Marvel Pinball: Avengers Chronicles
Jun19
The good folks at Zen Studios are out with their newest four-pack for Zen Pinball/Pinball FX 2, Marvel Pinball: Avengers Chronicles. Here’s my take on the good, the bad, and the gamma ray-irradiated.
I don’t know if there is a term within the pinball lexicon for this type of game, but I’m going to coin one. World War Hulk is a “speller” table. It seems that every loop and target has a word associated with it, and in order to trigger an event, you have to hit the target or loop one time for each letter. The table deals with the World War Hulk crossover series in which Hulk is blasted off into space, spends some time with aliens, and comes back looking for some revenge. The story comes across as you play the table. If you start hitting the center “Arena” ramp, you’ll overhear various characters in the World War Hulk storyline talking about Hulk building an arena. Wolverine, Thing, Iron Man, and other superheroes make appearances. Overall, I’m not a big fan of speller tables, and I thought this one was a tad too yellow for my tastes, considering it’s a Hulk game. Also, Hulk is more erudite than I’ve ever heard him.
Fear Itself is another crossover table that emphasizes Thor, Captain America and Iron Man dealing with a new threat from Asgard, Serpent. I’m no comics scholar, so I’m not terribly familiar with the storyline. From what I’ve gathered from the table, Serpent apparently wants to scare people. There are some interesting things going on in the table. The ball drains on the extreme right and left of the table form a loop. Every now and then, magnets along that loop will activate, allowing the ball to travel along it just as if it were a regular loop. Magnets also come into play when you start a mode and you choose which of Serpent’s lieutenants to battle. In some modes, the ball will turn to stone and break apart if you hit the wrong targets.
The Avengers table is genius. At the very start of the game, you’ll have your choice of six balls to play, each one designed for a member of the Avengers squad. Cosmetics aside, your choice will also have an impact on gameplay. Black Widow gets score bonuses on missions, Captain America has a limited ball save, and so on. Every member of the team has their own ramp as well. Loki stands in the middle of it all. I haven’t gotten as far into the Avengers table as I’d like so far, but it’s definitely a blast to play. Also, I wound up playing this table just two days before I saw the Avengers movie (I don’t like noisy crowds, okay?), and I was surprised how the table took exact lines from the film.
The Infinity Gauntlet is by far and away my favorite table, perhaps of the entire Zen Pinball series. The first treat is for the eye. The ramps leading up to the large Infinity Gauntlet looming over the left side of the table glow with an ethereal light. Miniature suns hover over the bumpers, and each has a collection of planets in orbit around them. In the space behind the table, there’s a much larger glowing sun, as if the table were floating in space. Despite those graphical features, the table also has retro flourishes. The interior walls of the table look like they could have come from the side of an old school Asteroids cabinet, and the characters featured on the far wall look like they were drawn in the early 80s. Even the game’s sound effects and futuristic LED font hearken back to classic early arcade games like Sinistar.
The Infinity Gauntlet is a sniper table. The middle ground is open, and ramps and targets fringe the perimeter. There is a touch of Medieval Madness at work here, with players repeatedly knocking on the door of one of Thanos’ monuments to Mistress Death in order to gain another route to the Infinity Gauntlet.
The idea of the table is to collect the gems of the Infinity Gauntlet to defeat Thanos. If you hit the Gauntlet enough times, you’ll start a mode based on the theme of a particular gem: Time, Space, Reality, Mind, Soul, or Power. I don’t want to tell you exactly what happens in each of the modes, because most of them are truly joyous surprises that left me laughing and stretched my expectations of what is possible in a video pinball game.
I’ve played a lot of Zen Studio’s pinball tables. For me, Avengers and The Infinity Gauntlet are among the best tables they’ve produced. Marvel Pinball: Avengers Chronicles is on sale for $10 on PSN or 800 points on XBLA.
Rating: BUY IT!



Asura’s Wrath cuts corners. Some action adventures give you a world to explore, while others offer a dungeon-type environment with a series of kill rooms. Asura’s Wrath does neither. It doesn’t give you power-ups, level-ups or even an inventory. It delivers quick melees against massed enemies, multi-stage quicktime-heavy fights against brutal, over the top bosses and the sort of crazy mega-damage you’ve come to expect from anime such as Dragonball and Akira. However, an important part of Asura’s Wrath isn’t in the gameplay; it’s in the story. The tale in Asura’s Wrath serves an important purpose. It makes you give a damn about what you’re doing.
Normally I’m the first guy to forsake story for great gameplay. That’s not the case in Asura’s Wrath. The story and setting are simply awesome. It’s an anime-inspired sci-fi kung fu grindhouse revenge tale. When we meet Asura, he’s standing on the prow of a spaceship at the head of an armada headed towards a monster-infested Earth. In short order, he and his fellow generals proceed to take an enemy fleet out… with kung fu. Asura is already immensely powerful. He can shoot energy projectiles. He can rip apart gargantuan enemies with his bare hands. Asura is a demigod, and that’s made perfectly clear in the early stages of the game.
