With a few exceptions, the Marvel set of tables in Pinball FX2 has been well designed. The breadth in character choices makes them likeable to a variety of Marvel fans, and the table designs are accessible enough that even novice players can rack up some relatively good scores. They're also rather flashy affairs, with lots of action and characters moving all over the place, really lending to the chaotic feeling that the stories can sometimes have. Venom, the latest Marvel-themed table for Pinball FX2, is a little different in a number of ways, but it retains the one thing that the game is known for: fun.
At first glance, the first thing players will notice is how constrained it is. The lower half of the board is rather small, with the center drop targets as your only source of scoring. Even then, those targets need to be hit in a certain order according to their lights to reveal ball locks, or else they reset. They aren't worth much, so hitting them over and over again doesn't net you many points. Aside from that, the only other highlight of the lower half is a rail that curves at the bottom, leading up to a Carnage score trigger — or down to a hole for a hidden bumper.
The upper half of the table is full of ramps that lead to an elevated platform that features three flippers: two on the right and one on the left. Unlike the bottom half, the upper half feels like a miniaturized version of a full table, complete with its own ramp, some targets, an escape chute, and a small loop. You can score bonus points by shooting at ramps to prey on Venom's weaknesses, like the sounds of the bell ruining his harmonics or the torch of the Statue of Liberty lighting him on fire.
It seems that the main goal of the table is to reach the upper half as quickly as possible to get to the better scoring opportunities. A number of the missions are located here, and they're traditional in nature, asking you to hit specific targets in a timely manner for bonuses. The smaller stature of the upper half also means that points can be scored quickly, since there's less travel time between targets. This is mostly true, but the lower half of the table is still interesting, especially since it features some intriguing missions. The Superior Venom mission, for example, toys with ball magnetism. Your pinball darts in various directions in a confined space if you don't aim for the specific lit ramp during the mission. Meanwhile, the Carnage mission takes you to a separate table, where you have to get through a series of multiple-target hits and aim for a specific ramp to earn a bonus. The drawback is that failing to accomplish this challenge means you forfeit the rest of the post-ball loss bonuses, putting some pressure on completing what looks like a throwaway section.
There are a few nice tricks that make the table intriguing for players of all skill levels. The upper left area holds a ball pit, and when filled, it immediately gives you access to the ball again if you lose one, effectively acting as an extra ball. There are also escape latches on either side of the drop chutes that can save your ball if you shake the table, sort of a risk/reward thing since too much shaking can lead to tilts. Most people stumble upon those things by accident, which is fun since most pinball tables seem to lack in surprises nowadays.
Despite that, the missions are what make the table fun to play. It also makes this a table that is geared toward players who are serious about acquiring some skill in ball manipulation as opposed to just hitting the sphere and hoping for the best. Lots of the ramps require well-aimed hits, and many of the visible targets don't yield lots of points. The table is a little forgiving when it comes to errant hits, since there aren't many times when the ball drops beyond the reach of any flippers, so most losses can be attributed to you losing focus at the wrong moment. There's a certain flow with the table that isn't as easy to find when compared to other Marvel tables, but those willing to learn the table and get the timing down will find this to be deep and very enjoyable.
As far as extra elements go, this table is perhaps the most restrained of the Marvel offerings. The only model that's present on-screen at all times is Venom, though his leaping from bell tower to torch to escape chute are nice indicators about where you should be shooting. Carnage is usually relegated to the cage at the bottom floor of the table, but he's hardly noticeable. Both characters, along with Spider-Man, get major screen time during cut scenes but aren't much of a distraction since those cut scenes freeze all pinball-related actions on the screen. The only time the models are annoying is when Spider-Man leaves the mission, since he tends to dive below the screen before coming toward the camera for his escape, briefly obscuring the playfield.
With that said, the table's presentation is still rather nice. The table is surrounded by various New York City apartment buildings, and heavy traces of black symbiote goo reach from the outside to hold it all together. The table floor is adorned with nice artwork of both Spider-Man and Venom, and it's set against some buildings. The pathways are made up like subway tracks, minus the cars. On the bonus table, the decorations are even sparser, but the table art is nice, featuring Eddie Brock somewhat free from the symbiote skin and Carnage lingering in the background.
As for the audio, that's where things become a little muddied. On the one hand, the effects are nice, and the voice work is great. The voice samples for Venom and Carnage growl with just the right tempo, giving the aural atmosphere a very sinister and evil air. On the other hand, the electronic music, which is seemingly ripped from the '90s, doesn't fit that well with the theme. It sounds like a track that belonged to any number of Spider-Man beat-'em-ups that Acclaim produced in the 16-bit era, and while that may be fine for an action title, it feels out of place for a slower-paced pinball table.
Pinball FX2: Venom isn't exactly the most accessible table due to the design and heavy focus on missions. Players whose pinball skills are limited to manically hitting the flippers when the ball is in the vicinity will get nowhere fast, and there's much less eye candy around to keep one engaged. It is, however, a table that has a good design with some interesting missions and gimmicks. The little details feel fresh to pinball veterans, and they will appreciate the skill needed to pull off some high scores. Though it might take longer to understand its nuances, this is one of the better tables for Pinball FX2.
Score: 8.0/10
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