Sorcerer's Lair is the first table based on an original IP since Pinball FX 2 launched one year ago. Originally released for the PS3 in April, the wizards of Zen have spent the past six months polishing this pin into an iridescent gem. It might have been easy to dismiss the table for a portable kiddie distraction when it was first demoed on a Tegra 2 tablet back in February. However, the final product feels like Hansel and Gretel took a wrong turn into the Haunted Mansion rather than a tired regurgitation of childish schlock about tweenaged magicians.
The object of the table is to help Jake and his sister wind their way through the Sorcerer's citadel in search of enchanted obsidian stones. Lighting three yellow targets in the upper playfield causes a staircase to arise, leading to one of six random missions. All of these offer a unique experience, from chasing down cackling ghosts to sniping spiders on an offscreen playfield to rescuing the ball from a hidden Rube Goldberg machine. Along the way the children will discover a playful ghost named Whisper who aides in their progression to Midnight Madness--a forty second frenzy culminating the playthrough.
The table's artwork suits its eerie mood. A rich palette of blues decorate the playfield, bordered by treacherous purple tones. A golden treant swats at the ball as it spirals around the table's multitude of ramps and orbits. Several of the missions activate a black light effect, illuminating the table in a sinister fluorescent splendor. While not as impressive as Blade's night missions, the alpha blending on the spirits and ghouls is a visual treat. Whisper pops above the playfield like a virtual representation of Pepper's ghost.
In comparison to previous tables, the audio design is top shelf. Fans of Ms. 'Splosion Man will notice the return of the mechanical sound effects, accentuated by creaking cellars and cranking gears. The table's main theme suits the mystical jaunt through the citadel's clandestine pathways. While a few of the multiball tracks bear a striking resemblance to Fantastic Four, this is compensated by the table's outstanding voice work. The NARRATOR OF DOOM praises players and informs them of table events, Whisper and the children are voiced by a professional actress, and the Sorcerer's maniacal banter resembles a cross between Gargamel and Duke Igthorn. The amount of polish in this DLC is exceptional; Sorcerer's Lair feels like it was based off a Saturday morning cartoon that never made it to air.
Unfortunately, all is not perfect in this charming realm of magic and mystery. Due to Zen's slimmer table bodies, the right orbit intersects the edge at a 10º angle. Instead of a true curve, the table's wall functions as the upper portion of the orbit. This tends to destroy the ball's momentum as it struggles to reach the opposite side. While not a game breaking issue, it's further exacerbated by the bumper placement underneath the left orbit. Successful shots often bounce off the lower bumper and sail into the outlane. This adds a bit of difficulty to several of the missions, although such features are common to Pinball FX 2's quarter munching cousins.
Pinball junkies will immediately recognize the diverting Tina Fey ramp from Medieval Madness, which by this point has become a staple of Zen's design. It's easily forgiven by the inclusion of a tiny fourth flipper that sends the ball back down a reward habitrail. It's also possible for balls to vanish from play by shooting them onto the whirlwind spinner as the staircase is ascending or into the stairwell as it's descending. Fortunately the ball search recognizes this fault within a few seconds and returns the ball to the plunger at no cost to the player.
These problems are minor considering the table's complicated layout. There are multiple pathways to each objective, and missions rarely rely upon perfecting a specific shot. The shifting ramps may initially confuse players, but they're befitting of the table's theme. Perhaps the most novel feature is Zen's solution to varying skill levels. Each of the six missions simply have to be initiated in order to reach the wizard frenzy, allowing beginners a crack at the full experience. However, successful completion of the main missions and side missions award the aforementioned obsidian stones. These serve as bonus multipliers at the conclusion of Midnight Madness. Experts will want to collect all thirteen stones to receive a fifty million point jackpot before the game resets.
Zen has come a long way from the release of Nightmare Mansion for Pinball FX three and a half years ago. Taken at first glance, it's difficult to believe these tables were created by the same studio. It's even harder to accept that Sorcerer's Lair represents a mere fifty cent increase in production costs. Be sure to have 240 points on hand when the table releases this Wednesday. It's the perfect escape for long, dark October evenings.
