Worms Forts: Under Siege

Description

Worms Forts: Under Siege is a turn-based strategy game where 2–4 players command teams of worms in chaotic battles, using weapons and destructible environments. Unique to this installment, players can construct buildings like hospitals, weapon factories, and defensive forts to gain tactical advantages, while also deploying powerful weapons like trebuchets and nuclear strikes. The game features a mix of classic Worms humor and new mechanics, including ‘Wonders’ that can secure an instant win if left standing for two turns. With multiplayer support and a variety of game modes, it blends strategic depth with the series’ signature comedic warfare.

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Worms Forts: Under Siege Reviews & Reception

metacritic.com (63/100): A decent worms game that drifts off from the classic formula that made it a success in favor of moving towards a more 3D experience.

oldpcgaming.net : The focus on base-building, however, completely changes the focus, and you’ll either love it or hate it.

mobygames.com (64/100): Worms Forts: Under Siege is a turn-based strategy game where 2 – 4 people battle it out with a team of 4 worms with the help of weapons and forts.

ign.com (69/100): A new twist for the series but at what cost?

Worms Forts: Under Siege Cheats & Codes

PS2 (NTSC-U) – CodeBreaker

Enable the ‘Enable Code (Must Be On)’ first, then use the following codes.

Code Effect
B4336FA9 4DFEFB79
230622D5 2051DF13
5F0C6870 E44DC149
ACE0A506 1E890DD1
C3D981E1 20EF2F72
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39CEEFFF 46D5F075
EC06AC59 AC267BAE
Enable Code (Must Be On)
6A62BDCB A3587F33 Access Everything
DAD7FFC3 1452D026
968F9639 A810F022
P1 Press L1+Select To Stop Turn Timer
5E191F74 69020E87
483B5707 BCEEB4CA
P1 Press L2+Select To Restart Turn Timer
24D986DB 0964B186
8B61B840 655EFAB5
057FF9DD 55E414A0
View Percentage Complete To Unlock Everything
2E65240D 25C0CAEF Bazooka (Infinite Weapon Codes Upon Pickup)
DF97B7C6 46C9D1B0 Mortar (Infinite Weapon Codes Upon Pickup)
10B7CE82 653D96EE Siege Onager (Infinite Weapon Codes Upon Pickup)
88E68F51 8EA97A8C Homing Pigeon (Infinite Weapon Codes Upon Pickup)
A9F54305 318BF101 Rocket Launcher (Infinite Weapon Codes Upon Pickup)
A166991C C8A43C72 Grenade (Infinite Weapon Codes Upon Pickup)
2B785E54 E7CB1532 Cluster Launcher (Infinite Weapon Codes Upon Pickup)
1A6A12F6 A67DBE97 Chili Con Carnage (Infinite Weapon Codes Upon Pickup)
5CDA8DC4 16E2E8DA Fridge Launcher (Infinite Weapon Codes Upon Pickup)
09B7067A ED4ED6E2 Trebuchet (Infinite Weapon Codes Upon Pickup)
13BF4E1C 92D3277A 50 Stone Canary (Infinite Weapon Codes Upon Pickup)
341555E6 499EC172 Old Woman (Infinite Weapon Codes Upon Pickup)
4961AC11 2FDE81D4 Rhino (Infinite Weapon Codes Upon Pickup)
F6F085B7 D5565FB5 Super Hippo (Infinite Weapon Codes Upon Pickup)
1DF5A8C5 3D3B9620 Monkey Troop (Infinite Weapon Codes Upon Pickup)
0906E50C 6F5EEE38 Air Strike (Infinite Weapon Codes Upon Pickup)
1F191B8F C3CD3DB3 Napalm Strike (Infinite Weapon Codes Upon Pickup)
B15FD521 C1822D9B Mine Strike (Infinite Weapon Codes Upon Pickup)
B014F143 22A16872 Animal Strike (Infinite Weapon Codes Upon Pickup)
