of the various DS features and is there an option to use the d-pad / face buttons instead of the touch-screen?
T17 : We looked into making the actual worm stylus controlled (removing need for the d-pad to take care of basic movement and firing), but it made things overly complicated and seemed to move the game from what it is (turn based strategy) to a fiddly battle with the control system. So we kept it simple and used the dpad for basic worm controls. The stylus can be used throughout of course (things like the Airstrike target and camera movement in-game), but comes into its own when creating custom flags and landscapes. It gives ultimate control and freedom to create works of art or weirdly wonderful landscapes and team flag designs. We're over the moon with how the editors work. We can't wait to see what people will be making when the game hits the shelves!
AR : Considering the PSP is more powerful than the DS, will there be any significant sacrifices made in the Nintendo version?
T17 : We've made sure to deliver the same depth and quality of gameplay on both systems, as well as some features unique to both DS and PSP. The DS is an amazing machine and we've pushed it to the limit with Worms: Open Warfare 2. It hasn't so much been a case of making sacrifices, rather, we've focused on making a game experience that works optimally for the DS.
AR : What would you do to convince the average gamer to pick up this sequel instead of the first game?
T17 : As much as I liked Open Warfare, this next installment really is an amazing game which sets a much higher standard in both content and quality. It's not so much a step forward in content, but more of a giant leap! I guess to convince the average gamer, I'd show them the content we've got in Worms: Open Warfare 2: over 70 uniquely designed single-player levels (including the awesome new Puzzle Mode); full customisation of worm names, skins, gravestones, voices, team names and flags; a shop to buy new items, maps and game levels; custom Deathmatch, Forts or Race modes on custom landscapes, either against the AI or against other people; multiplayer games which can be played as either pass around, local WiFi or online via Nintendo WFC; and online matchmaking against Friends, Rivals or complete strangers, with dozens of serious and fun leaderboards.
If someone still needed to be convinced, I would talk about the 11 weapons that are new to the Open Warfare series, which include favourites from earlier iterations of Worms such as the Super Sheep and Concrete Donkey. In addition to the favourites, there are several items completely new to the Worms series like the Electromagnet, which is a very handy item that can either be set to attract or repel weapons and landmines, leading to some very funny moments in combat.
AR : Could you please elaborate slightly on the mini-game aspect that has been included in the DS game?
T17 : We also have a selection of three mini game modes that are unique to the DS game and require use of either the microphone or stylus and touch screen. The first mode has the player blowing into the microphone in order to keep their worm attached to a parachute in the air, whilst avoiding difficult terrain and objects in a bid to reach the exit point in the fastest possible time. The second mini game mode involves creating explosions by tapping on the Touch Screen to blast a worm to safety,or certain doom, if it all goes wrong. The third requires the player to use the stylus to draw pieces of landscape onto the screen in order to help their worms stay alive and reach the goal. Each requires some out of the box thinking,or in the case of the "Blow" mini game, a good set of lungs!.
AR : What are your thoughts on the whole Friend Codes system Nintendo implements into its online service? Is it too restrictive?
T17 : I think it works fine. I like the ease with which you can go online and have a game against someone with the minimum amount of fuss. I can appreciate Nintendo's stance with the Friend Codes and what they're trying to achieve (a safe and "grief-free" environment for the player). Ranked games of Open Warfare 2 aren't restricted by the Friend code system