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1* SugarWiki/AwesomeMusic: [[AwesomeMusic/PlantsVsZombiesGardenWarfare Here]].
2* ComplacentGamingSyndrome:
3** Expect to see a lot of Foot Soldiers in Multiplayer. They can put out large amounts of damage no matter how far away they are from the battle and have little spread. Rocket jumps can bring them to places no other zombie can reach, and the ZPG is perfect for assasinating rooted plants or chompers.
4** Before the Graveyard Variety Pack in [=GW2=], the Rose was this thanks to having {{Homing Projectile}}s and high offense for a SupportPartyMember.
5* CreepyCute: The Alien, Vampire and Stuffy variants of the Sunflowers all have very unusual looks with the Alien sending out a mist that can hurt any enemies standing near them, Vampire having the ability to gain health after hitting and/or vanquishing her foes and the Stuffy is a live toy that sends out healing orbs after vanquishing opponents. Also, neither the Alien or Stuffy variants ever blink. What keeps them from being 100% creepy is that still have the endearing characteristics of the other Sunflowers.
6* CultClassic: Garden Warfare 2 specifically can be considered THE cult classic of the HeroShooter genre of games. While nowhere near as popular or well-known as the likes of {{VideoGame/Team Fortress 2}}, {{VideoGame/Overwatch}}, and {{VideoGame/Paladins}}, it still has a devoted fanbase who consider it one of the most under-appreciated hidden gems of the genre, or even one of the best shooters ever made in general. In fact, Garden Warfare 2 having a more niche status garners it much more respect and appreciation compared to the more popular Hero Shooters, which have way more detractors.
7* DemonicSpiders: [[DemonicSpiders/PlantsVsZombies Here]].
8* EvenBetterSequel: ''Garden Warfare 2'' improves on a lot of the ideas from ''Garden Warfare 1'', while adding six new playable classes (3 for each team).
9* EvilIsCool: The zombies are cooler than ever in this installment, helped by them being PromotedToPlayable. One particular moment of awesome of zombies is [[https://youtu.be/OydbE1Mb7pg the first trailer introducing them as playable]], where they annihilate the Plants to rock music.
10* FandomSpecificPlot: Bar none the most common long-form fanfic plot for the franchise as a whole post-''Garden Warfare'' involves a GenreDeconstruction of the game series, pointing out the fact that these cutesy creatures are fighting an actual militarized war with real repercussions and [[WarIsHell all that implies]].
11* GoddamnedBats:
12** Armored zombies such as coffin, outhouse and barrel variants are a pain to deal with, unless there's a Chomper on the team or you know that you have to shoot at their faces or legs to take them out quicker. Their Weed variations are just as bad.
13** Yeti Imps, ice variants of the Fan Imps. They will become a bother if one gets to you and explodes, which will cause some damage, slow you down and even freeze you for several seconds if you've taken enough ice damage, which in turn makes you an easy target for other zombies. Not to mention they are quite fast, but luckily have very low health.
14* GoddamnedBoss:
15** Baron Von Bats. He has a large amount of health, can heal upon scratching a plant and can summon zombies that also gain health by clawing at the plants. His teleporting can also get annoying as he's invincible whilst doing so.
16** The Yeti is another irritating Boss. It can deal damage and push you back if you touch it, even when it's not moving and has an attack that instantly freezes you still if you're close to it. Even worse is when it goes towards you when most of the time, it's trying to back away from you. Fortunately, it's other moves are easier to deal like the icicle rain attack, which is easy to avoid and leaves it wide open for assault.
17* {{Moe}}: The Sunflower is very endearing with her soft voice, cheerfulness and funny taunts. It helps that she's TheMedic of the Plant team.
18* SugarWiki/MostWonderfulSound:
19** When you get a vanquish, especially if it was against a Boss Zombie or a Nemesis.
20** Being revived.
21** When you're getting healed. More so with the Sunflower's Heal Beam.
22* NightmareFuel:
23** The Sunflower Queen takes CreepyCute up to eleven -- a gigantic, frowning, glowing sunflower who has a powerful beam attack and minions keeping her healthy. She's not difficult to defeat but she's just scary. Her [[VoiceOfTheLegion voice]] is quite unnerving too.
24** Darren Rawlings, one of the concept artists, has an [[https://www.artstation.com/rawls [=ArtStation=] account]] where he posted some plants/zombies variants that didn't make into the game. Some look cool, but others, like the [[https://cdnb.artstation.com/p/assets/images/images/005/014/235/large/darren-rawlings-pvz-cactus-variants-dec04b.jpg Toxic Cactus variant concepts]], can be rather disturbing.
25** The Squash that ambushes you in the zombie mission "League of Awesome". To elaborate, you need to find pizza for a rat in-exchange for Toxic Brainz's whereabouts. When you go down the tunnel where the pizza is and collect it, [[https://www.youtube.com/watch?v=UXARVt6db44 this]] menacing theme starts playing as the Squash from the way you just came from starts slowly hopping towards you. For those not expecting it, this can come off as a JumpScare.
