![]() ![]() Particles! This game's got a lot.Īt its core, Garden Warfare 2 plays just as smoothly as its predecessor there's just a lot more of it. As long as you pick up some daily quests before you start doing the single-player missions, these are a decent way to spend some time between multiplayer sessions and crank through a whole lot of progression at the same time. There's also a lot of excellent environmental art that goes along with these missions, and it's worth seeing some of the tremendous scenery the artists dreamed up as you play through that stuff. A few of them offer a bit more custom design work and provide a few laughs in PvZ's cheesy but lovable style, though, and they all act as a good primer for some of the game's different cooperative modes (as well as a big source of coins early on). Both plant and zombie factions have a lengthy, unique set of missions you play through by yourself, although these don't usually get especially elaborate and are mostly built out of modified versions of the existing multiplayer mechanics. I wouldn't go as far as to call it a proper campaign, though. One of the biggest new features in this sequel to a multiplayer-only game is. The nice thing about the way the quests are structured is that you almost always feel like you're making progress on character levels and items on multiple fronts at the same time. ![]() You can buy a single new character subclass after 30 or 45 minutes of decent play, especially if you're accepting quests intelligently, so while the randomness of the unlocks is a little irksome, at least the pace is nice and quick. But you earn coins from practically everything you do in the game, not just quests, and the rate you accrue coins in GW2 actually feels pretty generous, all things considered. And unless you're buying the most expensive card pack, which grants you an entire (random) character, you'll only unlock new characters piece by piece without any control over which pieces you're getting when. Yeah, the game still relies on single-use item cards out of those packs in most of its modes, similar to Halo 5's warzone mode. These quests also grant stars, which you can cash in on treasure chests and base decorations in the backyard hub, and a healthy amount of coins, which you spend on blind-box card packs similar to those in the first game. Every 48 hours, you'll get a big set of new objectives to complete (kill X enemies of a certain type, play three matches of a specific competitive mode, and so on) that will increase an XP multiplier that makes your individual character classes level up at a surprisingly speedy pace. Quests! The game's new sort-of-daily quest lineup is a major component of GW2's sprawling progression system. Pick up quests as often as you can to keep your progression moving at a steady pace. This hub map is a nice little diversion in between online matches, and if you spend enough time out there mixing it up, the game will start spawning in more and more powerful units from both factions, which also lets you quickly grind out experience points and complete the quests you should be picking up at every opportunity. There's a neverending skirmish between the two sides that takes place in the big courtyard between the two bases-complete with a sort of defend-the-high-ground minigame you can start at any time-and there are a ton of little collectibles, treasure chests, side quests, and other doohickeys to discover in the neighborhood, sewers, and docks near that central courtyard. This initially struck me as a needlessly busy way to obfuscate the game's basic functionality, but once you get out into the gigantic neutral territory between the two bases, this hub map starts making sense. This "Backyard Battleground" is a single map that houses faction bases for both the plants and zombies, each of which contains roughly a zillion little kiosks you walk up to and use to access everything from matchmaking to stats to character customization. The most immediately noticeable upgrade in this sequel is a full 3D hub area that replaces the sparse menus in the original game. More playable classes, maps, modes, unlocks, and plenty of other features combine in a followup that befits the surprising quality of Garden Warfare's core multiplayer action and reasonably justifies its full retail price. As a sort-of-budget-priced, bare-bones game wrapped around a goofy shooter that was better than it had any right to be, the first Garden Warfare deserved a little more attention around the edges, and that's exactly what this sequel brings. Zombies: Garden Warfare 2 is no more and no less than a vastly expanded version of its predecessor, and that's fine. There's a whole lot of new stuff in this sequel. ![]()
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