Plants Vs Zombies 2: About Time
Posted: August 15th, 2013, 17:13
It's only out on 'mobile devices' at the moment, which I've found to mean Apple stuff only, as I can't find it for Android, but I downloaded it onto my iPad and had a go anyway. PC version will follow, I'll play it there too if it's on Steam (it's a collection OCD thing), but I doubt there'll be a lot of difference.
The first thing that struck me is that it's very much more of the same. The graphical style is a little more hand drawn rather than cartoon - only barely noticeable - and the music is a little more 'professional' (by which I mean there are more instruments used), but the tutorial is identical to the original game. That's not a bad thing, the premise is a great one and I've played something like a hundred hours of it. The differences are predictable in some cases (the good ones), and not so much in others (unless you're aware that EA are publishing it, and that EA have sworn to monetise the shit out of everything they sell).
So lets start with the familiar goodness. You drop plants down to stop zombies getting into your house and eating your brains. You do this by collecting sun to buy more plants. There are new plants, new zombies, new locations. That's all expected, and they're all well and good. I should qualify what I'm writing at this point by saying I've only played the first dozen or so levels, all of which have been in Egypt. The premise is nice, it's no better or worse than the original for it, and that's a pretty good compliment.
Next up is the stuff I'm suspicious of. You get all manner of power ups in PvZ2. I don't like power ups, because they're an excuse to sell them to chumps for real money. You get a stack of Plant Food, which supes up one plant for a few seconds. The effect varies by plant, and are quite interesting, and they drop when you kill certain zombies. They add another layer of complexity I don't think the game needs, but they pretty much act as an 'oh shit' button. So that's not too bad. Then there are the power ups, of which there are three. They wipe out large swathes of zombies with finger movements - one snips their heads off, one picks them up and chucks them, one zaps them with a continuous lightning bolt. They're as overpowered as they sound, and you use them by paying for them with in-game gold. Ah, now that sounds familiar - paying for game-affecting, one-shot buffs. Lets keep that in mind.
The rest of the changes look to be outside the game itself. This time you have a few branched progress lines, side-quests in which you can earn new plants. You have to unlock those with keys found in game though. After the first one, for reasons that aren't explained, you need to use more than one key to unlock them. Of course if you don't have enough, you can unlock them with real cashmoney. Then there's the shop. If you remember from the original, you could use your gold to buy new plants, extra slots, other useful stuff. You can do that here, except you use real cashmoney again.
So by way of a conclusion, at this stage, it's more PvZ fun, but with the spectre of monetisation hanging over it. What will make or break it is whether you have to pump cash into it to get anywhere, or whether the paid-for options are just a bit of fun as a few one-offs. I can live with buying a few bonus plants for the price I'd have paid if it was a normal release, but if I have to keep fronting up for power-ups to beat the levels then I just won't be playing it.
The first thing that struck me is that it's very much more of the same. The graphical style is a little more hand drawn rather than cartoon - only barely noticeable - and the music is a little more 'professional' (by which I mean there are more instruments used), but the tutorial is identical to the original game. That's not a bad thing, the premise is a great one and I've played something like a hundred hours of it. The differences are predictable in some cases (the good ones), and not so much in others (unless you're aware that EA are publishing it, and that EA have sworn to monetise the shit out of everything they sell).
So lets start with the familiar goodness. You drop plants down to stop zombies getting into your house and eating your brains. You do this by collecting sun to buy more plants. There are new plants, new zombies, new locations. That's all expected, and they're all well and good. I should qualify what I'm writing at this point by saying I've only played the first dozen or so levels, all of which have been in Egypt. The premise is nice, it's no better or worse than the original for it, and that's a pretty good compliment.
Next up is the stuff I'm suspicious of. You get all manner of power ups in PvZ2. I don't like power ups, because they're an excuse to sell them to chumps for real money. You get a stack of Plant Food, which supes up one plant for a few seconds. The effect varies by plant, and are quite interesting, and they drop when you kill certain zombies. They add another layer of complexity I don't think the game needs, but they pretty much act as an 'oh shit' button. So that's not too bad. Then there are the power ups, of which there are three. They wipe out large swathes of zombies with finger movements - one snips their heads off, one picks them up and chucks them, one zaps them with a continuous lightning bolt. They're as overpowered as they sound, and you use them by paying for them with in-game gold. Ah, now that sounds familiar - paying for game-affecting, one-shot buffs. Lets keep that in mind.
The rest of the changes look to be outside the game itself. This time you have a few branched progress lines, side-quests in which you can earn new plants. You have to unlock those with keys found in game though. After the first one, for reasons that aren't explained, you need to use more than one key to unlock them. Of course if you don't have enough, you can unlock them with real cashmoney. Then there's the shop. If you remember from the original, you could use your gold to buy new plants, extra slots, other useful stuff. You can do that here, except you use real cashmoney again.
So by way of a conclusion, at this stage, it's more PvZ fun, but with the spectre of monetisation hanging over it. What will make or break it is whether you have to pump cash into it to get anywhere, or whether the paid-for options are just a bit of fun as a few one-offs. I can live with buying a few bonus plants for the price I'd have paid if it was a normal release, but if I have to keep fronting up for power-ups to beat the levels then I just won't be playing it.