26** The furious roars of the Zombot during the fight at the end of Zombopolis are a bit unnerving.
27** The Turf Takeover map Moon Base Z involves Dr. Zomboss trying to cause a constant solar eclipse by moving the Earth to rob the plants' of their photosynthesis. In other words, Zomboss tries to commit ''genocide''
28*** It gets worse when you remember that plants are the primary suppliers of oxygen on Earth and had they never evolved, Earth would still be a lifeless husk as it was until the most recent 1 billion of the 4.6 billion years it has existed, meaning that if he succeeded in staving the plants of sun, he would've '''''[[TheEndOfTheWorldAsWeKnowIt deprived nearly all life on Earth of oxygen.]]'''''
29* ScrappyMechanic:
30** A Chomper [[ContractualBossImmunity can not eat any of the Boss Zombies]] (and Robo Zombies as well) yet if he tries to, [[DevelopersForesight he will go into the animation where he acts like he did, leaving the Chomper open for assault for a couple of seconds.]]
31** The leveling system in [=GW1=], which require you to complete specific challenges in order to level up. The challenges are mostly simple, but a few rack on additional requirements (like having to complete it during one match), some of which require the use of spawnables[[note]]which only appear in certain gamemodes[[/note]], requiring you to play specific modes to complete them. The game seems to be aware the challenges are a hassle, as skips are available as a common consumable. This is probably the reason the leveling system in [=GW2=] has been totally revamped.
32** The fact that new class abilities in [=GW2=] are mainly sold through Rux's shop. Rux's shop as a whole could count; the items he sells are only available for a short time and when time's up, his line-up changes. For minor things like cosmetics, it's not as bad, but for bigger purchases like new abilities, you either get them or don't. Don't have good enough Internet to play that often? Unable to rack up the (usually) half a million coins to buy the ability before Rux goes on hiatus? Say goodbye to that alternate ability ''likely forever''.
33* ThatOneAchievement: Graveyard Shift in the first game. It requires you to defeat a Super Vampire Wave in Garden Ops. While defeating it is difficult enough, (you have deal with three [[GoddamnedBoss Barons]]) the problem comes with actually getting the right combination in the slot machine. If you get anything other than three Barons, you have to restart all the way from Wave 1 again and there are a lot of possible outcomes. Not to mention that it's nearly impossible to pull off solo as boss waves will never spawn. To top it off, even if you do get the Wave, there's a high possibilty of disconnecting.
34* ThatOneLevel:
35** GW and its sequel have positively recognized maps, but one angers many zombie players, Seeds of Time. The main problem is that plants have more crowd control than zombies, and they are the ones defending. There are many places where the plants can abuse crowd control, like the hallways of Zygpt. The worst part is the final minigame; the zombies have to push a battle ram to a castle, then smash down the gates. It is very, very easy for a stray chilli bomb or hot potato to wreck all of the zombies at once, since they need to stay together to move the ram. The icing on the cake? Once the ram reaches the castle, the plants will literally spawn ''seconds'' behind the ram, while the zombies have to walk a long way to the ram if they get vanquished.
36** Zombopolis is another big offender. The main reason is that the minigame at the end is stacked ''heavily'' in the zombies' (the defending team) favor. The objective for the plants is to destroy a generator (which has a large amount of health), which in turn makes the small weak points on the charging Zombot vulnerable. They're only vulnerable for a short time and when the force fields around them come back up, ''the generator respawns, forcing the plants to destroy it again''. Repeat until the Zombot is destroyed. The problem is that, of course, the plants only have a few minutes to do this. Most of the plants' time will be spent trying to even get close enough to the generator to destroy it before having to locate and shoot all the weak points on the Zombot while also not being blown up by the zombies.
37* ThatOneSidequest:
38** The Treasure Yeti challenge is difficult because the Player(s) will have to deal with Yeti Imps and Foot Soldiers along with All-Stars and Scientists in the Wave 8 version whilst chasing after the aforementioned Treasure Yeti who has a lot of health and whilst he has only 1 attack, it will freeze any Player who comes in contact with it. The short time-limit doesn't help. Thankfully the challenge has been nerfed in the second game now only having Fan and Yeti Imps and a longer time limit.
39** The No Damage challenge is also difficult because it only needs one player to be striked for it to be considered a fail. The no KO variation is slightly less difficult.
40** Speed Run is also difficult, depending on how many Zombies/Plants there is or if you're doing this whilst going against a special Wave.
41** Champion Rounds. Here, you will be mostly fighting Hero Plants/Zombies with bigger health than usual. Crazy Dave or Zomboss help you if you end up fighting the DemonicSpiders. Thankfully, the challenge at least gives you coins for defeating the Champions.
