Looking back at 5 years of BFN and why it failed to match Garden Warfare.
So this has been a long time coming.
This post is going to go over bfn in full and the events surrounding the game before and after its release.
1. The aftermath of gw2.
So gw2 was a hit. It appears to have sold well, fans love it, and now many fans wonder what's next?
Well in early 2019 we got the leaks of a closed alpha called pvz picnic.
The news and screenshots reached the community and obviously people were hyped if a bit nervous. 20 classes? We're finally getting a mushroom class. Holy moly we thought gw2 had a big roster imagine the variant cast now! This hurts now.
Gw2 was given a sendoff event in preparation called tale of the taco. Okay one last party before a supposed new game and it was a fun time. Plenty of players came together and competed against each other in gamemodes affected with unique gimmicks.
And then it happened:
Battle for neighborville was revealed on the pvz youtube channel. The hype was real among fans and why not. It was a really fun trailer that showcased the characters in a fun way.
The trailer also revealed the game's founder edition could be bought and played that same day for some early access and special bonus items in game.
I would make sonic look slow with how fast I purchased the game and hopped into founders.
However the dark side of things were brewing. A shadow drop of a new game available the same day?
Well as long as the full release gets marke-
Oh darn it.
This game had next to no marketing. Garden warfare 1 and 2 had a ton of marketing in trailers even before their official release trailers.
For gw2 we got a trailer for characters, maps, modes, and just general advertising.
Gw1 also got trailers for its pc port and zombie reveal.
All I ever saw for bfn past the announcement trailer was one 5 second ad on youtube that was the scene showing the plants and zombies from the trailer and that was it!
Was it rushed, did they not have the budget for it, or did they think it was good enough?
Even the switch version had better marketing than the release of the game itself. Nintendo was doing the heavy lifting ea and popcap forgot about.
2. A flawed new world
So players jumped into founders and while most were hopeful, the game had alot of issues.
-The artstyle led to some very controversial redesigns in the community. I know the bfn models have their fans but I think more prefer gw's and I'm one of them.
A lot of the redesigns just look too plasticky with little detail. Some of the characters also just look too lanky and I'm not a fan of the zombies sunken fish eyes with green irises.
It kind of reminds me of how older fire emblem character look in their base game compared to a newer one like engage's vtuber designs or fire emblem heroes.
Rose just looks bad and z mech looks like its limbs would be damaged by a simple cut.
There are some things I like about the zombie models though.
Soldier having playing cards in his helmet, SB having a logo of his initials in the shape of a brain on his chest emblem and cape, and imps helmet having damage on it.
I don't hate the new artstyle however it feels like for every little cool touch something else went wrong but I'll touch more on that in the animation overview.
-The servers were just a mess. The whole game was buggy and laggy. You would be running along only to be yanked back like a yo yo. They even had to cut turf down to 8v8 to fix the servers and players were not happy. It was overall just very frustrating.
-The gameplay changes to characters had some very weird choices to try and complement the new team focused design and it didnt go very well.
Many characters just felt nerfed from their gw counterparts. Soldier and corn dealt pathetic damage and their ability changes were awkward.
Corn went from a powerful offensive class for the plants to now needing to spam an ability to boost his damage to a barely useable level.
Cactus and Deadbeard who used to have a variety of play styles now have been fully restricted to the sniper role, like Widowmaker from Overwatch. Citron who used to be a very run and gun type who could tank if necessary now has been given a defensive role similar to Reinhardt from Overwatch where all he really can do for his team is tank. Whereas before the characters felt like they had endless possible play styles, now they all have one role and purpose for the team. Nothing more Infuriating than a game screaming at you "NO, this is how you're suppose to play".
Superbrainz lost his mobility options and gained a shield and fist charge attack.
His shield barely blocked anything and some attacks straight up phased through it.
The lack of variants really hurt a lot of returning players as now they were forced into only one playstyle for a class that may not suit them.
Before if you liked soldier but wanted to try engineer than mechanic was a easy middle ground as you kept familiarity of weapons but with engineers kit.
You liked soldier/corn but wanted to be a sniper. Ok here's camo ranger and pops corn.
You like sunflower but wish she wasn't so frail. Ok here's metal petal with 50 more health in exchange for some of your movement and damage.
Now If a character is underpowered you can only hope a upgrade does enough to buff them.
Remember how soldier was garbage at founders? Remember how acorn had an upgrade that boosted his health to soldiers level and he just became an objectively better character than most of the roster by a simple upgrade? Why did acorn of all characters have a health increasing upgrade with no downside that made him better than foot soldier? Why is he the only one that gets an upgrade like this?
Oh and by the way you know those 2 new classes in gw2, one of which was heavily designed to help his team and would've fit right in with this design? Yeah we threw him in the dumpster.
Why? Hovergoat was already one of the best support characters the series had ever seen? Torchwood could also fit a tank role better than citron while not overshadowing oak.
-The camera was trash. Anytime you used an ability your camera would have a seizure trying to track your movement. Rocket jump, swoop slam, rocket ride, and more were just nauseating to use.
