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You're not alone -- it took me the first three hours of playing the game to figure out that much. Getting to the enjoyable portion of the game means fighting your way through one of the most diabolically obscure interfaces I've ever seen in a video game.

Summary screens are practically nonexistent. The 2D map of the city, where you'll spend most of your time, does a remarkably poor job of transmitting exactly what's going on in your city. Setting up actions takes five or six clicks that bring up obscure screens full of bewildering symbols that are mostly unlabeled and have no help screens to go with them.

A tutorial? Forget it. The misleadingly labeled tutorial button only brings up static screen captures filled with text outcalls. The best advice I can give anyone playing this game is to keep the poorly written manual close at hand, because you'll be referring to it frequently. In fact, I can easily say that this game is almost impossible to play well without it. As your henchman and avatar travel about Novastrana, their doings can be followed in a much-ballyhooed 3D representation of the city.

These detailed graphics are admittedly spectacular, with plenty of citizens walking about who can be spoken with, traffic in the streets, and buildings that can be clicked on to bring up details about their operations. Unfortunately, this part of the game is simultaneously frustrating and poorly integrated into the game as a whole.

It's frustrating because the camera controls are rather wonky. From the rooftop view, it's really tough to get a good angle to watch the proceedings on the street or follow characters you need to.

The close-up view is too close on a particular character to be more than a decent vehicle for cutscenes, and the street level camera is beyond useless. What the game really needed was a free-floating camera that could be positioned on the fly. Watching your characters perform their tasks makes for some interesting on-the-fly cutscenes, but eventually you'll find yourself skipping over them. You can change the style with which they perform a particular task from that view, but I found that function had a negligible effect on gameplay.

There are basically only two times it's important to be in 3D mode. The first is when the one of the player's followers must investigate a portion of the city to discover something important needed by a scripted event -- such as the mission to find an underground printing press. The player can click on buildings until they find one with an "investigate further" icon. Clicking on this will bring up new information when that portion of the day is over -- although it would have been nice if we could actually have seen a character investigating right then, maybe with another cutscene.

It's called immediate feedback, people! Give us an indication that we've discovered something! This is also the portion of the game that will have gamers pulling out their hair at the inadequate camera controls. Change the appearance of your charges and what lines they use after performing certain actions.

Worms have classes: soldier, heavyweight, scientist and scout. In total, you can become the owner of 16 characters, divided into 4 classes. Form unique teams and combine skills of characters in all modes. Wear glasses, mustaches, or purchase special headstones and dances. There are more than 30 missions in the story mode and 20 tasks with puzzles. Create a unique location with the terrain editor and design your own worlds for your heroes.

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