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Plants vs. Zombies 2: Прохождение, обучение, без комментариев

Plants vs. Zombies 2

Описание

Plants vs. Zombies 2, officially titled Plants vs. Zombies 2: It's About Time, is a tower defense game developed by PopCap Games and published by Electronic Arts. Released in 2013 as the sequel to the highly acclaimed original, the game retains the core strategic gameplay of its predecessor while introducing time travel, new plant capabilities, and a free-to-play model. The game's introduction serves as both a narrative setup and a mechanical tutorial, seamlessly blending story elements with a "How to Play" guide that prepares players for the varied historical eras they will encounter. The tutorial takes place in a setting familiar to returning players: the "Player’s House," also known as the Front Yard. This prologue consists of five distinct levels (Days) that incrementally introduce the game's fundamental rules, economy, and defensive strategies. The narrative catalyst is absurdly simple yet characteristic of the franchise's humor: Crazy Dave, the player’s neighbor, eats a taco so delicious that he wishes to travel back in time to eat it again. To achieve this, he introduces the player to Penny, a sentient, time-traveling recreational vehicle. Before the journey through time begins, however, the player must defend Dave’s house from a modern-day zombie outbreak. The "How to Play" process begins on Day 1 of the Player’s House. This initial level is stripped down to the basics, featuring only a single lane of grass rather than the standard five. The game instructs the player to collect "Sun," the essential currency that falls from the sky. Sun is used to purchase plants, and the first plant available is the Peashooter, a staple offensive unit that fires projectiles at approaching undead. The objective is straightforward: plant Peashooters to destroy zombies before they reach the house on the left side of the screen. If a zombie manages to bypass the defenses, a Lawn Mower—a one-time-use emergency defense—will activate, running over everything in that lane. Day 2 introduces the concept of an economy. The play area expands to three lanes, and the game provides the Sunflower plant. Players are taught that while natural Sun falls from the sky, it is insufficient for building a robust defense. Planting Sunflowers generates additional Sun over time, allowing players to afford more offensive plants faster. This level establishes the core gameplay loop: plant Sunflowers early to build an economy, then spend that income on Peashooters to counter the growing zombie threat. As the tutorial progresses to Day 3, the concept of defensive utility is introduced via the Wall-nut. This plant acts as a shield, with high health but no attack power, designed to stall zombies and buy time for offensive plants to defeat them. This addition is necessary because the game introduces the Conehead Zombie, a sturdier enemy that can withstand more damage than the standard zombie. The tutorial encourages placing Wall-nuts in front of Peashooters to protect the attackers. Day 4 and Day 5 bring the gameplay to its full standard format, utilizing all five lanes of the lawn. These levels introduce the Potato Mine, a cheap but slow-arming explosive plant capable of instantly destroying tougher enemies, such as the newly introduced Buckethead Zombie. By the end of Day 5, the player has learned to manage a five-lane grid, balance their Sun economy, and utilize a mix of offensive, defensive, and instant-kill plants. Upon completing these levels, the player obtains the "Hot Sauce" (a narrative key for the taco) and travels to the first major world, Ancient Egypt. While the Player's House covers the basics, the "How to Play" experience continues into the early levels of Ancient Egypt with the introduction of new, sequel-specific mechanics. The most significant of these is "Plant Food." During gameplay, certain zombies will glow green; defeating them yields a green leaf called Plant Food. Dragging this item onto a plant triggers a powerful, temporary ability. For example, giving Plant Food to a Peashooter turns it into a Gatling gun that fires a barrage of peas, while giving it to a Sunflower causes it to instantly produce a burst of Sun. This mechanic adds a layer of active resource management and emergency response to the passive tower defense formula. Additionally, the game introduces "Power Ups," a set of three touch-based abilities that allow players to interact directly with zombies using their fingers. These include "Power Pinch" (later Power Snow), which freezes zombies; "Power Toss," which flicks zombies off the screen; and "Power Zap," which electrocutes them. Unlike plants, these abilities cost a significant amount of in-game coins to use, positioning them as a last resort for difficult waves. In summary, the tutorial of Plants vs. Zombies 2 is a structured progression that moves from a single-lane shooter to a complex, multi-lane strategy game. By the time the player leaves the Player's House and enters the ti...