Worms Crazy Golf is a game from the good people at Team 17 that takes classic 2D Worms action and combines it with, well, golf. If this sounds like an odd combination that’s because it is, but don’t be fooled into thinking it doesn’t work. The Worms formula actually lends itself to golf fairly well. That isn’t to say the game doesn’t have issues mind you.

Let me just get this out of the way now: the mechanics in Worms Crazy Golf are extremely solid but somewhat bland. Everything works well and as you would expect. You pick the angle of your shot, with different clubs giving you different trajectories, hold down the swing button until it reaches the desired power level and then let loose. When the ball stops moving, your worm teleports up to it’s location and you repeat the process. You do this across four different eighteen hole courses, each with it’s own theme and visual style from pirates to undead. Not the most interesting mechanics, but to re-iterate, it works.

Where Worms Crazy Golf really comes into it’s own is the power ups you can get. These range from abilities such as a parachute that makes your ball fall slower and more susceptible to wind, to reversing gravity entirely for a short time. They help to spice up what is otherwise a fairly plain experience, and deciding which is the best one to use for a particular level adds a degree of thought and challenge to the game. With the power ups it’s not just worms mixed with golf, it has some elements of a puzzle game thrown in there as well.

Being Worms there is of course a multiplayer offering. You pick a level and take it in turns, shot by shot, just like real golf, trying to get to the hole before your opponent. It functions exactly the same as the single player mode but with other people. The biggest drawback to it is the lack of an online functionality – you can only play locally in hot seat mode. There are also challenge levels where you have to accomplish stuff from hit as many balls into or as close to the hole as possible, to keep the ball moving for as long as possible.

There are also a lot of customisation options. From different club types, to hats and of course the voice of your worms, you purchase stuff with coins you earn from completing challenges, courses and generally just playing the game.

Another thing worth mentioning about Worms Crazy Golf is that it takes a while to get rolling. The first thirty minutes to an hour are actually extremely dull, and while it does get better as you unlock power ups, it’s an unfortunate first impression for the player and might turn a few people off an otherwise fun game.

Overall, for the price you pay, Worms Crazy Golf is a solid game. You get something that’s both a little different and a little familiar at the same time. It’s got issues but has enough redeeming qualities that it’s worth a look.

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