-Hit detection was painful. I'm a superbrainz main and let me tell you my boy was PAINFUL to play at founders.
I would be wailing on my opponent only for none of my attacks to hit and then try and use my shield to defend myself only for their attacks to phase through and get me anyway, especially snapdragons flames.
Chomper was just as bad at biting. Except now he could snipe so he wasn't total garbage.
Nightcap and acorn were a nightmare to fight. Acorn could press a button and then bam he was a 350 health battleship that would destroy everything in his path that took forever to beat thanks to the very high ttk and unreliable hitreg of abilities.
Nightcap's fung fu was a blender of pain where getting caught in it meant certain doom and don't bother trying to hit her. She got insane resistance and your blows wouldn't land anyway.
The best part of it is that no one was playing superbrainz due to how trash he was and yet his charged attack was the only thing that could stop nightcap at the time.
Founders was just painful online but there was the factor that popcap was rolling out weekly content that kept players engaged despite all these problems.
3. Upgrades can't match variety of gw.
So bfn in its attempt to replace variants introduced a more in depth upgrade system where you could combine different upgrades to try and essentially create your own variant.
The player is allowed seven upgrade slots and upgrades that can take up a different amount. More powerful equals more space taken.
However I dont think these do enough. The point is to create your own variant however all the good upgrades are usually unable to be combined so you either take several meh upgrades or one great upgrade and then a few mediocre ones.
Take blossom for example. It's a 5 point upgrade that gives sunflower two heal beams but what other upgrades can you really pair it with? The one points are pretty boring and basic like slightly more xp, more health after being vanquished a lot, or slightly faster movement after spawning for a time.
Long bomb in gw was a completely different ability that changed how all stars played the game by having to work around the flying bombs trajectory. Good allstars could pull off some ridiculous plays with this thing. In bfn it just goes a little further. What a lame change to an ability that use to completetly change how all stars viewed map geometry for insane plays.
There's also lack of visible threat recognition. If a soldier carrying rapid fire you won't know from a glance compared to sky trooper. You have to remember the upgrade symbols and hope you guessed right and that they never changed it. How am I suppose to know that spikeweed is vampiric when it looks the exact same?
In gw if you wanted sunflower to be a more offensive vanquish machine you could pick metal or vamp flower to stay in the fight longer and pick dark flower to help your damage. If you wanted to be a heal magnet you could equip stuffy and rainbow heal flower.
If you wanted to assault the garden from range and harass enemies as soldier than you could pick camo ranger/centurion and use mutli rocket to blanket the area in damage while annoying plants without much retaliation.
In gw you have actual options to shake things up while bfn only has a handful of upgrades that actually alter the game enough to run.
I think legendary upgrades was even popcap themselves recognizing this issue but it was already too little too late. The zombie upgrades were also more powerful than the plants by a fair margin.
Who thought pre nerf steam blaster was a good idea in a game with a three insta warp in every direction scientist with a self heal? Or giving superbrainz godlike mobility on top of being able to one shot a fair portion of the plant roster?
4. Bfn's best feature: PVE regions.
So while players were struggling with the pvp during founders popcap rolled out a new area for plants called town center.
Players leaped into this new zone almost immediatly and there's a reason these areas do get praise despite everything else.
Town center: A plant focused area composed of three main regions: Sundrop Hills, Up-Down-Uptown, and Pressure Pier.
So the plot is that a zombie named olds cool is forcing plants to boogie so go break into his nightclub and stop him. Ok.
While players are here they can interact with the environment to get medals, gnomes, and more through weird challenges.
You can also interact with an npc vendor and region specific currency to buy coins, outfits, and maps where treasure is.
The formula for these modes is that you learn what the problem is, do three quests to get items, and then break into the bosses arena and defeat them to save the area.
The missions are a more thought out in bfn than gw2 which had a lot of ops baked in so it's nice to see more variety.
While wandering the region you can also encounter small groups of enemies usually consisting of 1 hero and 2 basic enemies/ranged spawnables.
Ocassionally you can trigger a turf war where more enemies will attack you but some allies will spawn to help you out. I still think this is kind of lame to how chaotic the backyard got at times with champions and bosses coming out to attack for both teams. Feels like the side your on always has less units.
So you break into olds cool club and he's a disco zombie design with crazier hair inside a giant disco ball that can bounce around the arena and create light panels to sweep the area.
It's actually really cool getting a multi phase boss fight in pvz shooters and the foreshadowing of the lights is a cool detail.
Overall a cool area.
Weirding woods: This was the next pve area to release but was now for zombies.
The story is that the old z tech factory one day exploded with roots and trees sealing off the zombies from outside help and zomboss sends you to investigate.
This is my favorite one because you see the environment covered in dreadroots growth and it actually pops out new trees as you move through and the deeper you go the more there is of it.
The roads, cars, and buildings have roots busting through them and lifting them off the ground and creating some neat platforming.
It's nice seeing how all the zombies with no leadership created their own cult around a football dummy shield of all things. The leader of the cult is wiz- er I mean Tim.
The plot revolves around getting items for a boombox to put deadwood to sleep so he let's his guard down and you can go fight him.
