The bfn retrospective: how not to evolve a franchise
A very long retrospective of not only bfn but of garden warfare as a whole and their development as we approach the anniversary of the cancellation.
Part 1: The birth of a spinoff. The rise of Garden Warfare!
Lets travel back in time shall we? Mid 2013 saw the realease of pvz 2 to well, mixed opinions. The choice by popcap/EA to move a series that practically appeared on every console around its time to mobile only. This desicion is one that has been debated multiple times and imo hinders pvz2 by being more of a mobile game rather than a sequel. Now would I say pvz2 is a bad game? No, but it's definitely a mobile game in a annoying way and I believe this is why many people look back at pvz 1 more fondly and view it as the better game which I agree with. George Fan also left after very confusing sources of being fired/layed off with his team following him. Though I'm not denying pvz 2's success as it has dozens of millions of downloads and is rated highly.
In fact popcap created more spinoffs as an attempt to branch out and make the franchise bigger.
Now in early 2014 popcap released their surprise spinoff, a third person shooter.
Gw1 was a suprise success for popcap and while no means a masterpiece or blazing new standards for the industry it caused a wave of pvz content and had evolved the franchise in a very unique way: full 3d environments and the player can interact and fight amongst these environments, think of it like playing all the old 2d marios than moving on to mario 64.
Zombies no longer slowly walked across a small lawn to attack, now they're shooting missiles and running at high speeds while dodging fully automatic gunfire from plants that learned to finally walk and wear fancy hats.
I remember back in early 2014 where I stumbled across a gameinformer magazine that showed me the game and I must admit my reaction was very mixed.
I didn't like what I was looking at in the gameinformer with a picture of the ops team screenshot from zomboss estate.
However the review actually talked very highly of the game and since I was a huge fan of the original game I decided to give it a try. Went out and bought for my ps3 late at night and tried a game of ops on garden center as a peashooter and I must say that I was literally blown away. To me it felt like they had absolutely nailed the pvz 1 artstyle and turning the world into a 3rd person shooter. They walked the fine line that the original artstyle did: not too cartoony to the point it seems that theyre only appealing to kids and not overly dark and edgy to the point it collapses on itself. I died on wave 5 from a disco zombie who surprised me by helicoptering onto the small roof I had gotten onto.
The variant system functioned similarly to tf2's weapon variety allowing players to experiment with a classes base limits while still changing things up and finding a version of a character which functions better for them and allowed matches to never play the same despite the rather low number of maps.
Gw1 was a success quickly racking up 8 million players by november 1st (less than a year) and had publicly announced these numbers in game. Looks like popcaps first attempt at a 3rd person shooter worked well.
In fact 80,000 coins were given out to all character which would allow players to easily purchase 2 variants or dozens of cosmetics and spawnables.
The game logged 1.4 billions matches in the game which means roughly 1,600 matches per minute.
Now the problems.
I do love gw1 and it will hold a place in my heart for how fun it was but objectively it lacks in several ways and is really a 6/10 game at best.
The leveling system is terrible.
Needs more zombies. If I had any complaint I could apply to gw1 and the original it would be lack of playable zombies. The og had I zombie but you needed internet or a friend for vs mode which I didn't have for ds and I would love for the vs to have a gardner ai to play against as zombies.
Gw1 however had no zombies outside of the multiplayer so if you enjoyed ops and zombies? Tough luck.
The lack of pve and bots. Gw2 and bfn greatly improved upon gw1 lack of ai games which I would've loved greatly with the gw1 maps, yes I'm still salty about gw2 walnut hills.
Online only. A complaint towards all the games but can I talk about how much I hate online only games? One day those servers are gonna come down and we'll be left with a 60$ box of nothing. A game that at least has offline bot modes will still be playable and a player can still get their moneys worth from the game even if they can't play with other people. I dont like modern call of duty but I will give them praise for still keeping local play offline modes where content can be played with bots. Bfn switch does acknowledge this so I'll give it points there and I hope the next pvz shooter if ever made can be played offline.
/
Zombies feel much more satisfying to play than plants.
Half regen.
Super commando.