This content was provided by the publisher and reviewed for twelve hours on an LCD monitor with headphones.
The object of the table is to help Jake and his sister wind their way through the Sorcerer's citadel in search of enchanted obsidian stones. Lighting three yellow targets in the upper playfield causes a staircase to arise, leading to one of six random missions. All of these offer a unique experience, from chasing down cackling ghosts to sniping spiders on an offscreen playfield to rescuing the ball from a hidden Rube Goldberg machine. Along the way the children will discover a playful ghost named Whisper who aides in their progression to Midnight Madness--a forty second frenzy culminating the playthrough.
The table's artwork suits its eerie mood. A rich palette of blues decorate the playfield, bordered by treacherous purple tones. A golden treant swats at the ball as it spirals around the table's multitude of ramps and orbits. Several of the missions activate a black light effect, illuminating the table in a sinister fluorescent splendor. While not as impressive as Blade's night missions, the alpha blending on the spirits and ghouls is a visual treat. Whisper pops above the playfield like a virtual representation of Pepper's ghost.
In comparison to previous tables, the audio design is top shelf. Fans of Ms. 'Splosion Man will notice the return of the mechanical sound effects, accentuated by creaking cellars and cranking gears. The table's main theme suits the mystical jaunt through the citadel's clandestine pathways. While a few of the multiball tracks bear a striking resemblance to Fantastic Four, this is compensated by the table's outstanding voice work. The NARRATOR OF DOOM praises players and informs them of table events, Whisper and the children are voiced by a professional actress, and the Sorcerer's maniacal banter resembles a cross between Gargamel and Duke Igthorn. The amount of polish in this DLC is exceptional; Sorcerer's Lair feels like it was based off a Saturday morning cartoon that never made it to air.
Unfortunately, all is not perfect in this charming realm of magic and mystery. Due to Zen's slimmer table bodies, the right orbit intersects the edge at a 10º angle. Instead of a true curve, the table's wall functions as the upper portion of the orbit. This tends to destroy the ball's momentum as it struggles to reach the opposite side. While not a game breaking issue, it's further exacerbated by the bumper placement underneath the left orbit. Successful shots often bounce off the lower bumper and sail into the outlane. This adds a bit of difficulty to several of the missions, although such features are common to Pinball FX 2's quarter munching cousins.
Pinball junkies will immediately recognize the diverting Tina Fey ramp from Medieval Madness, which by this point has become a staple of Zen's design. It's easily forgiven by the inclusion of a tiny fourth flipper that sends the ball back down a reward habitrail. It's also possible for balls to vanish from play by shooting them onto the whirlwind spinner as the staircase is ascending or into the stairwell as it's descending. Fortunately the ball search recognizes this fault within a few seconds and returns the ball to the plunger at no cost to the player.
These problems are minor considering the table's complicated layout. There are multiple pathways to each objective, and missions rarely rely upon perfecting a specific shot. The shifting ramps may initially confuse players, but they're befitting of the table's theme. Perhaps the most novel feature is Zen's solution to varying skill levels. Each of the six missions simply have to be initiated in order to reach the wizard frenzy, allowing beginners a crack at the full experience. However, successful completion of the main missions and side missions award the aforementioned obsidian stones. These serve as bonus multipliers at the conclusion of Midnight Madness. Experts will want to collect all thirteen stones to receive a fifty million point jackpot before the game resets.
Zen has come a long way from the release of Nightmare Mansion for Pinball FX three and a half years ago. Taken at first glance, it's difficult to believe these tables were created by the same studio. It's even harder to accept that Sorcerer's Lair represents a mere fifty cent increase in production costs. Be sure to have 240 points on hand when the table releases this Wednesday. It's the perfect escape for long, dark October evenings.
This content was provided by the publisher and reviewed for twelve hours on an LCD monitor with headphones.
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