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Iron_Guard8's avatar
4 years ago

Free Roam Regions

One of my favorite things in BfN are the free roam regions. In BfN it feels much like they took the Backyard Battleground and split it into the main hub of Giddy Park, and the exploration/questing portion of the free roam regions. In the end, Giddy Park is lacking, but the free roam regions are largely great barring a few particular issues that keep them from being truly spectacular. During Founders I was eagerly awaiting these being added to the game as we got them unlocked over time.

Town Center Plants. My favorite of the 4 zones, possibly due to it being first and the excellent Olds Cool boss fight. It has that typical GW look in many ways as it’s a regular suburban setting that if not for the zombies, would feel like a sleepy little town. The lawnmower angle made me chuckle and it was overall a fun time. The kaleidoscope puzzle took some getting used to, but was a nice diversion. The Biff fight is my favorite of the 3 gnome knights, and love when they work the gnomes into the game, and that music is so good. The diamond gnome in the water area was bizarre with where you can and can’t stand, but doable, and it’s visually lovely. I also like how the disco mirrors before you get to Olds Cool foreshadow that aspect of the fight later on. That’s solid game design there and is exactly the kind of thing I love seeing in games.

Weirding Woods. Overall good but it feels restricted to me, maybe due to how town center was first as it has more ground to cover. The puzzle not too far from the zone in and the covered bridge is a personal favorite (where you have to make sure the rows and columns have the correct pattern of symbols and lack thereof). The boss fight against Dreadwood isn’t bad unless you get knocked off, but not as good as the others. The scenery is great and love how the music makes it feel like you’re in a kind of horror scenario as a zombie. The dummy quest line was pure joy, and I love the Washy segment the most of all the quests. Those roots that attack in the swampy area before using the tape got really annoying after a while, but I do like how the enemies change after you use the tape. I also really like the audio log puns. That one spot in the nests needed to 100% it was broken for a time, but that got fixed fairly early on.

Mount Steep. I do enjoy the Major Problem boss fight here, but this zone didn’t feel as good as the others. Like Weirding Woods, it feels small and less exciting than Town Center. I do enjoy the cheese fort jokes and all the cheese in general, which appeals to me as a Wisconsinite. Reusing so many NPCs from Town Center was a bit of a letdown, wish each zone had all unique NPCs, the new ones are fun. Not sure why we get an achievement for breaking cacti as a plant, feels treasonous to me! The zombie works underground are largely pretty cool. The western scenery is nice, both the buildings and the general desert/rocky terrain that remind of classic Road Runner cartoons.

Town Center Zombies. I’m mixed here. The quest line has some good jokes in it but the fact I was already partially done with the zone thanks to doing the plants version first meant that this zone felt less satisfying. The night time looks remind of the night versions of maps in GW and GW2, and I always felt the night maps had a better mood. Blight Cap is a solid and interesting fight, and genuinely scary at times. Not too much more to say as it mostly mirrors the plant version. Like Mount Steep, they reuse too many NPCs for this zone, this time from Weirding Woods.

Free roam region positives:

  • Lots of activities to engage in (exploration, bosses, bounties, and so on).
  • Give us a feeling of being part of a much larger world and conflict.
  • Easter eggs and jokes galore.
  • High interactivity. I’m quite a fan of being able to break so much stuff.
  • Good to excellent boss fights.

 

Free roam region negatives:

  • All 4 regions follow the same pattern of getting the thing assembled from 3 parts to open all the chests and the boss, then take on the boss.
  • They lack depth; once you’ve gotten 100% done in a region, there’s no incentive to return. The pie hunt quest from Sir Crustworthy is the only exception to this.
  • Storylines are far too short.
  • They feel very same-y as far as activities, i.e., hunt rares, solve a few puzzles, play some solo ops, etc.
  • Spawns are very static; you’ll see the same enemies in the same spots with very few exceptions.

I would definitely like these to return for a new game, but would prefer them to be more varied and unique from each other, but I also can see the themes being used for both sides. What I mean by that is, both sides will get mirrored free roam regions but they will not just be like town center is for plants and zombies, only the theme will stay the same, the layout and activities will be different, although they may approach the same problem from a different angle.

I would have the game start with at least 2 free roam regions per side, and add more later. To access them, you’d have a single station in each base, similar to the submarine, Penny, flying bus, or train in BfN, but just the single one for all regions (Penny for plants and the Zomblimp for zombies), starting and added later. There’d be a drop-down menu where you can pick which region to go to, as well as see some of your basic statistics for that region, with the ability to see more detail by right clicking (one of the buttons for controller), or just left clicking (button) to go to that region. I will post some ideas for these and what you can earn from them in a separate post, so this one isn’t too long (coming from someone whose posts can be quite long I fully admit). But wanted more of a baseline here.