Chompers being underpowered outside of a few variants.
Getting upgrades is a pain.
Some of the balancing decisions aged like milk.
Soldier/peashooter supremacy.
Overall lack of content even though its the first game it still has a very sparse amount of maps and game modes.
Part 2. The formula evolves: Garden Warfare 2.
Due to the rapid success of gw1 it was only natural that a sequel would be made soon and given that it was a direct sequel pulling a lot from its predeccesor meant that it could be created efficiently and quickly.
Gw2 released on February 23rd 2016, two days short of 2 years since gw1's release.
Gw2's advertisments focused on showing new features, maps, and characters even before the mutliplayer beta was announced.
Gw2 saw multiple improvements over gw1 introducing many quality of life features such as chomper variant buffs, full health regeneration, shared vanquishes, solo play matches against bots, pve modes, bigger community challenges, a hub world for the player to explore, more game modes, more maps, more characters, announcers had animated models, maps have dynamic weather systems such as fog and blizzards, ops improvements, a better leveling system, and upgrades are tied to leveling.
Gw2 itself didn't slack in gaining players and interest as the sequel to gw1, in fact it even beat out early 2016 games for the number one spot on YouTube gaming beating out the division, dying light, and subnautica. Gw2 was clearly in good anticipation by players from the beta.
Gw2 also managed to sell over 279k copies within its first week at retail.
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Gw2 would slowly be update with content such as the trials of gnomus, aqua center, zombopolis, frontline flats, new variants mystery portal, soil survivors, capture the taco, boss hunt, and finally a remastered walnut hills.
These updates started out faster in 2016 but after the release of frontline flats and pvz heroes, major content updates almost came screeching to a halt before tale of the taco in late 2018 and finally ending in early 2020.
Once again like gw1 I still have some problems with gw2 in general.
Electro pea exists.
I wish the pve just did more. I wanted more story from it and more dynamic gameplay. I just wanted more. (More missions like the butterhawk and not reskinned ops).
The balancing can be pretty wonky, especially with certain characters like the toxic brainz and disco chomper.
Torchwood and hovergoat not being added to the solo play bot teams or even getting a selection screen in ops to easily select them as ai.
The night maps aren't selectable in solo play, why?
None of the mystery portal gamemodes were made into official game modes despite their popularity.
Ever since the changes to the mystery portal at the end of gw2 more unique events have practically evaporated.
The pc matchmaking feels way worse than Xbox as sometimes I'll be put in a lobby with only one other player, leave than I'm immediately thrown into a full lobby, ok?
Instant spikeweed bs.
I miss the animated endings at the end of the gw1 matches are gone. I don't hate the podiums though. Also the unique boss cutscenes in ops are gone.
Bonk choy got nerfed into oblivion and some plant spawnables were not brought back. Backup dancer and vampire zombie also didn't return as spawnables.
Walnut hills. Yes its 2021 and yes I'm still salty about the decisions around this map.
Glitchy, reused music from seeds of time, no nighttime mode, and the real deal breaker for me: no solo play matches.
Look I can argue for the new characters as they would've relieved a lot of the issues this map has due to the problem that the og 8 aren't in gw1 anymore and I can argue against them as the new classes weren't created for this map and may not fit in, however the fact that popcap wouldn't even create ai matches with just the og 8 characters only is just lazy (people on their twitter even suggested this at the announcement) This is even worse in retrospective with mods like private play remastered which allows all the characters besides Hovergoat and Torchwood and it works well even with the new characters.
I also believe every gw1 g&g map is better in both gameplay and visuals.
With how it turned out I honestly would've preffered an original g&g map so all classes would be playable and bot matches could be implemented.
Twilight chomper and the community challenge is cool though. 6 million vanquishes in just a few day lel (could bfn have even accomplished this?)
Buckethead not having blood on his helmet, why?
Personal opinion: I wish we could've gotten more altered gw1 maps like aqua center.
The torch and tail upgrade. I can understand why some people buy it do to the slow rotation of the mystery portal but it still seems like a cash grab.
The very slow content drops after heroes.
Note that I'm posting these parts by part due to character limits.