Asura can’t heal during a battle. Most battles only end when Asura’s rage meter gets full, and that’s a function of how much damage he’s received and how much damage he’s dished out. When that meter gets full, you’re instructed to hit the right trigger to end that stage with some sort of staggering feat of strength. That restores your hit points to full, which is especially important in multi-stage boss battles. The other meter that measures the damage you’ve inflicted fills up periodically during battle and enables you to do multiple strong attacks without the otherwise mandatory cooldown.
In much of the game, Asura fights monsters called the Gohma. The Gohma look much like recognizable animals (gorillas, turtles, elephants and the like), but they’re black, violent and covered in red veins. However, the Gohma aren’t Asura’s only enemies. Asura will also fight Buddhist-inspired forces loyal to the generals who betrayed him.
Much like Kill Bill, a good part of the game is told in flashbacks. The game constantly flashes back from “present” Asura to his more-chilled-out-but-still-damned-angry pre-betrayal self. You’ll learn the root of Asura’s rage, the extent of what he’s lost, and why he’s fighting.
If pressed, I could describe Deus Ex: Human Revolution in four words: Cyber Metal Gear Solid. Sure, the story is much deeper and more interactive. Sure, there are multiple ways of handling obstacles. However, when the bullets start flying and you’re being called upon to use your gaming skills in split second situations, Adam Jensen might as well have a mullet and a pack of cigarettes tucked away in his jacket. 
In my last two hours with the game, I made several moral decisions and didn’t fire a single shot, though I definitely could have if I just wanted to jet from one place to another with the intention of murder. The story is a mature and engaging mix of corporate drama, human ethics and mystery. The plots would fit with little difficulty into Blade Runner or Ghost in the Shell: Stand Alone Complex.
If I could complain about anything in my limited play time, it’d be the takedowns. Takedowns are your melee attacks that incapacitate or kill your enemies. Maybe it’s just an Xbox thing, but when I triggered a takedown, the screen went black for less than a second as if the machine was loading up the takedown animation. Then the animation occurred, the foe was vigorously kung fu-ed, and the camera went back into Adam’s skull for the first-person perspective. It seemed quite clumsy to me, since Ezio and Batman have been doing takedowns for a long time without having a black “wait, I’m loading!” flash. 
It has been tricky writing the review for L.A. Noire. Normally, it’s clear which direction I’ll take in a write-up for a game after just a few hours. I thought I had a good fix on L.A. Noire early on, and I wrote a critical, if not scathing, early draft for a review. As I played more to give this game as much of a fair shake as possible, I grew to like it more and more. Now, this article is less of a critique and more of a love letter.
As in most procedurals, the case begins at the crime scene. As Phelps, you’ll walk around the scene, waiting for two little piano notes that are the cue that you’ve found something interesting. Sometimes, the clue is nothing, and Phelps will murmur something about how it doesn’t seem to be related. Other times, it’ll be an important clue, and the camera will zoom in to allow you to catch some fine detail that could be important to your investigation. In some of the creepier moments of the game, you’ll crouch over murder victims, manipulating their bodies in order to get a better look at their wounds. The clues will be logged in your notebook so that you may pore over them later.
The questioning phase is a key moment in the investigation when you should have all your clues at the ready. If you choose wrongly, there’s no going back in the conversation tree to try again. The camera will focus in on the person you’re questioning, and you’ll actually have to read their body language in order to gain a hint on what they’re thinking. The classic “tells” are there. If they shift their eyes, chances are they’re hiding something. However, keep in mind there are some people who seem to be born liars.
crime side missions that pop up from time to time.
The focus of my criticism in the first draft of my review focused on the lack of gameplay. For instance, I consider Bioshock and Shadow of the Colossus to be works of art that also have great gameplay. I just got done reviewing Brink, which has gameplay in spades. In the early stage of L.A. Noire, I felt sort of let down because what I’ve described to you above just didn’t seem to be enough to carry an entire game. If you look at it from a certain angle, L.A. Noire has a linear plotline, a cityscape that’s altogether skippable because your partner is also your personal chauffeur, a 3D hidden object minigame and a bit of Phoenix Wright tacked on to it. I wrote in the first draft, “Investigate, question, solve, rinse, repeat.” Then, I decided to let go and approach the game as I would an interactive episode of Law & Order. That’s when I started liking it. Then the plot started getting its hooks in me. That’s when I fell in love.
L.A. Noire’s story is slow to develop, but every new episode gets you deeper and deeper.




