Tag: Popcap

  • Weekly Gaming: Peggle 2 (Xbox One)

    Weekly Gaming: Peggle 2 (Xbox One)

    I still remember the great days of Peggle, when I was introduced to it in my first year of uni. We all huddled around a friends laptop, competing between for hours laughing and cringing at insane luck and skillshots. Peggle was fantastic, so much so that I managed to get my whole family and a lot of friends hooked on it upon my return to Banbury. I downloaded the game on 5 different platforms, with it still to this day being the only game on my iPod video, a huge achievement for any game I might add (seriously, that device was NOT made for playing games).

    When I heard that Peggle was finally getting a sequel, I was overwhelmed, until I read that it was going to be exclusive to Xbox One that is. It sucked, here was a game I would have willingly given EA/Popcap the full amount they were asking, and they put it out on the worst platform available this generation. Needless to say, I waited, until eventually I caved in, got an Xbox One, and picked up Peggle 2 in the Christmas sale for £3.99. Was the wait worth it? For the most part yes, but for most players Peggle 2 is not a guaranteed buy.

    FUCK THE JEFFREYYYYY
    I enjoy playing as Jeffrey, but not because of his special ability like many of you would think. Jeffrey ‘s animations at the left of the screen involving the goats are fantastic, bringing me to tears at times.

    Not much has changed in terms of the mechanics of Peggle 2 from Peggle, with you merely having to fire a ball at a bunch of pegs on the stage, clearing all the orange ones whilst trying to score as high of a score as possible. Green pegs still activate characters abilities, and purple pegs still cause a point bonus. Stages are familiar to Peggle, with some outrightly copy+pasted into 2 without a second thought, making you wonder what took the game so long to produce. So far not so good.

    Where Peggle 2 does innovate and deviate though is in it’s characters and their abilities, which my oh my are they different and unique enough to experiment with and have fun all over again. First up on the new characters list is Jeffrey the troll, a mighty beast at the left side of the screen who’s special ability grants the player a huge boulder as a ball, smashing through anything it touches. This may sound similar to the dragon in the previous game, but differentiates hugely in the way that this boulder “stops” at the first peg it hits and plummets down, not carrying on it’s trajectory you planned originally.

    FUCK ALL THE ENDINGSSSS
    Finishing a level with Extreme Fever is certainly more entertaining than the original, with the animations at the side making me chuckle with their cute and humorous gags.

    Next up is Berg the Yeti, a character that makes the whole stage slippy, causing pegs you hit to glide along and hit/activate other pegs on the stage. Nifty on stages with lots of pegs, but not great on stages with straight blue pegs due to their inability to move. Gnorman the robot is next, with his power granting the player a electric ball that activates pegs around whatever peg was hit, possibly one of the best abilities in the game by far. Gnorman is easily my go to character for most stages, ensuring I can hit as many pegs as possible during my green ability turns.

    Finally, there’s Luna, a zombie skeleton that has the ability to turn return all pegs back to the stage, whilst making all blue pegs on the stage completely invisible, highlighting only the orange pegs. Your balls are then able to travel freely to the orange pegs, whilst simultaneously destroying any blues in it’s path. It sounds like a strange power at first, but once you complete Luna’s trail, which has you using her ability on the final orange on the stage, you can see it’s potential: I managed to get 750k points easily using this powerup.

    Weirdly, if I was now writing about the original Peggle, I’d continue  listing the characters available to play with in Peggle 2. Problem is, that is all of them. 5 Characters in a sequel compared to 10 in the original is insane. Most products/sequels in the world work off the basis that you must offer your customer more than what you gave them before, to show them what they’re missing and give them better value. Not in EA’s wonderland. You can add another 2 characters to these measley few, but ones the squirrel from Peggle 1, whose ability is the multiball powerup, and the others a butterfly that gives you 5 points boost pegs to hit on the stage. Both of these characters are DLC, and each costs £1.59, which although isn’t an expensive proposition, is certainly annoying considering they could have been included in the base game in the first place.

