Zombies 2 shows that it's possible to strike the right balance between monetization and difficulty. I know free-to-play is still a dirty word in a lot of gaming circles, but Plants vs. You can pay real money to unlock these without revisiting old levels, but when the challenges are so interesting, it's hard to even consider paying money to skip them. These replays also provide the opportunity to earn the stars and keys that unlock new levels and paths on the map. The limitations on otherwise simple levels require you to flex your mind in new ways and come up with unorthodox strategies you would never use in the "real" game. It's these replays that took the game from amusing diversion to real obsession for me. Sometimes you have to use a mismatched set of plants the game sets for you. Sometimes you can only spend an extremely limited amount of sun or have a small number of plants on the board at once. Sometimes you aren't allowed to plant on certain squares. Zombies 2 encourages you to replay beaten levels with new, more difficult constraints. These abilities are so powerful that anyone who wants to can easily pay to beat even the most difficult levels using just a few quick taps.Īfter you beat each world, Plants vs. You can earn coins for your touchscreen attacks through regular gameplay too, but if you run out, you can buy more at any time, even in the middle of a fight. If you don't have enough plant food, you can always buy more with real money using a tap of the green plus button. It's here that the dreaded specter of monetization rears its ugly head. There are also several touchscreen-based attacks that let you dispose of zombies with a pinch, a flick, or an electrical swipe-if you're willing to spend in-game coins. Defeating special glowing zombies gives you a bag of plant food, which can be fed to a plant to unleash a single, massive attack to deal with tough situations or a huge wave of zombies. Zombies 2 also introduces a number of new power-ups that can give you a large advantage. Will you go for a quick, blitz-style attack with cheap, weak plants, or do you prefer slower, more powerful plants that will dominate in the late game? The variety in plant choice also allows for customization based on play style. You have to carefully choose which plants you need for any given situation in order to strike a diverse balance to deal with varied threats. The real key to the game's appeal is that there's no one dominant strategy there's no single plant or set of plants that can just work in every situation. Whether they're riding bucking broncos, sending out parrots and chickens to attack your plants, playing a rolling piano that makes each new zombie dance into another lane, or rolling destroyable barrels full of even more zombies, each presents a unique new challenge and demands a different response from your plant-based defenses. The new zombie types are the real highlight. Of the new ones, there are only a few standouts, like the lightning reeds that can arc electricity at nearby zombies or the pea pods that can be stacked from one to five pea shooters on the same square. The vast majority of the plants you can use for your defense this time around are instantly familiar from the first game. Zombies 2 is still the instantly accessible, dumbed-down, yet strangely addictive version of a tower defense game that its predecessor was. You still collect little bits of sun energy to buy plants that automatically fire a t enemy zombies shambling in from the right side of the screen. Zombies (and if you haven't, why not?), the basic gameplay will be familiar to you here. Zombies 2 generally strikes the right balance between challenge and convenience, charging players only for things they can do for themselves quite readily. Zombies 2 would be a free-to-play game driven by microtransactions, many people were worried that the change would ruin the careful balance Popcap had struck with the first game.
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