If any game was ever worth the effort to get "dialed in," it's this one!
Am I wrong that the combination of features is unique? Between the Adventures, Dimensions, Meeseeks, and the Megaseeds, there is always so much going on! Add to that the Danesi lock, ball fondling, the Antigrav, and the Slam pop with earnable Save. It's just a riot!
The Adventures are brilliant, shining examples of theme integration. Very creative. Not tied down to only so many by some insert count, either. I hope more and more get added as the seasons go by, I'll happily pay extra for them at some point.
The Dimensions are also amazing, so much innovation going on, with the lighting, the feature modifying and of course the silly noises and/or cool music.
The Meeseeks are hilarious, another super creative idea, with limitless possibilities for multiplying shots since it stacks with everything, even Mania with the other multiball.
The Megaseeds are fantastic as well, I love how the bonus percentage builds and builds, and lasts all game. I've gotten to 30 seeds, basically a 2.5x scoring multiplier!
Gotta love the Danesi lock 2.0. The U turn is a beast! I've turned on the ball save for that, though I guess we shouldn't be hitting it when the lock is inactive. I'd like to see some reward for hitting it, even just maybe a "superfluous loop count" high score entry.
But when it becomes a physical ball lock, it really shines. The addition of "ball fondling" to increase future jackpots is brilliant. And when multiball starts with three balls screaming towards the flippers, it's just nuts.
As for the Antigrav, my old brain took like a month to wire up the reflex to remember to use the damn thing! Which I thought was odd, as my very first game was a Black Knight back in 1990, and I thought I'd pick the magnet thing right back up, so that was frustrating. But now that the neural pathway is reestablished, it is so cool! So fun making that ball whip back over into play, even during multiballs! And I finally realized that the meter isn't just a time indicator, the magnet is actually stronger the fuller it is (and weak when it is low). Ingenious!
I've never had so much fun with a game, and I still need to figure out what's wack with the right loop diverter, fix the flipper bushings, address the garage and drain ball traps, etc...