    FUCK THE ABILITIESSSS
    Luna’s powerup is easily one of the most inventive of the bunch, with it not having an ideal time to be used, it can be used in a variety of situations. It’s gotten me out of many tight spots before, but should you leave it until the end of the level you’ll be in heaven when it comes to the scoring.

    So what is available in terms of stages? Well this is where EA/Popcap have been cleaver, with 10 normal stages available per character, 10 trial stages per character and finally 20 stages for the master levels, making a total of 120. The normal stages are made even more replayable with 3 optional objectives to be done on each level, ensuring players come back for more even after completion of the main story. There’s a lot to be done it can be said then, but I’m not sure if I really will complete all side objectives. The stages just weren’t as memorable as Peggle’s; I’d be hard pressed to really remember any should you ask me, making for a boring experience throughout most of the campaign. Trial stages lighten things up a bit, giving you very strict instructions on how to beat said trial, whilst also pushing you to your limits in regards to characters abilities. They’re nifty, but short lived due to how few of them there actually are.

    Given the limited about of content EA and Popcap have actually pushed into Peggle 2, is it worth your hard earned cash? Get it in a sale and I’d say yes, Peggle 2 can provide hours of entertainment at a great price with countless hours of replayability thanks to it’s trials and optional objectives. Get it at full price? Nope, don’t give EA or Popcap the benefit of paying more for a game that technically contains less. Most players are bound to find something they like in Peggle 2, but given the limited scope of content here, it’s harder than ever before to find that perfect character/stage combination, a frustrating endeavour for any player.

    3/5

  • Gaming Week 38: Plants vs Zombies 2 (iOS)

    Gaming Week 38: Plants vs Zombies 2 (iOS)

    FUCK THE FACEBOOKINGGGG
    From the get go, PvZ 2 wants you to make a new profile, and instantly suggests you connect to Facebook. You’re given no additional features for connecting, EA just wants your information.

    Plants vs Zombies 2: It’s about time, is the sequel to the hit franchise, Plants Vs zombies, a game that came out of nowhere but left a lot of gamers, casual and hardcore alike, wanting more. PvZ 2 has already changed in big ways compared to its predecessor, being a iOS exclusive for the foreseeable future, and changing the way the game is bought, and in turn, played. Is this sequel a fantastic instalment in Pop caps ambition to become the best casual developer out there? Or have they over-reached their mark?

    The premise of PvZ 2 is simple: Zombies continue to bombard your house, wanting to eat brains, but the main antagonist this time is Dave, the crazy shop merchant from last time. Dave just ate the best taco he’s ever eaten, and instead of making another, decides it’s easier to travel back in time to eat the exact same taco again. It sets up for a variance of different locales and different enemies to keep users entertained, and allows for some creative freedom from the artists. If you’ve ever played PvZ or any tower defence game for that matter, than you’ll know exactly how to play PvZ 2. You collect sun which randomly appears or is generated by sunflowers, and use this sun to create a defensive line to your house, using different plants to maximum efficiency depending on the zombies that are attacking. Each round is different, so you should think about the best combination of plants to take on the given zombies in any scenario, sometimes, I’d find myself in a awkward situation, thinking I’d found the perfect combination from an earlier level, just to be screwed over when a new type of zombie comes along which destroys my plans.

    FUCK THE DRAGGOONNNSSSSS
    New enemies certainly add a new level of difficulty to the game, and give variety to an otherwise familiar game.

