I've never seen the show, so I can't say much about theme integration and it was loud, so I couldn't hear the sound, but I played about 10-15 games at 1up Greenwood and I'm just not a fan of this game. I understand it's only in .6x code, but Stern released it in this form, so I think it's fair to critique it like this, and so here are my thoughts:
1. In current code, shooting the at the drop targets is deadly and not worth much. Points are really only in the orbits and ramps (once you've started a mode), which are safer to hit anyhow. For example, the first Demigorgan is only worth 750k, while mode shots can be worth millions, while being much safer to shoot at. Thinking about MM or AFM, the risk was worth those shots because the reward was so high, here the scoring is off IMO, though in Upside Down and some of the modes, the drops can be worth millions.
2. This game must have been set correctly (go DNO!) because I had no issue shooting the ball into the mouth of the Demigorgan. It's the only satisfying shot in the game and, again, it's worth no points. However, after the first few games of getting STDM drains and figuring out it was worth nothing, I spent most of my evening doing everything I could to avoid the main feature of the game...
3. The modes are started simply by hitting 3 of any ramp/orbit at which point, the mode just...starts and you hit lit shots to advance through the mode. There is a huge difference in build up and suspense between playing a game of Jurassic Park and Stranger Things (I use JP to compare as it's the latest other Stern cornerstone). In JP, the game stages the ball, spells out what you have to do, and you feel like you've accomplished something when a mode starts. In ST, it just begins after you hit the third shot of whichever lane; there's no pause, no sense of satisfaction.
4. Similarly with the Telekinesis multiball, since the balls aren't captured in the pro and are "virutal locks" essentially, there's no satisfaction in "locking" the balls or starting multiball. Think about AFM or MM. When you locked the ball, you got video/sound, the ball stopped, you got a new ball to shoot, and you were able to get satisfaction from a successful ball lock; there isn't any of that here. You hit two stand-ups, an insert says "Lock Lit", you hit the ramp 3 times, and multiball starts. No interruption of play or time to give the player satisfaction for their accomplishment.
5. