AR­CADE WATCH

Keep­ing an eye on the coin-op gam­ing scene

EDGE - - KNOWLEDGE TALK/ARCADE -

Video re­demp­tion games aren’t usu­ally as pol­ished or com­plex as Plants Vs Zom­bies: The Last Stand. The point is to al­low play­ers to win tick­ets they can redeem for in­ex­pen­sive prizes, which cost sig­nif­i­cantly less in cash value than was ever fed into the ma­chine, and sim­plic­ity and player turnover is king in this space.

An ar­cade tru­ism is that skill kills, but it’s cer­tainly the case for ‘videmp­tion’ games. The bal­ance comes in mak­ing play­ers feel a game de­mands just enough skill that their in­put is nec­es­sary, and The Last Stand does just that, then dares to raise the skill ceil­ing to re­ward sharpshooters.

Stand­ing tall in a mas­sive be­spoke cab­i­net, The Last Stand’s play ses­sions last longer and the de­mand for quick re­flexes is higher than most, even if it is ba­sic. It’s a light­gun take on Plants Vs Zom­bies, with one lane and one Peashooter to fend off the ad­vanc­ing hordes. The game ends if the zom­bies cross your last line of de­fence, fol­lowed by the dis­pens­ing of tick­ets based on your sur­vival time. Sega has even made a line of fuzzy PVZ mer­chan­dise, plus an on­line leader­board pow­ered by QR codes. It’s a top-of-the-line pro­duc­tion for the lower end of the mar­ket, and a bet­ter use of the li­cence than could ever have been ex­pected.

Game Plants Vs Zom­bies: The Last Stand Man­u­fac­turer Sega

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