    Sooner rather than later, the game gives you access to plant food: a new perk that allows a single plant that is fed this wonderful item extreme abilities; place it on a sunflower, and you’ll get 150-200 sun instantly, place it on a pea-shooter, and it’ll become a machine gun of a plant, easily able to take down a menacing line of enemies. Plant food is readily available throughout a level, being given to the player quite generously through killing green zombies, and given that it feels like cheat, it makes sure that you have some risk/reward scenarios where you’re not sure when or where to use your plant food. Another new set of perks are the three gestures in the bottom right corner: pinch, swipe and touch. Each perk allows the player to kill zombies on the screen using a different gesture, the pinch one is cheapest, but you have to pinch each individual zombies head to kill them. All these gestures come at the expense of your hard earned cash: a rare commodity in this game, and a asset you can buy from the store using real world money at any time. I’ve found that I haven’t needed to spend real world money yet, but repeating levels is certainly getting harder, and eventually, I will need to use those coins I’ve so desperately held on to.

    For a casual game, PvZ 2 certainly pushes you to experiment at the risk of failing; sometimes you’re lucky and can screw up your placements but still pass a level, other times PvZ 2 will punish you for even a second of missed opportunity to spend your sun. It’s a unforgiving system, and one that adds to peoples frustration and can be seen as a cash grab by EA to make you buy more perks in the level. Now some people may see this as a attempt to get you fishing into your wallets for cash to buy short term perks, which can be used during a mission, and I can’t blame people for thinking that way, but it is just randomness. I’ve done levels multiple times, sometimes I do it no problem using the resources I have, other times I genuinely do need to use the perks otherwise I wouldn’t stand a chance in hell. Overall, it’s a nice balance, Popcap have managed to balance the difficulty to make it hard enough for hardcore players, whilst also being difficult enough to push pennies out of casual folks.

    FUCK THE MICROTRANSACTIONSSSSS
    The store is where you really see why PvZ 2 is a free to play game. Next to everything has been monetized, from the gameplay itself, through to the locking of doors that hold power-ups, or even some amazing plants from the original. It’s a shame that EA see’s us consumers as cash cows, and treat us as such.

    Worlds are varied, and Popcap looks set to release more as the months go on. As of writing, there’s only 3 worlds available: Egypt, Pirate and Wild West, with the future land locked until a later date. They give a nice variety to an otherwise stationary game, and push your strategy to it’s limits, constantly pushing you back on your arse if you don’t mix things up at all. Take, for example, the Wild West world, where train tracks are put on the levels with a cart, so you can only plant one plant on that row (with the added advantage of moving it up and down), If you place one lone pea-shooter in one of these in the start, then you’re pretty screwed for the rest of the level. One frustration most players will find is the constant grinding needed in order to get from one world to the next. This all starts when you think you’ve finished a world by getting to the end, but no no no, this wouldn’t be a F2P game if it were that easy. Instead, once you reach the end, stars appear under every level you’ve already finished, allowing you to go back to previously finished levels and do challenges on them in order to achieve enough stars to progress onto the next world. It’s an annoying system, one which really makes a player grind just to see a glimpse of the rest of the game. Putting barriers up like this is a common trope of the F2P model, it stops the players progress to tempt them into paying to continue, something which in my opinion, shouldn’t exist at it stops a players immersion.

    FUCK THE DOORSSSS
    Special plants or abilities are hidden behind walls that require keys. These keys are appear from killing zombies within levels and are dropped at random, but with all things in PvZ 2, you can pay to get rid of these doors and have access to the prizes behind them!

    Pros:

    • It’s free
    • Graphics and animations are as smooth as ever
    • Just as charming as the original

    Cons:

    • Constant hindrances to your progression makes for a frustrating experience
    • “Pay to Win” model really doesn’t suit a Plants vs Zombies game

    It’s hard to come up with too many disadvantages for PvZ 2, it’s a bloody good game in it’s own right, from graphics to gameplay, it’s as good as the first, and even better in some places. Where the game falls short though is the constant hindrances to remind you that you should and could pay for everything in the game. If EA/Popcap had just made this another £15 game for every platform and maybe added the tropes for iPhone, it’d have been a lot better received, but alas, selling a game like this takes the soul out of PvZ, which once that’s gone, what does PvZ have left? Nothing but a shell of its former glory.

    3/5