How much these will be to buy in real money terms is yet to be determined - all that was confirmed is that it will cost for each plant rather than all as a group and that once purchased the option to continue to use said plant would remain in the game's arsenal thereafter. But only the plant-food-producing Power Lily is new the other premium plants are classics such as Squash, Torchwood, Snow Pea and Jalapeno. There are also premium always-on power-ups which can be purchased alongside six premium plants - these range from extra sun when digging up plants, to more sun at the start of a level, and so forth. Each costs in-game coins ranging from 800-1,000 per use, but can help get you out of a sticky spot when a huge wave of zombies comes in on the attack. Plant food can be collected from glowing green zombies or purchased using in-game coins.Īdditional power-up controls based at the bottom of the screen also change the mode of play slightly: pinch to pop heads, swipe to push zombies into the next row or swipe for a gust of wind that pushes zombies off screen.
Plant food can be dropped on to any rooted plant to give it a brief superpower - the Peashooter shoots at 10-times the speed for a few seconds, obliterating everything in its path, for example, while other plants receive similarly explosive superpowers. There are also new power-ups included in play.
The elusive Yeti makes a reappearance too. There are themed zombies too: trios pretending to be camels in Egypt, rope-swinging pirates in the scurvy seas and others of which we're yet to get full details. It gives the game a feel that's less rigid. The core plant-to-defend mechanic remains, but in the Wild West, for example, there are minecart tracks where plants can be deployed in the carts and repositioned in real time to add to your defence.
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There's also a blacked-out third world that looks like alien spaceships to us, and more worlds will unlock free of charge in the future. On the map gates can be unlocked to access permanent power-ups and acquire new plants in different worlds.Įgypt is one world, comprised of 26 levels, but there are two other themed worlds at launch: the Wild West and pirates. Start at the beginning, progress and save as you go. The game path is still linear, but in the same way that Mario Wii U has maps with individual levels, so too does PVZ2. We did wonder if larger levels would appear, but that's not the case. It's the same basic mechanic as the original game, but it works because it's simple and manageable. Each is divided into nine sections where plants can be placed. The angled view on to the single-screen gaming landscape shows five rows that zombies can proceed down. But it gets stranger: plants can be deployed, each with their individual superpower, to shoot at or protect you from the zombies' advance. Why? Because that's what zombies do, we s'pose. But things have gone wrong in its use and we're transported to ancient Egypt where there are zombies out to eat your brains. The game's premise is that Crazy Dave - some bloke with a saucepan on his head who makes absurd noises - has invented a time machine.