6B33C546 9EF40D30 Trojan Donkey (Infinite Weapon Codes Upon Pickup)
D3C6D4A4 8FB24640 Electrical Storm (Infinite Weapon Codes Upon Pickup)
4C5CF890 B91B8D3D Earthquake (Infinite Weapon Codes Upon Pickup)
407E4447 7CC81A20 Flood (Infinite Weapon Codes Upon Pickup)
608E0258 D7D102C4 Nuclear Strike (Infinite Weapon Codes Upon Pickup)
6B4D9B78 53DFC579 Armageddon (Infinite Weapon Codes Upon Pickup)
33BC8C1D 986A1FE3 Fire Punch (Infinite Weapon Codes Upon Pickup)
599D4915 8E04C5DA Ballista (Infinite Weapon Codes Upon Pickup)
13767F28 03183EE7 Minigun (Infinite Weapon Codes Upon Pickup)
550340C2 E91E25C8 Giant Crossbow (Infinite Weapon Codes Upon Pickup)
CD7419E1 F948E347 Giant Laser (Infinite Weapon Codes Upon Pickup)
D331F2CA CD3647D0 Tower (Infinite Weapon Codes Upon Pickup)
670242EE A9FEA5E5 Keep (Infinite Weapon Codes Upon Pickup)
DB56A969 3E27CE0B Castle (Infinite Weapon Codes Upon Pickup)
2B2E0833 2C5FB0CB Citadel (Infinite Weapon Codes Upon Pickup)
9D02A259 76A1B4B8 Wall (Infinite Weapon Codes Upon Pickup)
9950D3A0 9464CCBE Hospital (Infinite Weapon Codes Upon Pickup)
6BD9BC12 9F5D3146 Refinery (Infinite Weapon Codes Upon Pickup)
AAAD6733 FD216127 Science Laboratory (Infinite Weapon Codes Upon Pickup)
C92A341F C01A6731 Wonder (Infinite Weapon Codes Upon Pickup)
1722A438 EF1A63BF Farm (Infinite Weapon Codes Upon Pickup)
D0A77550 7737F320 Siege Workshop (Infinite Weapon Codes Upon Pickup)
F4EEB8F2 9021AB33 Storehouse (Infinite Weapon Codes Upon Pickup)
E7BAA69E 100FB477 Masons Guild (Infinite Weapon Codes Upon Pickup)
21B8A317 49035EB7 Market (Infinite Weapon Codes Upon Pickup)
282E8DB4 785327CF Stronghold (Infinite Weapon Codes Upon Pickup)
7AD3E3CE 1A8C3601 Jetpack (Infinite Weapon Codes Upon Pickup)
B4DBC8BC 081C8183 Freeze (Infinite Weapon Codes Upon Pickup)
D32419DC F90D89D7 Worm Select (Infinite Weapon Codes Upon Pickup)
8A93965D E462D399 Parachute (Infinite Weapon Codes Upon Pickup)
3D2266DF 60708367 Girder (Infinite Weapon Codes Upon Pickup)
9D00C6F1 3EBA3FBF Repair Building (Infinite Weapon Codes Upon Pickup)
6B90231C BFD363D7 Spawn Worm (Infinite Weapon Codes Upon Pickup)
8547D5D3 6C685DC5 Skip Go (Infinite Weapon Codes Upon Pickup)
4090D28E 59B3914B Suicide (Infinite Weapon Codes Upon Pickup)
4BC40A33 9A571ED0 Surrender (Infinite Weapon Codes Upon Pickup)

Worms Forts: Under Siege: A Bold but Flawed Evolution of a Beloved Franchise

Introduction

In the annals of gaming history, few franchises have maintained the enduring charm and chaotic delight of Worms. Since its debut in 1995, the series has been synonymous with turn-based strategy, absurd humor, and explosive, physics-driven warfare. Worms Forts: Under Siege, released in 2004, represents one of the most ambitious—and divisive—entries in the series. Developed by Team17 and published by Sega, this installment sought to revolutionize the Worms formula by introducing base-building mechanics, a shift that fundamentally altered the gameplay dynamics. While some praised its innovation, others lamented the departure from the series’ roots. This review will dissect Worms Forts: Under Siege in exhaustive detail, exploring its development, narrative, gameplay, reception, and lasting legacy.