42** Hunt the Champions can be difficult as well, due to having a small time limit and only a very small increase in time if you defeat a Champion. Sometimes the chances of winning the challenge will depend on the location of where the Champions spawn! The Cactus variation is even worse since she will usually try to run away from you and your teammates.
43** The Squash challenge is considerably more difficult than its Zombie counterpart, thanks to the Squash's tendency to being spawned rather close to the Graveyard, having a giant amount of health and no Zombies capable of slowing it down. The fact that this is one of the challenges where failing results in the Graveyard losing health will make you hope you don't ever have to go through this challenge.
44* ThatOneBoss:
45** Super Bean from ''2''. He's a ShieldedCoreBoss who has a forcefield that protects him from damage. Said forcefield withstands quite a lot of damage to destroy, and if you aren't quick enough, he will ''regenerate'' the forcefield after teleporting to make the fight last longer. ''Also'', he will liberally use TeleportSpam (he is entirely invincible when doing so) and FlashStep in order to avoid damage and make the fight last ''even longer''. Super Bean's attacks are no slouch either, an annoying {{hitscan}} EyeBeam that can chip away health quite quickly, a cape spin if you get too close to him, and a constant beam DesperationAttack that, while not very painful, makes him take ''greatly'' reduced damage for the duration to prolong the fight '''even more'''. The good news is that you have four Super Brains, an Imp and a few other zombies assisting you in his boss fight in his quest, the bad news is that multiple of them can appear as a DegradedBoss in the Endless Flag mode.
46** The Super Yeti Wave. The Yeti is already a difficult foe but dealing with not only 3, but also Arctic Troopers, ice variations of the already annoying Foot Soldiers, [[GoddamnedBats Yeti Imps]] and AC Perries, ice variants of Engineers, is even worse, as all of them can slow you down with enough hits and even freeze you, making you unable to move or attack for a couple of seconds. This Super Boss Wave is so difficult, you'll be very likely having a hard time on ''Normal''!
47** The Super Super Bean wave is perhaps just as bad as the above. What's worse is that the Sunflowers spawned during the fight can go and ''heal'' the Beans, which combined with the forcefields they have, can turn the fight into a nightmare if you aren't careful.
48** The Yeti King Boss Hunt is even worse. Like the Spooky Squash, a few tasks need to be completed before the team can do some real damage to him. The problem is, said tasks always take over around a minute before appearing and the first task, if failed will result in a TotalPartyKill. The first task involves destroying popsicles that appear as the Yeti King is dancing and you start with 24 seconds. However, destroying the popsicles only gives 8 seconds to the time limit and it takes over 200 damage to destroy 1. Along with that, they always appear in random areas, so it's possible you might've destroyed one popsicle just in time, only to see that the next one is way too far from you or your other teammates. And as if that wasn't enough, a Disco Zombie appears as the task begins and a regular Yeti appears after you complete it. The next task involves defeating a Champion Imp and taking him down before picking up the item that'll give the team a boost in power. However, there is many problems with this one, too. 1, the one who picks the item up will have an aura around them, which the other players will have to be standing at to get the boost in power as well. 2, the Imp could end up being spawned far a way from the King Yeti, meaning you could end up wasting time making your way towards him. And 3, the King Yeti, like the regular Yetis tends to move a way from you, which can cause a lot of trouble, considering the aforementioned aura. All of that plus the fact that you'll have to deal with regular Zombies, Yeti Imps and the ice variants of Soldiers, Engineers and All-Stars and likely being frozen constantly makes this the hardest Boss Hunt yet.
49** Out of all of the Infinity Giants, Ultra Commander, Citron Overload, and Giant Stalk get the most hate, and for the same reason. Each will spam very powerful explosive projectiles that can rip apart even a 2000 hp robot in a flash. And for Catron players, Giant Stalk ''and'' Citron Overload can be encountered at the same time if you are sloppy if both gnome kings retreat.
50** Gnomous The Gnome King is very painful to fight. He fires hundreds and hundreds of projectiles and can switch to a very damaging rainbow laser if you keep your distance. The main draw is the hundreds and hundreds of painful minions he will spawn throughout the fight. The second wave is the worst, by far. Gnomous leaves the arena, and spawns an entire wave of plants or zombies, depending on which Infinity Robots are in play. It consists of all the Demonic Spiders listed above, alongside degraded bosses (including even the ''Squash'') and two giant plants/zombies. God help you if Giant Stalk or Ultra Commander are released. Once the giants are down, the king respawns alongside another wave of gnomes. Thankfully, the minions can just be ignored, but be ready for a beating.
51* UglyCute:
52** The zombies, much like in the original VideoGame/PlantsVsZombies.
53** The Chomper and Cactus.
54** The Zombot Turrets in the 1st game and many in the 2nd.
55** The zombie goats, including Hover-Goat

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