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  #74  
Old 05-29-2009, 10:18 PM
Misguided Misguided is offline
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Join Date: Jan 2009
Posts: 204
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Initial impressions:

Let's get the positive out first. This is obviously a polished, effort. There's a ton of creativity here and it shows. It's fast-paced, wacky, and fun.

On the other hand, it barely feels like pinball. They say the game has realistic physics. Maybe, but who can tell? I think the physics effects on the ball are way too exaggerated for my taste. Stuff like that should enhance the game, not be the game, IMO. rather than trying to make skill shots, it's more about keeping the ball in play and see where the wacky physics send the ball.

The flippers at the absurd angles are another example. I like the creativity, but this just doesn't work for me. Moreover, I can't really figure what you're supposed to hit with some of these so far (e.g. on the Bowl). On other tables the layouts compromise the gameplay in an extreme way (e.g. Headbanger).

In my mind, I'd approach this as more of an action game that happens to have a ball and flippers than a traditional pinball title.

Suggestion (aside from the flipper hot spots as previously mentioned). How about putting forcefields over portals from one table to another when you first enter a table (I'm thinking for at least 10-15 seconds) so that you don't hit several tables in rapid succession. For instance, it's really easy to go from Bowl -> Bindy -> Bowl in rapid succession on the side border. I'd like to be able to spend a little time on some of these tables, but it's difficult to do so. Hey, how about the ability to unlock the individual tables for a practice mode?
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