Plants vs Zombies: Garden Warfare does not contradict the other games in the series. No matter how innocent the previous parts looked, they were always about war, albeit a joke war. By changing the genre, Plants vs Zombies: Garden Warfare has not lost anything – all because it is not a rethinking of the previous games, but looking at them from a different angle. Elements of strategy were not removed from it: you can place flowers or summon zombies in the allotted places – it depends on which team you have chosen. And although tactical skills in Garden Warfare are more important than marksmanship, it is primarily a shooter – competently, intelligently made.
Garden Warfare shows ingenuity throughout. The abilities of fighters on both sides do not copy but neutralize each other. The humor typical of PopCap shines through peas instead of bullets, chili peppers instead of grenades, and so on. There’s even a Titanfall reference – the tense last minutes of cooperative combat when the plants need to get to the ship’s landing zone, hold it, and fly away. It’s also great that the game doesn’t dump pointless single-player mode on you, limiting itself to multiplayer – most other shooters don’t take that risk yet.
What limits Garden Warfare is not fantasy, but scope. The stock of ten maps is not enough for protracted sessions – especially not all levels are equally good. Sets of stickers, which are sold for in-game currency obtained at the end of matches, will not be a substitute for an elaborate system of perks, but hint that the game can be painlessly transferred to F2P. The heroes’ abilities are discovered quickly: it seems to be a joy, but, having shared all the surprises early, Garden Warfare soon ceases to surprise. But with the main PopCap coped with – military shooters were hinted to treat themselves more simply, and those who got bored with Titanfall after the beta was suggested how to spend half a month until the final version is released.