

These range the typical pinball gamut, including earning X number of points on bumpers or the spinner, or landing shots down certain ramps. No matter which route you take, though, the game will move along and offer up various tasks depending on which choice you selected. Then again, taking the time to add a bit of context, even with a one-sentence lead in to the decision, would likely slow the game down and take away from that all-important tension imposed by making fast decisions. You’ll wonder who these people are or why taking supplies would be considered a moral decision. For those unfamiliar, though, it will probably come off a little shallow. Selecting a chapter will task you with a decision such as “Save character X” versus “Save character Y.” If you’ve played the Telltale game, you’ll likely know exactly what the situation is referencing. If you haven’t played The Walking Dead adventure games, you have absolutely zero context regarding your missions and the choices you will make. The table’s missions are ripped directly from the Telltale chapters, which actually brings me to one of my only major gripes. There’s also a horde of zombies reaching out from a grate nearby, who will grab your ball if it ventures too close. You need to bash that zombie with a few well-aimed shots in order to open up the alley that lets you select missions. The zombie in the middle of the table serves as a gate keeper of sorts, similar to the drawbridge in the real world table, Medieval Madness. Lee is almost always on the play field near the left bumper, for instance, adding commentary and occasionally fighting off zombies or talking to Clem. This is one of my favorite aspects of Zen tables rather than try to create experiences that could be replicated in real life (not that there’s anything wrong with that), they add in components and game modes that could never be pulled off in a real world table.