Development History & Context

The Studio and the Vision

Team17, the British development studio behind the Worms franchise, had already established itself as a pioneer in the turn-based strategy genre. By 2004, the studio was eager to evolve the Worms formula beyond its 2D origins. The previous year’s Worms 3D had marked the series’ transition into three-dimensional gameplay, a move that was met with mixed reactions. Critics and fans alike praised the visual upgrade but criticized the clunky controls and camera issues that plagued the experience.

With Worms Forts: Under Siege, Team17 aimed to address these concerns while introducing a bold new mechanic: fort construction. The vision was to blend the series’ signature humor and destructible environments with strategic depth, drawing inspiration from real-time strategy (RTS) games. The goal was to create a hybrid experience where players could not only engage in the traditional worm-on-worm combat but also construct and defend fortifications, adding a layer of tactical planning to the chaos.

Technological Constraints and the Gaming Landscape

The early 2000s were a period of rapid technological advancement in gaming. The PlayStation 2, Xbox, and increasingly powerful PCs allowed for more complex game mechanics and richer visuals. However, these advancements also presented challenges. The shift to 3D in Worms 3D had already exposed the difficulties of adapting a precision-based, turn-based game to a three-dimensional space. Worms Forts: Under Siege inherited many of these challenges, particularly in terms of camera control and movement mechanics.

The gaming landscape of 2004 was dominated by titles like Halo 2, Half-Life 2, and World of Warcraft, games that pushed the boundaries of immersion and interactivity. In this context, Worms Forts: Under Siege was a niche product, catering to fans of strategy and humor rather than the broader market. Its release on multiple platforms—Windows, PlayStation 2, and Xbox—reflected Team17’s ambition to reach as wide an audience as possible, but the game’s unique mechanics and quirks made it a polarizing experience.

Development Challenges

The development of Worms Forts: Under Siege was not without its hurdles. The introduction of fort-building mechanics required a complete overhaul of the game’s core systems. Unlike previous Worms games, where the focus was solely on eliminating the enemy team, Under Siege introduced objective-based gameplay, where players could win by destroying the opponent’s stronghold or constructing a “Wonder” that withstands enemy attacks for a set number of turns.

This shift necessitated a more complex AI system, particularly for the single-player campaign. The AI needed to be capable of not only engaging in combat but also making strategic decisions about fort construction and resource management. Unfortunately, the AI’s implementation was one of the game’s most criticized aspects, with many reviewers noting its predictable and often frustrating behavior.

Additionally, the game’s multiplayer mode, a staple of the Worms series, had to be reimagined to accommodate the new mechanics. While the game supported local and online multiplayer, the latter was notably absent from the console versions at launch, a decision that frustrated many fans.


Narrative & Thematic Deep Dive

Plot and Setting

Worms Forts: Under Siege is set across four distinct historical and mythological themes: Egyptian, Greek, Oriental (Samurai), and Medieval. Each theme is accompanied by a loosely connected narrative that frames the gameplay within a broader context.

  • Egyptian Campaign: The story follows Seth, a worm attempting to raise an army of the dead to challenge the Pharaoh. The campaign is filled with references to Egyptian mythology, including pyramids, mummies, and hieroglyphics.

  • Greek Campaign: This narrative centers on a journey to Troy, with the player’s worms attempting to rescue a worm named Helen. The campaign is a playful take on the Iliad, complete with wooden horses and epic battles.

  • Oriental Campaign: Set during the Mongol invasion of Japan, this campaign features maps with names like “Rise of the Samurai” and “Fall of the Shogun.” The final map depicts a destroyed Mongol ship, a nod to the historical kamikaze (divine wind) that saved Japan from invasion.

  • Medieval Campaign: This campaign follows the legend of King Arthur, culminating in a battle against Mordred and Morgana, a reference to Arthur’s final battle at Camlann.

