![]() ![]() In case you didn't realize it, he eats off the floor. Some plants will be acquired through natural game progression the rest will need to be bought from Crazy Dave. Take a look at your progress!Ĭrazy Dave's Twiddydinkies shop is where you buy plants and supplies for your garden and gameplay. When you click ACHIEVEMENTS below the Sunflower Trophy, you will be brought down to an achievement list. My point is the only things modern pvz3 can offer you currently is coins (which don't have a use yet), powerups and the coined-in live system which actively discourages players from playing your game.This guide has been colour-coded as follows: In pre-2020 pvz3, you progressed through the devour tower with each floor unlocking a new plant/area/feature/tool/etc. This was similar in plants vs zombies 2, with most levels giving you coins but every 3-4 levels you would get a new plant/feature/tool/etc. This would keep the game feeling constantly fresh, with something new to experiment with every level. In the original plants vs zombies, one level beaten would unlock a plant, feature, tool or other item. This beta has very little sense of progression that aren't completely cosmetic such as the homescapes-esque town customisations. For a game that is trying to be more strategy based, there is very minimal strategy. Currently in this beta there is no need for such a feature, as the levels seem to be vary bare-bones in terms of plant and zombie variety. (A quick side tangent but being able to see which zombies were in the upcoming level with the option to change your team to adapt to the zombie selection was absolutely fantastic, I hope it makes its way back into this new re-imagining.) When choosing these teams, the way the menu's were laid out would also let you easily compare plant stats and read up about them, finding out which zombie types they were powerful or weak against etc. ![]() The pre-2020 pvz3 ability to create your own plant team allowed for more player experimentation and engagement, I would constantly try different team layouts depending on which zombies were found in the level. Levels are also generally too short, with a "plant now think later" sort of mentality.Īnother massive blow to player choice is the removal of choosing plants, having pre-picked plants used to be a level gimmick used in the previous games but now it is the only way of bringing plants into a level. These tutorial levels are also very very short, with some having less than 10 zombies, which baffles me even further as to why these levels would exist in the first place. More is told than there is shown, which removes the sandbox-like feeling the original game has where you essentially discover the plant's strengths and weaknesses through gameplay and the almanac. It is unnecessary to explain what a plant does through a level tutorial when on the menu before you play a level, tapping a seed packet will give you the exact same information as 2-3 "tutorial" levels. New plants were also introduced through these tutorials, instead of giving the player the option to read up on the plants through the almanac. The worst example of this is an entire level completely dedicated to telling you that "more sunflowers = more sun". The game holds your hand ridiculously tight for pretty much the whole beta, explaining things that player's could find out easily by themselves. Currently my gripes with the modern pvz3 is that currently all the strategy and brain work into beating a level has been completely removed. Starting over and changing how the game would fundamentally play was completely unnecessary as the pre-2020 version was still underwhelming, but could easily have been re-tooled into a pretty good game. Now that a new beta has been released, I thought I'd provide my two cents on how I think this game is coming along.Ĭurrently I believe that the only positive change between this new version and the alpha tests pre-2020 is the art style, removal of levelling and changing to landscape. Information, Guides and Announcements for the EA app.
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