Worms: Open Warfare cover art

Worms: Open Warfare

Tests artillery aim under wind plus turn-by-turn positional planning against opponents.

Here's the argument for where this game sits - disagree freely.
Match your experience?
EXECUTION5 /10READS4 /10VARIANCE4 /10OPTIMIZATION6 /10

the cheat-test profile

The four axes - the argument

Each axis is rated on its own - how far one cheat would trivialize the game here. They don't trade off; low on all four means the game is an experience, not a contest.

  1. Execution

    cheat: Aimbot - perfect inputs

    5/10

    Bazooka arcs, wind compensation and ninja-rope control reward practice

  2. Reads

    cheat: Out-predict an adaptive opponent

    4/10

    Versus matches hinge on anticipating opponent target priorities

  3. Variance

    cheat: See what's hidden / map the RNG

    4/10

    Wind, crate drops and terrain destruction shuffle each turn

  4. Optimization

    cheat: A perfect solver / coach

    6/10

    Weapon economy and positional play are deeply learnable

How to read this

Each axis is named by the cheat that would break the game along it. Execution is the hands. Reads is out-thinking an adaptive opponent. Variance is hidden information & RNG. Optimization is the solvable systems layer. A game's region is the top one or two axes.

These four aren't one rating split four ways - they're independent 0-10 questions. A 9 on one axis takes nothing from the others, and a game low on all four isn't missing data: it's telling you there's no skill here to cheat.

The basis is how the majority actually plays this game - not a niche mode or a personal run. For a game with very different modes (a story campaign versus ranked multiplayer), that's the version most people mean.

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Game details

Released
2006
Developer
Team17
Platforms
PSP, NDS
Modes
Single player
IGDB critics
61/100
IGDB users
58/100
StrategyAction