While the narratives are lighthearted and humorous, they serve primarily as a backdrop for the gameplay. The real star of the show is the dialogue and character interactions, which are filled with the series’ signature wit and absurdity. The worms themselves are as charming and irreverent as ever, with quips and one-liners that add levity to the strategic depth of the game.

Themes and Tone

Worms Forts: Under Siege retains the comedic and satirical tone that has defined the series since its inception. The game does not take itself seriously, and this is reflected in everything from the weapon designs (e.g., the “Homing Pigeon” missile) to the over-the-top animations (e.g., worms performing backflips after being launched by a catapult).

However, the introduction of fort-building mechanics also introduces a strategic and almost civilizational theme. Players are no longer just commanding a team of worms; they are building and defending a miniature empire. This shift in focus is reflected in the game’s visual design, which emphasizes the grandeur of the forts and the scale of the battles.

The game’s humor is its most enduring quality. Whether it’s the absurdity of a worm riding a rhino into battle or the sheer joy of watching a fortress crumble under the weight of a nuclear strike, Worms Forts: Under Siege never loses sight of its primary goal: to entertain.


Gameplay Mechanics & Systems

Core Gameplay Loop

At its heart, Worms Forts: Under Siege is a turn-based strategy game where players take turns moving their worms, constructing forts, and attacking their opponents. The core gameplay loop revolves around three main activities:

  1. Movement and Positioning: Players move their worms across the map, using tools like jetpacks and parachutes to navigate the terrain. The game’s 3D environment allows for more complex movement than previous 2D entries, but this also introduces challenges in terms of camera control and precision.

  2. Fort Construction: Players can construct a variety of buildings, each serving a specific purpose:

    • Stronghold: The central building that must be protected at all costs. Destroying the opponent’s stronghold results in an immediate victory.
    • Hospitals: Resurrect dead worms, adding a strategic layer to the game’s permadeath mechanics.
    • Science Labs: Increase the player’s firepower, unlocking more powerful weapons.
    • Towers, Keeps, and Castles: Provide vantage points for deploying siege weapons like trebuchets and cannons.
    • Weapon Factories: Produce additional weapons at the start of each turn.
    • Wonders: Special buildings that, if left standing for two turns, result in an automatic victory.

    The fort-building system is network-based, meaning that all buildings must be connected to the stronghold. If a building is destroyed, all buildings connected to it are also lost, adding a layer of tactical depth to the gameplay.

  3. Combat: The game features a wide array of weapons, divided into two categories:

    • Traditional Worms Weapons: These include classics like the bazooka, grenade, and homing pigeon, as well as new additions like the “Old Women” (a steerable, explosive granny) and the “Rhino” (a rideable, explosive rhinoceros).
    • Siege Weapons: Designed specifically for destroying forts, these include the trebuchet, fridge launcher, and nuclear strike. These weapons are typically more powerful but require careful aiming and positioning.

Character Progression and Customization

Unlike previous Worms games, Under Siege introduces a progression system tied to the single-player campaign. As players complete missions, they unlock new weapons, forts, and customization options. The game also features a “Fortapedia”, an in-game encyclopedia that provides detailed information on each building type, weapon, and utility.

The customization options are robust, allowing players to tailor their worms’ appearance, voice, and even their forts’ design. This level of customization was a welcome addition for fans who enjoyed personalizing their teams.

User Interface and Controls

The game’s user interface (UI) is functional but somewhat cluttered, particularly on console versions. The top-down and behind-view perspectives can make it difficult to gauge distances and trajectories, a problem exacerbated by the game’s finicky camera controls. The UI includes a mini-map that helps players track their worms and forts, but the map’s lack of detail can make it difficult to navigate complex environments.

The controls are similarly problematic. While the game supports both keyboard/mouse and controller inputs, neither feels entirely intuitive. The aiming mechanics, in particular, are imprecise, making it difficult to land shots with the game’s more powerful weapons. This issue is compounded by the turn timer, which limits the amount of time players have to plan their moves.

