The latest Steve Ritche game from Stern just came out and it now has an upper PF. This table layout was good before. It's a fantastic layout now.
The Pros:
An incredibly smooth layout with great shots and a ruleset that even in it's earliest incarnation shows a great deal of thought and creativity. Two types of stackable shot/pf multipliers as well as a Dr. Who like House choice that alters the rules to your own style of play and strategy. Granted that this will probably be sussed out by tourney players who will find the best scoring choices and exploits, but from what I can see from the game so far, the "alliances" add layers to the strategies and tasks at hand. Building up gold and getting to buy/pass on awards is an interesting ruleset, but you have to be lucky enough to have the game give you an award you want to buy. This will probably be refined in tourney settings as well. The battering ram is a dangerous shot that really has to be nailed to register. I recommend saving this up for multiball/ ball saver play. The art pax looks solid, the PF is really well signed and the lighting does a better job of guiding the player to the shot that needs to be made next better than any game I have ever seen. The shot multiplier is noted on the bottom of the DMD and guides the player to work as many combo shots as they can without denying multiple shots to the same ramp/lane in a manner that is subtle as well as easily noted. Granted this may not be something you can pay real attention to when playing a hectic multiball, but it is always there when you need it. The Sword lock works incredibly well and the center ramp flows when it needs to without hinderance, and it traps the balls smoothly and efficiently when it should. The Extra ball and mystery shot are now at the right orbit instead of the draco shot. I'm also a big fan of the wall multiball indicator arrow on the PF. Now the biggest difference, the upper PF. At first I thought it would be slow with big flippers, but it plays really well and the two exits at the top of the PF as well as the bottom exit mean that this game plays fast all over. Times on the upper PF (NOT WWE) are short and there is even a Trudeau/Norris loop in the upper left hand side of the layout for a touch of flow. Combined with house modes and multiball goals, gameplay looks like it will incorporate both PF's at once many times during a single game. The light show on this game has been "colorized" to reduce retina burn during the start of Blackwater Multiball (it's christmas time!).
The Cons:
The game killscreened me and one other player during the evening's play. In my case I was just about to start Blackwater multiball and the game reset during a 4 player game. Yeowtch! I know that this is the first iteration of software for the game, but fatal errors during operation while the game hits the street? Hooo-wee! Dan already had an update that he was going to put into the game, but this game shipped with software that wasn't stable. The Dragon lane has the tendency to let the ball drift SDTM from the post lock in particular. Yes, it's another fan layout... The video mode. How do you play this thing? (OK, ok... I need some more miles on this table). The dragon is an interesting little toy, but the wow factor is not there for me on this flying lizard. The throne itself (might have been the copy I played) barely coughed out the pinball into the pops like an octegenarian coal miner. This layout may need to be seriously nastified for the top tier players. Video mode = meh.
The Takeaway:
After getting to play the LE/Preem, it is similar to AC/DC where you just can't live without the extra PF. Star Trek, you could do the pro and be quite happy, but the extra game in the upper PF makes a huge difference and requires multi PF control and play. Stern has another winner on their hands and Steve Ritchie has proven himself once again as "The King".
Sidenote: This is just my opinion, but I also have to say that while I love Steve Ritchie's games, he also has the benefit of a much longer production cycle than the other designers at Stern. Both KIZZ (H-D V2) and RassleMane-yuh are games from great designers who had to put out quick designs and came from the Premier/DE design cycles. Now while they can put out designs quickly, don't they deserve the respect and time to create the quality games that Steve is afforded. I understand that the business requires that the production line keeps moving. I get it, but I would rather have quality over the spinning wheels of quantity any day. Would this the be opportunity for a other designers to come to Stern and create new games? Would Stern be able to hire outside freelancers? Who knows? But I can tell you this. If Stern keeps releasing games of the quality that Steve Ritchie has been able to consistently produce with EVERY title, that would be the best for everyone involved, wouldn't it?
Update:
This game has stood the test of time and in some ways that is good, others... it's ok. The good, a relatively simple game to operate that makes money on location. The most complex mechs are a 3 bank of standups, a 3 ball lock sequence and a newton (butt-plug) battering ram. Where this game really shines is the code. A simple layout with 5 lanes and 16 shots total. There is a lot to do with this fan layout. Now here's the kicker. The pro is a better playing game than the LE/Preem to me. The upper PF on this game is a fan layout above a fan layout. And while the loop shot in the upper left is interesting, the upper PF is not that well integrated/utilized in terms of the ruleset of this table.
The code itself is another interesting aspect of the game. In competitive play, you mostly see Martell chosen. Even with the drawback of the choice of the house, the add-a-ball whammy to multiball play once per ball is SO POWERFUL, that most players feel like they have to choose this strategy. Every once in a while, tyrell or even baratheon (for a quick trip to hand of the king) will be chosen. Even more rarely, a truly brave player will choose greyjoy... but you NEVER see ANYONE choose Lannister or Stark. That's 1/3rd of your initial choices are out the door. right at the first plunge. Are there 6+ ways to play the game, sure. But competitive players will choose the one that will give them the best chance for a strategic win. Martell, all day long.
Is this game a success, yes. It is a great playing game with deep and complex rules that operators will collect with and tourney players will challenge themselves with.