Initial thoughts on machine in late Nov.
REPOSTED
FIRST IMPRESSIONS
Picked up my bond pro for location a few days ago and I think I have enough time on it to give a few impressions for anyone that cares.
Visual/art-
Game looks better than in pictures and has a very fluid style that isn't disrupted from the cab to the playfield, it flows very well. They kept the same 60's style and color pallet from the original bond films and did a great job. Those that say this looks like photoshop era stern are way off. It may be clip art but there was direction and most importantly the colors flow very well. This is not early 2000's stern here. The yellow cab looks great and is bold in a subtle way if that makes sense.
Layout
This is where it gets good. THIS GAME HAS FLOW and it shoots VERY well. I am a Gomez fan and this layout doesn't disappoint. His willingness to try a different layout does not disappoint here. This feels unique but not clunky, DP players will like bond and it has "it" when you are making shots. I've noted through the years that his games have a certain easy to pick up and hard to master feeling, usually long playing for a decent player and bond is no different. I still route a sopranos for this same reason, casuals and decent players like it and bond will be no different. For my operators out there, this game will do VERY well on route, at least that's my opinion based on my past and its like, my opinion man!
Left ramp waayyy in the back feeding the left flipper into the right ramp to the horseshoe around the rocket to upper flip side ramp is a VERY satisfying combo! Whew that typed out long but man it shoots well. Hybrid pyramid type ramp reminds me of corvette or Baywatch and works well here. The drops in front of the rocket surprising work very well and there are a few different ways of feeding the upper flipper which is always a huge bonus in a 3 flipper game. Shots are tight but again it feels like a Gomez game and that's a good thing, once you get a feeling for them they aren't impossible and the reward for practice feels great. I'm having some issues with the game registering ball locks on the mini loop but it appears to be a code problem as the switches are fine. Code, ahh we will get to that...Back to the fun, and it really does feel like a refreshing layout. The scoop under the DB7 is just hard enough to hit but not constantly in the way slowing down the flow. It's my one complaint sometimes in a Borg layout and even going back to adams family, but I digress. The kicker to the wireworm from the car is great and makes a good feed to the right. Really great to see the up post in the insane holding a ball before a mode. Keith has been rocking this mech with great success and its nice to see a different designer implement it. The layout looks simple but packs a punch, and I know this is somewhat subjective but I believe this will go down as another home run from stern.
Sound/music
What can I say here, the Bond theme is ALL TIME awesome so let's get that out of the way. Yes at this time its used too much but I anticipate that changing in the future. The songs tied the villains really sound great and puts you in the movie for a brief time. The music feels period correct and that is important in a game like this to keep you in the world. Really love the mellow music in Mr Wint and Mr Kidd. The callouts have a bit to be desired, I really hope there is more to come here. The announcer is perfect however the clips and sounds from the movies are....odd. One that really is misplaced would be the ring mode for Q. People playing the mode all agreed that listening to a women complain to Q about nonsense while you play a mode is just weird. I know some of the sound effects are scheduled to change so I don't think its worth it to grind on what we have so far, but realize the sound, like the code is very basic.
Code
It's basic, as in just enough to be called a pinball machine basic. Modes do in fact stack and this is only brought up as it took us many games to realize this as the insert LEDs really don't alternate colors yet to give the player info. I'm still not sure how multipliers work or the how important the specter weapons are. Honestly there are many questions, too many to list and at this point I put faith that stern will make this complete. It ABSOLUTELY has the bones of a masterpiece and the code will be the key to get there. Those of us that remember ST, DP, and JP when they came out you will have similar vibes here. With the team in place and using the past as any example this one will go down as great.
Final thoughts-
Love it so far. Code is basic as it gets and hopefully improves soon. The layout and theme integration are TOP NOTCH. For those of us dedicated silver ball chronicles listeners :wink:we know that Gomez is a HUGE Bond fan and I truly believe he won't let this one rot away in basic code purgatory. Have faith people! This game is a blast to play and will hopefully earn well. It's sometimes a hard balance to strike but I have a good feeling that Bond will crush it.