Innovative and Flawed Systems

The most innovative aspect of Worms Forts: Under Siege is its fort-building mechanic. This system adds a layer of strategic depth that was previously absent from the series, forcing players to think not just about immediate combat but also about long-term resource management and territorial control. The network-based fort system is particularly clever, as it encourages players to plan their expansions carefully to avoid leaving their buildings vulnerable to attack.

However, the fort-building system is also one of the game’s most flawed aspects. The AI’s inability to effectively utilize forts makes the single-player campaign feel unbalanced, with the computer often making illogical decisions that either make the game too easy or frustratingly difficult. Additionally, the construction mechanics can feel tedious, particularly in longer matches where players spend more time building than fighting.

Another controversial addition is the “Wonder” victory condition. While the idea of constructing a game-ending building is intriguing, the execution is flawed. The two-turn countdown gives opponents ample time to destroy the Wonder, often leading to drawn-out battles where neither player can secure a decisive victory.

The crate system is another area of contention. Crates, which contain weapons, health, and utilities, are randomly dropped onto the map. While this adds an element of unpredictability, it can also feel unfair, particularly in multiplayer matches where one player might receive a significant advantage purely by luck.


World-Building, Art & Sound

Setting and Atmosphere

Worms Forts: Under Siege excels in world-building, with each of its four themes offering a distinct visual and atmospheric experience. The Egyptian levels are filled with sand, pyramids, and hieroglyphics, while the Greek levels feature marble columns, olive trees, and wooden horses. The Oriental levels are inspired by feudal Japan, with bamboo forests, pagodas, and cherry blossoms, and the Medieval levels are straight out of a European fairy tale, complete with castles, drawbridges, and moats.

The game’s art direction is a highlight, blending cartoony, exaggerated designs with a surprising level of detail. The worms themselves are as expressive as ever, with animations that convey their personalities and emotions. The forts and buildings are similarly well-designed, with each structure feeling distinct and purposeful.

Visual Direction

The game’s visual style is a mix of 3D models and 2D textures, a common approach for games of this era. While the graphics are not particularly advanced by modern standards, they are colorful, vibrant, and full of personality. The destruction physics are a standout feature, with forts crumbling realistically when hit by siege weapons.

However, the game’s camera system is a persistent issue. The fixed angles and limited zoom make it difficult to get a clear view of the action, particularly in larger maps. This problem is exacerbated by the cluttered UI, which can obscure important information.

Sound Design and Music

The sound design in Worms Forts: Under Siege is excellent, with each weapon and action accompanied by satisfying audio cues. The explosions are particularly well-done, with a deep, resonant boom that adds weight to the gameplay. The voice acting is another highlight, with the worms delivering their lines with a mix of British humor and absurdity.

The music, composed by Bjørn Lynne, is a mix of orchestral and electronic tracks that complement the game’s historical themes. The Egyptian tracks feature Middle Eastern instruments, while the Greek tracks have a more epic, cinematic feel. The Oriental tracks incorporate traditional Japanese instruments, and the Medieval tracks are reminiscent of Renaissance fairs and jousting tournaments. While the music is not particularly memorable, it does a good job of setting the mood for each level.


Reception & Legacy

Critical Reception

Worms Forts: Under Siege received mixed reviews upon release, with critics praising its innovation but criticizing its execution. The game holds a Metacritic score of 60/100 for the PC version, 63/100 for the PlayStation 2 version, and 67/100 for the Xbox version, indicating generally favorable but not overwhelmingly positive reception.

Positive Aspects Highlighted by Critics:
Innovative Fort-Building Mechanics: Many reviewers appreciated the addition of fort construction, which added a new layer of strategy to the series.
Humor and Charm: The game’s wit and absurdity were widely praised, with critics noting that the worms’ personality shone through in both the dialogue and animations.
Multiplayer Fun: Despite its flaws, the multiplayer mode was highlighted as a source of chaotic, laughter-filled entertainment, particularly when played with friends.

