![]() ![]() Each hole lets the player use each utility for up to ten seconds, or five times for the blast shot. Better still, once you’ve unlocked each utility, they’re available for all previous holes, too. You’ll start off with the ability to slow time, and soon gain access to the blast shot, which allows you to launch the ball in the air again, the self explanatory parachute, reverse gravity and heavy ball, with the Carnival DLC providing the bouncy ball. As you progress through each course, your golfer will slowly find themselves unlocking more of them, and getting to grips with them can often be the difference between scraping a par or breezing your way to a hole in one. The third important task you have ahead of you is mastering the utilities. I often found that I was tilting myself in the direction of the hole, but apparently doing that while muttering under your breath doesn’t actually help. While it can make a difference to the shot in the air, it’s how you control it when the ball begins to land, with some of the most tense moments in the game coming from frantically spinning the ball towards the hole and hoping it’ll fall in. The second of those is spinning the ball as soon as you’ve made your swing you can start controlling the amount of top or backspin on the ball. Learning how to master the power gauge will be one of the three most important tasks ahead of you as you progress. Between each red zone is the ‘Overdrive’ – an all-powerful shot that can send the ball flying further than it could before, but at a slight cost to accuracy. The challenge lies in making sure that you don’t end up accidentally hitting the red, as your worm will have then spectacularly wasted their shot. It’s important to see which option best suits your style, but I found that the ‘Golf’ option generally provided more accuracy and precision overall, which is all important if you don’t want to screw up your shot.Įach swing you line up will display the ball’s projected arc, and the further up the gauge the power goes, the more accurate the resulting shot will be. The former option relies on the player to hold down the shot command and let go when the power gauge is at the desired spot, and the latter has you pressing once to start swinging, and again to let rip. What ends up being one of the more important customisation decisions is how you swing: ‘Classic Worms’, or ‘Classic Golf’. Even though there’s something fun about creating your own character with an appropriately terrible worm-based pun in their name, they can all be customised extensively and can all use items that another worm unlocks. With that in mind, what if I told you there was a golf game where the player travels to the ball via teleport? Where sheep roamed the courses and your ball could suddenly open a parachute before hitting an old lady or causing a pirate to explode? What if the golfers also happened to be worms? Enter Team17′s Worms Crazy Golf, where it’s not the size of your club, but how you use it.Īs you start the game, you can choose to go with a previously created Worm, or generate one of your own. On the whole, golf games tend to provide nearly the same amount of boredom and tedium, only with less walking. ![]() Golf isn’t exactly a pick up and play sport either, and not many people are going to have the time and patience to start caring about the difference between a pitching wedge and a lob wedge. It’s not very interesting to play, and watching it is usually enough to bore me into a coma. Despite all of my father’s attempts to get me into the sport, it didn’t ever really fascinate me. ![]()
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