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could not agree more.
And I want to add something to that. They really did listen to what we wanted from GW1. I said "I wish I could play all modes split screen and off line" and they did both. and then they added crazy settings and allow you to simi control team setup for bots. I love they did this.
However to me the crippling blow was they used praise as feedback. People said they loved how funny the game was, so they made it a joke.
>GW1 was not funny because it was a clown. it was funny because underneath all the strategy, the plot was so ridiculous it was anti climatic. and that is hysterical. But at the same time it was very well grounded. Most of the maps where in places that I could see myself living in. the world felt real. But now it's some kind of zombie town. It does not fit a realistic look, and honestly I feel its out of cannon.
>on cannon I feel they messed it up. too much lore and dare I say personality was put into the zombies. They put a lot of work into creating a civilization for them. But can a zombie be civilized? would a zombie think "I should go to that new fish store and get a pet fish"? or would there thoughts be simply brainz? I love how in GW1 the zombies start in graveyards. It fits. I never imagined them as having a greater Existence. I feel like culture would be something zombies would have no idea about. much less an economy. the zombies are minions for zomboss. wearing armor from a graveyard. (the brown coats) with a few elite with special gear (the players) Everyone loved playing the elites from Halo Reach despite them having no lore in that game.
>then the classes.... yah. I've talked about them before. here is a copy and past
The reason the balance worked so well in the first game was because they played into each others hands. the plants were about making ground dangerous with splash damage (pea shooter) and crowed control (chomper). With the cactus keeping long range attackers away, and the sunflower healing and keeping zombies on their toes.
The zombie would then try to uproot (hahaha) the defenses. The plants were about order and keeping boundaries. the zombies were chaos and breaking weak points. because this relationship was stable the game could "self balance" though smart play.
However it seems popcap thought they could add an assault class to the plants and expect that to allow them to push an objective in turf take over. however by there nature (as said above) the plants are about staying out of reach. They don't push a hill well. Any reason they could before in something like Suburbination was because the zombies needed to as well. allowing the plants to root in.
For Herbal Assault they needed to not just copy G&G, but make some kind of game mode that still focused on that defense. I would have suggested some kind of train the plants ride to the objective in the same style as GGG. where the only way the train moves is if - like in G&G - the plants outnumber the zombies on the train. that way the pea shooter could root on the roof and stuff.
They could have also given the pea shooter new specials focused on attack. maybe a new special could have increased there rate of fire or the speed of there projectiles? or maybe they wouldn't need to reload for a couple of seconds? these could have taken the place of the Pea Gatling. I'm sure these are bad ideas. But I'm sure you get the point.
>also the ambiance is WAY to loud. But other people have said that.
in the end. I wish they had just made a big paid DLC for GW1
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