Negative Aspects Highlighted by Critics:
Clunky Controls and Camera: The imprecise controls and problematic camera angles were the most common complaints, with many reviewers noting that these issues made the game frustrating to play.
AI Issues: The single-player AI was criticized for being predictable and poorly balanced, with some missions feeling either too easy or unfairly difficult.
Tedious Fort Construction: While the fort-building mechanics were praised for their innovation, some critics found them tedious and time-consuming, particularly in longer matches.
Lack of Online Multiplayer on Consoles: The absence of online multiplayer on the console versions was a significant oversight, particularly given the game’s emphasis on multiplayer gameplay.

Notable Review Scores:
Gamesmania.de (Windows): 86% – Praised the game’s humor and fort-building mechanics, calling it a worthy evolution of the series.
AceGamez (Windows): 80% – Highlighted the multiplayer mode as a source of endless fun, despite the game’s flaws.
IGN (Xbox): 69% – Criticized the game’s controls and camera but acknowledged its innovative mechanics.
GameSpot (PlayStation 2): 65% – Noted that the game felt lacked enthusiasm, with the fort-building mechanics failing to fully deliver on their promise.
Eurogamer (PC): 40% – Harshly criticized the game for its clunky controls and tedious gameplay, calling it a disappointment compared to previous entries.

Commercial Performance

Worms Forts: Under Siege did not achieve the same level of commercial success as earlier entries in the series. While exact sales figures are not publicly available, the game’s mixed reviews and niche appeal likely contributed to its moderate performance. The lack of online multiplayer on consoles may have also impacted its sales, as multiplayer was a key selling point for the Worms series.

Evolution of Reputation

In the years since its release, Worms Forts: Under Siege has developed a cult following among fans of the series. While it is not regarded as one of the best Worms games, it is often remembered for its ambition and innovation. The fort-building mechanics, in particular, are seen as a bold experiment that, while flawed, added a unique dimension to the series.

The game’s reputation has also benefited from nostalgic reappraisals, with some fans arguing that its flaws are outweighed by its charm and creativity. The humor and personality of the worms remain a highlight, and the game’s multiplayer mode is still enjoyed by those who appreciate its chaotic, strategic depth.

Influence on Subsequent Games

Worms Forts: Under Siege had a limited but noticeable influence on subsequent entries in the series. While later games did not adopt the fort-building mechanics, they did incorporate some of the progression and customization elements introduced in Under Siege. For example, Worms 4: Mayhem (2005) and Worms: Ultimate Mayhem (2011) featured unlockable content and customization options, a direct carryover from Under Siege.

The game also served as a lesson in innovation for Team17. The mixed reception to Under Siege likely influenced the studio’s decision to return to more traditional gameplay in subsequent entries, such as Worms: Open Warfare (2006) and Worms: A Space Oddity (2008). These games focused more on refining the core Worms experience rather than introducing radical new mechanics.


Conclusion: A Flawed but Fascinating Experiment

Worms Forts: Under Siege is a fascinating and flawed experiment in the Worms series. It is a game that dares to innovate, introducing fort-building mechanics that add strategic depth to the franchise’s signature chaos. However, its clunky controls, problematic camera, and uneven AI hold it back from greatness. Despite these flaws, the game’s humor, charm, and multiplayer fun make it a memorable entry in the series.

In the grand tapestry of Worms history, Under Siege stands as a bold but imperfect evolution. It is not the best game in the series, nor is it the most polished, but it is uniquely ambitious in its attempt to blend strategy and comedy. For fans of the franchise, it is a worthwhile curiosity, a game that offers a glimpse into what Worms could have been had Team17 fully realized its vision.

Final Verdict: 6.5/10 – A flawed but fascinating experiment that adds strategic depth to the Worms formula, albeit at the cost of some of the series’ signature accessibility and polish.


Additional Resources

For those interested in exploring Worms Forts: Under Siege further, the following resources provide additional context and insights:

These resources offer a comprehensive look at the game’s development, reception, and legacy, providing valuable context for understanding its place in gaming history.

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