The ILG Coint & Plick Awards

Coint & Plick 2010 #44a: Plants vs. Zombies

Posted in 2010 by trdn89 on May 24, 2011

20 points, 3 votes

Official Game Site

jamescobo: If this isn’t my favorite iPad game, it’s damn close (and at the very least it’s almost certainly my favorite iPad game which isn’t really just a board game). The extra screen space makes the interface just sing compared to the iPhone (which, really, is perfectly fine, just not AS good), and the way everything is presented makes the experience the kind of thing you break out when bragging to other folks about how much fun you’re having with your fancy new iPad. Michael Jackson’s lawyers can eatadiccup though.

silby: First platform I played this on. It worked. Frequently experienced slowdowns on my 1G iPod touch due to zombie/projectile density, which felt almost quaint.

Autumn Almanac: I can see why games like this rule Facebook.

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Coint & Plick 2009 #7: Plants vs. Zombies

Posted in 2009, PC Games of the Year by trdn89 on February 15, 2010

84 points, 7 votes, 2 TOP GAME votes

Official Game Site

Metacritic

Forksclovetofu: PVZ kept me up past three in the morning two nights in a row. $20 might seem expensive for a desktop defense clone, but damn is this ever polished. Never stressful! And the music is incredible!

Developer Interview

Antexit: One of the most perfectly balanced and endlessly satisfying games I’ve ever played. It’s also the only game this year that every single person I showed it to went nuts over. Almost every one of the fifty or so plants in it was my favorite at one time or another– when does that happen with the weapons in other games?

Interview with sound designer Laura Shigihara

Ledge: Does this game get hard, ever? (ed. note: Nope.) I am on stage four and I think I’ve let a grand total of two zombies through, pretty much by accident. I have 2000+ sun power left at the end of every game.

Gamasutra

JimD: Hard to even remember what I loved about this, but it’s here cos I know I spent a big chunk of my year on it and really enjoyed it at the time. I guess this is a great example of a relatively new game design trend: games that don’t need to challenge you to keep you entertained. They can just keep giving you new toys and that’ll have the same effect. It’s only valid because it’s true… well, at least until you’ve seen all the toys and then that’s it and there’s little point of ever playing it again. But hey, that’s not the end of the world: who has time to replay games these days anyway?

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