About time indeed! |
“It’s About Time” is what I would describe my year long wait to play this game. Ever since I picked up the original on the PS3, I grew to the game’s ridiculous concept. Despite a couple of issues (difficulty spikes and local multiplayer), I found the game to be quite good.
So, when the sequel was announced back in 2013, you can imagine how completely PISSED I was when I found out it was only going to be only on mobile and tablet devices. At the time, I had a crappy phone, so while everyone else got a chance to spread their green thumbs in the West, Egypt, and even into the future, I was left tending to things in the present. Now a year has passed since the game originally came out and I’ve finally gotten a chance to play it. But the question remains: is it just as good (or even better) than the original?
PvZ2 is developed by PopCap (Bejeweled, Peggle) and published by Electronic Arts. The game follows the same concept as the original title; however now, the twist is that you have to defend your territory while traveling into various time periods from the past to the future. The reason this happens is that Crazy Dave (from the previous game) eats a taco he made at the start of the game. He finds it incredibly delicious and decides he wants to travel back in time in his RV (named Penny) to eat the very same taco again. Unfortunately, something goes wrong and you are sent far back into time. And to make matters worse, the zombies, led by Dr. Zomboss (the final boss also from the previous game) have ALSO traveled back in time, and are coming for you and your brains once again. It’s all incredibly ridiculous, but the plot only serves to set up the main gimmick for this game.
The gameplay is much like the original: you choose from a selection of genetically mutated plants of war (if you want to put it that way) to plant on your lawn in order to defend your house against hordes of flesh-eating zombies. At the time of this review, there are six different time periods to explore, each with approximately 20-25 levels (except Big Wave Beach, which has 32 levels) including several objective-based levels and a boss battle. Each period also contains their own gimmicks (e.g. moveable minecarts in the Wild West) as well as their own zombie types to continuously keep you on your toes, making you alter up strategies and plant choices to keep yourself well defended. There are also new plants you unlock as you progress through each period, adding more to that selection, which some can even prove pretty useful later on. One personal favorite of mine is the magnifying grass- a plant that can fire a powerful (potentially one hit kill) shot of light, but only if you have the sun to back it up.
The game also introduces four new power ups, which can be used as a last resort when things get too rough, since the game does suffer from difficulty spikes like the original. Out of all of them, the plant food is the most helpful. You get these from any zombies who are look a bit greener under the collar, and will enable that plant’s boosted ability (attack or support) which last for about a few seconds. These boosts are also where the Zen Garden makes a return. You collect seeds from zombies in levels, and can plant them at the garden to grow a boosted version of that plant that instantly activates its special ability once planted on the ground. It takes plenty of time for them to grow, but in the end, it’s really helpful to use that boosted plant on a tiresome level.
The other three abilities all stretch from either being really helpful or crossing your finger, hoping for the best. The best is the Power Toss, which can send zombies flying off the screen just by sliding your finger across the touch screen. The others- Power Zap and Power Snow, both using you to slide your finger all over the screen to freeze/zap zombies to either slow them down, or turn them into BBQ. These two are more of a roll of the dice, mostly depending on what kind of zombies are coming your way.
However, with those also brings around the biggest issue in the entire game. The way to use these abilities costs a certain amount of coins per use, from 1000 to 1400. How do you get these coins? You either:
1. Kill zombies until a coin comes out of one of them.
2. Any lawnmowers still left at the end of a level.
3. Winning a daily piƱata party challenge.
4. Killing an Abominable Yeti zombie when it shows up in random levels.
5. Watch ads continuously for 250 coins each until it doesn’t allow you to do so.
6. Farming plants at the Zen Garden.
With those, it will take some serious farming and time just to gather enough coins to use maybe one or two power ups. Or, you can just skip all of that and buy the coins via microtransactions, which go from $2.99 to as far as $99.99(!).What if you refuse to buy any? Then either you go back and bust your ass playing earlier levels, use your boosted plants from your garden, or any of the previous farming techniques. Otherwise, the game’s difficulty spikes will become even more troublesome for you, and make it even harder to finish a tough level.
However, this system doesn’t just go for power ups. Even some plants (which can be tried out in some levels) are only unlocked via purchase, including some plants from the original. Overall, this whole system really hurts the game. The game is available to play for free, but it still seems to demand a bit of cash in order to fully enjoy the game. Honestly, if they wanted to get some money out of this game, they should’ve just made the game $3 or $4 in the app store, and cut some of those poisonous practices out. There is another currency, gems, you can also get by either killing zombies or buy from microtransactions, but those feel more optional than required, as the gems seem to only good for are to buy more spots in the Zen Garden.
Beyond that, there’s not much else to go too far into. The game’s environments and the plant and zombie designs in this game are just as colorful and quirky like the original. Each time period follows a certain theme in their look, and they all do a real good job following each of these themes, not abandoning any sort of ridiculous concept that could come out of the period. (Zombie in a bikini anybody?) The touchscreen controls overall didn’t give me any real issues as they worked just fine, but can still leave you open to make mistakes under intense gameplay that could cost you sun and precious time.
But to be honest, I still found Plants vs. Zombies 2 to be an honorable sequel to the original. It still delivers plenty of content to satisfy fans of the original with more levels, new abilities, and of course, more plants to use and zombies to fight. It just might’ve been a terrific sequel if somebody (probably EA) didn’t put their dead, greedy fingers all over it with unnecessary microtransactions and making the game much harder in some sections. Otherwise, it’s still a bit of fun given the concept, and I recommend this to anybody aching for something to play on their phones, or any PvZ fans that haven’t already picked up this game (i.e., like me). Just probably expect to give those corporate zombies a few bucks to get them off your back…or your brainz.
Final Verdict: 7/10
Google Play: https://play.google.com/store/apps/details?id=com.ea.game.pvz2_na
Apple App Store: https://itunes.apple.com/us/app/plants-vs.-zombies-2/id597986893?mt=8