In conclusion, one of BfN’s greatest strengths are these free roam regions. They are a bit limited, but still fun for all that, and especially on your very first playthrough of your first zone. With puzzles, fun dialog, and the wondrous PvZ humor, they’re a great addition to the game and something I’d love to see again.

5 Replies

  • @Iron_Guard8 My main problem with the pve zones is how dull they get when you finish them.

    The collectibles are nice but there's no real incentive to find all of them and they feel lackluster outside of the diamond gnomes.

    The ai variety is so small outside of some new additions like minor problems which you'll never see in the game again. The fights are also pretty boring as you can just sprint past them and they just walk around in the same areas. Allies during skirmishes are also pretty pathetic. It lacks the batrles the backyard has, I get its a bigger space but combat is really unsatisfying.

    Some of the jokes are funny but than others come out as downright cringy or really strange considering pvz aims towards kids like monkey's my whole life is a joke yay!

    Blightcap is a fun boss fight but its literally just a reskinned nightcap on a map we've already been to before.

    The stories aren't really anything special and don't tie together in interesting ways and any ai allies are non existent for apparently very critical events.

    Olds cool: the best one imo. His mechanics are hinted at which is nice.

    Dreadwood: little underwhelming but has the best theme and overall most impact in the environment as we see all the trees destroying or bursting through objects. The asleep sections is interesting.

    Major problem: More of a fight against the arena than him.

    Nightcap: 2nd best fight overall but I really cant get past the reskinned nightcap aspect.

    Backyard>giddy park.

    I hope a gw3 focuses more on a story and involves the gnomes with more fleshed out pve areas, campaign, or what not.

    They truly should've just made this a pve game as its clear that's where most of the effort went in bfn.
  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    4 years ago

    @stukapooka yeah, Giddy Park just doesn't work as well as the Backyard. I'm glad they kept the idea, but the execution of it in BfN just doesn't work as well. I put mine private with AI pretty early on as there was so much spawn camping in the public versions. The lack of bosses or AI variety (just Wildflowers and TV Heads which I already dislike), the complete separation of the 2 bases and the park section, and the events being unexciting (no reason to earn coins anymore so riding a ride for them is pointless), mean it's just not that good and could have been so much more. Also, I enjoy the plant piano and the dance hall of obedience but the plants got the shaft here as far as rewards. 

    They should have at least varied up the AI spawn locations and types in the free roam regions. You do get a little variety but not much, and they feel less organic than the battles in the backyard. 

    I quite enjoyed the Major Problem boss fight as you deal with the setting heavily as the cheese rises. A nice change on the boss formula. I remember Zero was asking for the Minor Problems to become a player class.

    I don't mind Blight Cap being a giant Nightcap much, the fight was solid and involved. Wouldn't mind her being a much different fungal being of course. 

    For stories, they are all short and limited, but I genuinely loled at most of the dummy quests. I hope we see Washy again too!

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago

    @Iron_Guard8Anoyher thing giddy park failed at that the backyard exclled at was, tone and aesthetic. The zombies base has fog, darkness, and gothic architecture with a massive junkyard behind them with cranes moving while the plants have light, growing grass, and rainbows with corns farm, citrons ship, and roses castle in the background. Planes and airships fly overhead to the other side. The globe on the town side that is on the divide and split right down the middle is a cool touch. You even have both sides ai just roaming around in these areas occasionally attacking each other if they get to close and you can find marigolds and treasure yetis in those areas. Giddypark makes both bases feel the same to an extent in visuals.

  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    4 years ago

    A bit of extra comment on Giddy Park.

    I just saw a video on Reddit (it's Reddit so can't link here as usual), where players from both sides were messing about and having fun thanks to Giddy Park and BfN's communication system where a TV Head was acting like a shopkeeper and plants were pretending to be customers. Eventually an Electric Slide came up and ruined it, even with the All-Star telling them to stop, but it is one thing where Giddy Park is actually quite good when people take advantage of the good, fun parts of the park and BfN's superior communication system. 

    The problem is, I see a lot of the spawn camping and exploitative behavior rather than this more wholesome aspect, but the potential for fun and goodwill do exist there. This could be something my public battlefield could do too, and I want to keep BfN's communication system and improve upon it as well, which is why I wanted to keep the idea of Giddy Park, but improve upon it.

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago
    @Iron_Guard8 I'm not against players interacting but giddy parks apawns are absoulutely awful and if people wanna fight than we can't stop them.

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