In Neon White, no weapon is just a weapon. Get your hands on the pistol, and you unlock a double jump. Pick up the shotgun, and you'll be spraying shells and slingshotting through enemies like a hot knife through butter. Find the uzi card and, in addition to being able to fire off a full clip in a matter of seconds, you'll also be able to stomp through platforms like the Hulk in a porcelain mask.
As good as these weapons are, none of them compare to the bazooka, a late-game addition that breaks the game into pieces and reassembles it in its image. Lobbed into the roster in Mission 8, the teal "Dominion" card gains you a powerful armament, sure. But, it also introduces a suite of new traversal options that radically alter the way you approach the levels that follow. In most games, getting hit by a bazooka shell — even your own — is certain death. Whenever I pick up one of the Worms games, I invariably lose a few valiant invertebrates in the first few rounds by misjudging a shot and blowing up the ground beneath their slimy posterior segments.
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Thankfully, in Neon White, your weapons can't hurt you. That means the bazooka's blast is a tool, not a hazard. If you shoot the platform beneath you, you'll go flying into the air. This makes it the only weapon (at least that I've unlocked so far) that opens up new mobility options without requiring you to discard it. Like I noted above, the shotgun lets you rocket yourself into the air. The problem is, you can't use it anymore after you discard it. Using the fun thing means that you no longer get to use the fun thing.
But with the bazooka, you can strategically stockpile ammo, then use it to blast your way to the top
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