Venom is a fun game if you take the time to understand what’s going on. Progression saving is a really neat feature for those of us who have trouble getting to see a full game. I can get to wizard modes, but I have trouble finishing them, and some games I just can’t seem to get there. I put years (over 1000 games) into Jurassic Park, but the closest I’ve ever been to Visitor’s Center was when I was one shot away and drained. It’s frustrating. With Venom, I am confident I can actually beat it. I’m not saying all games need to have this feature but it is nice to have access to one game that I know I can see all of.
One thing I want to address out of the gate is that while the pro doesn’t have the changing tower and ramp from the premium, it actually does divert shots, changing the ball path ever so slightly. So the “choose your host, change the game” tagline still applies to the pro both physically and in rules. For example, if you are Flash Thompson, one of your locks is done on the right orbit, the ball is forced into the hideout shot in the back; if you are Peter, your ball is always diverted to the pops on the right orbit. Yeah, it’s not as cool as a moving tower and a ramp that goes up and down, but it still feels different when playing different hosts.
The flow on this game is extremely good, the shots all feel really smooth when hit, and the game is very fast. The spin that is on the ball in this game is incredible. The fast locks are neat, and repeating the center ramp over and over is one of my favorite things to do in the game. Understanding the grid and the perks you get for completing the grid is essential. Getting the flamethrower for example is a must and it really helps out with battles.
Speaking of battles, while there are only 6 in the game, they are all fun and have unique rules. I do hope they have more attacks in later code than just regenerating. I know Grendel can mess with your flippers, but I want something else, like turn on impossible mode for 30 seconds where you can’t cradle up, have certain shots take away your score, a wrong shot costs you 5 seconds in time, something along those lines. I like that you can take out minor bosses in multiball too because that’s really going to help speed run times when you really get dialed in.
Zombie Yeti’s art is stellar per usual, I have no complaints about any of it. I even really love the pro’s cabinet art more than the premium or LE’s. It’s up there with my favorite ZY art packages.
Animations look great for the most part but I’m not crazy about Knull’s look. He doesn’t look like he’s animated well at all, like something out of a mobile game. Grendel and the minor bosses look way better. The video mode hopefully won’t get old, I have fun with it when I get to it, but I could see people not really liking it. I’d like to see an additional Scream video mode in a later code update, would be nice if there was some variation.
Music is fantastic, no complaints there. Every host has their own theme, and they’re all great.
Let’s talk about mechs for a moment. I already covered the fast locks, and I really appreciate having physical ball locks on a pro not to mention having two of them. The Carnage mech is one of my favorite mechs in recent memory. I absolutely love vari targets, and think they should make a comeback. This is a great take on the vari target. The small subway in the back is nice, and Vuks are always classic. I wish the game had a spinner on the horseshoe shots (like on swords of fury) or on an orbit or something though. I feel like that was a missed opportunity to make the pro more interesting.
Lighting seems dark to me, and that’s probably because of the wide open playfield; this game would benefit from pin stadium lighting. It has some really cool lighting effects and light shows though, spider sense is a treat for the eyes.
Let me close with this, Venom isn’t going to win most people over. I believe we’ll see a lot of scores of 7s from most people, but I think that over time and with score and rule balancing that it’s going to be something special. It may be a fan layout and the people that are playing all the Elwins Borgs and Dangers out there might think it’s boring to have a two flipper game, but fan layouts are proven. There’s absolutely room for a solid two flipper game in a line up of Sterns, maybe just not in a line up of less than 4. It’s not Godzilla, it’s not Foo Fighters, but comparing it to Eddy’s Stern games, I absolutely like it more than Mando because there is really only one way to play Mando (stack mode, encounter, and multiball. Then do a hunt and repeat) that’s the whole game. Venom has more to do, I feel, and there are strategies for scoring based on the host you pick. A fun game but definitely not a masterpiece in terms of layout. Eddy has done much better in the past. Coding however, this is easily Dwight’s best code in his Stern era. I know he had some help, but he really has brought true RPG mechanics into a pinball machine and it feels great.
Definitely put some quarters into this one on location, but if you want to own, you might want to go premium.