- Feb 19, 2012
- 8,144
- 2
Speaking of practice mode, is there anyway to do practice mode with classic physics? Only seems to use single player physics.
Doesn't appear to be a way.
Speaking of practice mode, is there anyway to do practice mode with classic physics? Only seems to use single player physics.
Have been generally very impressed with the pack overall. For me though, it's the platform that's the real star of the show. All of the modes and ways to play elevate it over what has been done in the past. The choice of physics options have been really appreciated and I have been surprised to find myself enoying all three modes at different times, though I tend to like the Deep Engine the most.
things I hope may be improved -
Flashers are way too weak - I noticed on MM they seem to glow on and off rather than flash and the light doesn't spread far. IRL they flood the whole table with light/colour hue. It's not a game engine limitation as far as I can tell, as the flashers on Rogue One cast light over the whole play area. There are also dazzling light effects on the Aliens tables.
Dynamic lighting for room and bulbs - I know this is in their roadmap though. I guess it can't be added to Zen original tables as they often have colour and brightness shifts that adjust according to gameplay. This isn't the case for Williams tables though and the very fact that the Zen originals feature variable brightness suggests it should be relatively easy for them to add as an option as it is already there in engine.
Rumble - Needs dialling up a bit; both stronger and triggered by more events on the playfield. It is something I felt TPA got spot on; you could really feel the ball slamming round the table.
Wireforms - They look matte compared to the real thing and generally don't seem to reflect lightsources on the tables. I am wondering if this has been left out to make porting to weaker systems easier. Going back to TPA I noticed varying approaches to them, with World cup soccer looking super reflective but even Fish Tales (earlier in TPAs life) has table lights reflected on them in a more diffuse manner (see the rail in middle of the table).
Freelook camera - I love that you can examine the table close up (at no extra charge!) but would love a ZOOM option added to the L2 R2 to get even closer; all that nice detail is worth studying!
Can we not turn off the event cam in single player mode?
Unlike the beta, you can't mute the pop-up Zen woman anymore. I have turned menu voice over option off but it doesn't affect her when she's advising of gaining levels and scores etc. The 'voices' audio slider is now linked to other elements, such as the speech within Medieval Madness so I can't mute her with this.
With the nudging, I'm finding it only feels backwards with the analog stick. If you use the keyboard, it's fine. I think this is why I original didn't notice it because my X-arcade uses buttons for nudging that are mapped to keys (Z and /) and I play with that 90% of the time.
There's a setting in the main options to turn her off completely. I haven't seen her at all, at least on PS4.
Have been generally very impressed with the pack overall. For me though, it's the platform that's the real star of the show. All of the modes and ways to play elevate it over what has been done in the past. The choice of physics options have been really appreciated and I have been surprised to find myself enoying all three modes at different times, though I tend to like the Deep Engine the most.
things I hope may be improved -
Flashers are way too weak - I noticed on MM they seem to glow on and off rather than flash and the light doesn't spread far. IRL they flood the whole table with light/colour hue. It's not a game engine limitation as far as I can tell, as the flashers on Rogue One cast light over the whole play area. There are also dazzling light effects on the Aliens tables.
Dynamic lighting for room and bulbs - I know this is in their roadmap though. I guess it can't be added to Zen original tables as they often have colour and brightness shifts that adjust according to gameplay. This isn't the case for Williams tables though and the very fact that the Zen originals feature variable brightness suggests it should be relatively easy for them to add as an option as it is already there in engine.
Rumble - Needs dialling up a bit; both stronger and triggered by more events on the playfield. It is something I felt TPA got spot on; you could really feel the ball slamming round the table.
Wireforms - They look matte compared to the real thing and generally don't seem to reflect lightsources on the tables. I am wondering if this has been left out to make porting to weaker systems easier. Going back to TPA I noticed varying approaches to them, with World cup soccer looking super reflective but even Fish Tales (earlier in TPAs life) has table lights reflected on them in a more diffuse manner (see the rail in middle of the table).
Freelook camera - I love that you can examine the table close up (at no extra charge!) but would love a ZOOM option added to the L2 R2 to get even closer; all that nice detail is worth studying!
Have been generally very impressed with the pack overall. For me though, it's the platform that's the real star of the show. All of the modes and ways to play elevate it over what has been done in the past. The choice of physics options have been really appreciated and I have been surprised to find myself enoying all three modes at different times, though I tend to like the Deep Engine the most.
things I hope may be improved -
Flashers are way too weak - I noticed on MM they seem to glow on and off rather than flash and the light doesn't spread far. IRL they flood the whole table with light/colour hue. It's not a game engine limitation as far as I can tell, as the flashers on Rogue One cast light over the whole play area. There are also dazzling light effects on the Aliens tables.
Dynamic lighting for room and bulbs - I know this is in their roadmap though. I guess it can't be added to Zen original tables as they often have colour and brightness shifts that adjust according to gameplay. This isn't the case for Williams tables though and the very fact that the Zen originals feature variable brightness suggests it should be relatively easy for them to add as an option as it is already there in engine.
Rumble - Needs dialling up a bit; both stronger and triggered by more events on the playfield. It is something I felt TPA got spot on; you could really feel the ball slamming round the table.
Wireforms - They look matte compared to the real thing and generally don't seem to reflect lightsources on the tables. I am wondering if this has been left out to make porting to weaker systems easier. Going back to TPA I noticed varying approaches to them, with World cup soccer looking super reflective but even Fish Tales (earlier in TPAs life) has table lights reflected on them in a more diffuse manner (see the rail in middle of the table).
Freelook camera - I love that you can examine the table close up (at no extra charge!) but would love a ZOOM option added to the L2 R2 to get even closer; all that nice detail is worth studying!
One issue I found: In a 5 min. challenge I had it happening again, that the ball drained and instead of returning the ball, the bonus calculation came and it was Game over with more than a minute still to play. Table: The Getaway.