![]() ![]() It’s also stupidly easy, being a great way for newcomers to get accustomed to the game’s controls and mechanics. The offline campaigns are brief, clocking at around seven hours altogether and are far from being deep, but then again, they do work as enjoyable distractions whenever you’re away from a router. The sheer amount of characters to play as means that you will most certainly find a plant or a zombie that will best suit your playstyle, in a “ Battlefield meets Overwatch” kind of way. None of the multiplayer modes are exactly exciting, but they are varied enough to be sufficient. I love how they renamed “kill” to “vanquish” to make the game more PG. Considering its multiplayer nature, you can expect a few issues whenever playing online. For the most part, it runs at a solid 30 frames per second, but the framerate does tend to drop whenever things get a bit too hectic onscreen. This Switch version looks quite decent, all things considered, but there’s a catch: there are framerate issues. Sure, Battle for Neighborville isn’t as visually demanding as Battlefront, but it didn’t look like an Xbox 360 game either. The Frostbite Engine allows for some impressive graphics, with colorful visuals and a surprising amount of detail in each character and map. I for one never thought the publisher would ever bother trying to make their engine run on the Switch to begin with. ![]() ![]() This transition hasn’t been perfect at all, which I’ll discuss in detail in the next few paragraphs, but it’s still an interesting feat. Yet, the Switch version of Battle for Neighborville marks the debut of the engine running on what’s essentially dated mobile hardware. This is why we ended up getting subpar versions of FIFA in the past. EA’s monumental engine powers most of the company’s in-house projects and used to be considered too complex to run on the Switch. The main reason for such fuss can be summarised in one word: Frostbite. ![]()
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