User blog:Plant777/The Plants in Time

PvZ 2's story features jumping across time periods, with plants in them. So I'll give my take on how they go.

Jurassic Marsh. Primals existed here. They were buffed and stronger compared to their modern counterparts. Pefume-Shroom also existed, the *probable* ancestor of mushrooms.

Frostbite Caves. Plants here adapted to take care of ice and ice-resistant foes. Pepper-pult and Hot Potato took care of freezing, Chard Guard used physical force to drive away foes, Stunion used gas to immobilize otherwise unfreezable enemies, and Rotobaga floated in air to avoid the freezing ground (in the game she can still be frozen however).

Ancient Egypt. Tombstones block the way so plants here have developed traits to overcome the blocks, like Bloomerang (pierces through stuff), Cabbage-pult (over the tombstones), Grave Buster (exclusively destroys them with one planting) and Bonk Choy/Repeater use direct persistence to destroy them (double peas and punching). Primal S. may have evolved to produce more sun and mutated ( T. Sunflower) to carry along with the sun-praising thing in Egypt.

Lost City. Assuming the zombies are the only modern creatures here. I can't think of something that pulls the plants together to overcome some environmental modifier. The trap tiles are probably based on fiction.

Dark Ages. The decline of the Roman Empire. The hazardous environment are a bit dangerous for plants to mushrooms rose to power. Sun-givers give out small sun but one grows a bit later. Sun Bean became the ancestor of the beans. The Perfume-shroom evolved to producing toxic fumes for defense due to dinosaur wipeout or damaging spores for easier attack (fumes are pretty harder to produce than indiv. spores). This theory came from a commenter in Perfume-shroom's page, which seems plausible.

 Pirate Seas. Out in the ocean, in a ship. Plants developed defenses against flying animals (Kernel-Pult), using the isolated environment around them to throw foes in the sea (Spring Bean, who doesn't need the sun anymore), or to force foes around a limited environment (Spikeweed/rock for them to step on). Plants that affect other lanes rose to deal with multiple variations of plank locations (Snapdragon, Threepeater, Cherry Bomb)

Wild West. Another world where I can't think of pulling plants together. They all seemed varied for functions. The minecarts are built by humans, not created by nature.

Big Wave Beach. The hardest world. Obviously plants are adjusted for aquatic life (Lily Pad, Tangle Kelp, Guacodile) and others for damaging submerged ones, albeit only one zombie (Banana Launcher). Many foes in lanes need neutralization (Bowling Bulb)

Neon Mixtape Tour. The jams cause mayhem here and plants have to do something to counter it. One made use of own rhythms and sound waves (Phat Beet), sheer force when behind (Celery Stalker), lane diversion so as not to overrun a lane (Garlic), using the enemies there for their own reproduction (Spore-shroom) or using unusual powers (Thyme Warp and Intensive Carrot)

Player's House. Ahh, back to the present. Remembered the Primals? The decline of dinosaurs and environmental changing made them this way. Sunflower became cheaper for being more adaptive (Dark Ages ehem), Peashooter became weaker, in exchange for faster fire rate (more *weak* zombies came up), Wall-Nut lost the former fast recharge and strength, for adaptability and space (Primal W. is slightly bigger, costs slightly more), and Potato Mine become weaker for looser planting allowance (25 sun is cheap) and not arming quickly (maybe it's the dangerous Dino-time forced Primal P.M. to arm faster).





If counting the Part 1 Modern Day plants, their shadow-power had symbiotic relations with other shadow plants (suddenly made me think of Dark Ages again and due to decline, they have to help each other).

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<p style="font-weight:normal;">Far Future. The future is now! Plants here used extreme power and utilizing whatever they can to get rid of the foes who rode on machines that can easily override lawns when not defended properly. The future gave a pure-lane damaging plant (Laser Bean), a very strong direct damage to front (Citron), respawnable defense (Infi-nut), using the previous purpose of sun as a planting currency to concentrated damage (Magnifying Grass) and special power to produce Power Tiles (Tile Turnip) and disabling machinery (EM Peach). Let us not forget the use of not only sun but also wind to use for the player's own benefit (Blover).

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<p style="font-weight:normal;">Comments are appreciated! I'll refine this from time to time.