I do like the detail that when he's asleep no more dreadroots will spawn on swampland and now only mushroom characters like nightcap and hypnoshroom appear.
In his boss room you must navigate some obstacles without being blown back by wind which is shown to be deadwood snoring.
His boss fight feels like something out of a nintendo game and I love it.
Mount steep:
Go find out what's wrong use houseflies to destroy the cheese.
Its going from a western town controlled by plants to the zombie mines in the depths. This also the only place in the game we see the flying helicopter imps.
Cheese damages you if you fall in it.
Major problem is a neat boss that includes platforming segments in his fight. Though jumping out of the cheese after being burned was pretty janky.
Once I got to this region in founders I was way less excited to play these because the same general formula was wearing me down but going in with a fresh look and I liked the missions especially the one where you get a posse to help defend the jail and you can just meme and pick three regular weeds to help you who may not even make it to the jail.
Town center night: The zombie version of town center disappointed many when it first came out. The collectibles are shared between maps so all you have is the story if you did everything else already.
A mysterious illness is causing zombies to reform and become functional members of society! We cant have that!
You have to create a stink bomb launcher and go fight blightcap who is just a giant nightcap.
I honestly gave up after the main story on this map during founders. I just couldn't be bothered with going through town center again to collect things. The final boss also just being beeg nightcap doesn't do it for me.
There are three gnome fights are also available after collecting three silver gnomes on each map. Cool fights. Wish the game did more with them in general after gw2 built them up.
Also they have pressure pier at night but didn't think of making it a map when it's already in the game, why?
I really believe this game would've done better as a fleshed out pve game. Hmmm I wonder...
5. The spawnable system sucks. Less is not always more.
Let's face it, bfn spawnables just suck.
Yeah Gw2 cut down the roster a little getting rid of ice pea, fire pea cannon, laser bean, and repeater for plants alongside vampire zombie, backup dancer, the pirates, and yeti imp for zombies however this was to balance out all the new weeds and bots to keep the two sides unique but familiar.
Bfn just cuts the roster without really thinking about it.
In turf breaker bot counters 4 enemies in gw2 pvp modes. In bfn turf he counters 1 and yet fume shroom counter 2.
In gw2 yeti imp was removed for exploding imp so plants wouldn't be at a disadvantaged only having dandelion.
Bfn however gave them yeti imp yet plants still only have dandelion.
Why do zombies get a ice character and plants get nothing. Exploding imp is already in the game so why isn't he the zombie equivalent?
Zombies get two armored summons while plants get one. Why? Shield variants exist in the pve. This makes fume shroom overall more valuable than breaker bot despite serving the exact same function in pvp. What were they thinking? Why not just say the heck with it include all of them that are in the game to balance it out at that point?
A game that focuses on team play right? Let's get rid of the flag spawnables whose entire point was to follow and help allies by boosting their resistance or increasing their speed. We have models for flags in the game but not the flag carriers themselves for some forsaken reason.
Instead they added only 2 new spawnables for each side. What is their purpose you may ask?
Well they break all law of offensive spawnables because they shoot projectiles. Why is this bad you may ask?
Well most enemies that aren't classes in pvz can't shoot at the defending spawnables from far away! They break the balance by vanquishing defenders at a range most cant fight back against.
In gw1 ops scientists explicitly attacked pots but they were close ranged fighters who couldn't do much at range to pots and they couldn't just spam stickies constantly.
In gw2 ops superbrainz and chomper prioritized spawnables in ops this made sense as they need to get close to their targets yet can finish them quickly so player have to act fast to save their allies.
The difference between the classes and the tv heads/wildflowers is that they dont make up half the wave! Yes regular enemies have ranged attacks but they only really use them when your out of reach or too far away.
The cooldowns also ruined any chance at good strategy, especially for solo players.
Getting overwhelmed by armor? Well too bad. You have to wait for fume shroom to recharge after using him in one spot while the other gets swarmed by outhouses. Imagine how unbearable this games ops would be if it was gw1-2 levels of hard on crazy with this system.
Just want to have fun and do a full bonk choy meme build? Too bad. You've gotta wait until you can use him again.
Oh you wanna support your team by running multiple heal zombies, well screw you buddy.
I get they wanted to try and stop outhouse spam but the cooldown was the wrong way to go about it.
They could've just actually made outhouse/vase go by a true rarity system where commons would be in the hundreds while heavys would be barely double digits or go with ironguard8's solution and make the spawnables cost coins where something like a basic cost 5 or 10 and a vase weed cost like 1000 or something.
The pot Ai is also just downgraded from gw. It takes them much longer to notice enemies that arent right in front of them and the hitreg is dogwater. I tested this myself. I even watched and wrote this stuff down on these very forums.
The offensive spawnables also spam their ranged attacks way more frequently. What was an anti roof/range suppression became an easy anti pot/bot attack.
In gw zombies like karate and dancer could also attack rooftop players by jumping up there but since they're gone I guess spamming range was the alternative?
Also the base spawnable being a buckethead really hampers pot effectiveness. A gatling bot is not soloing a terracotta weed.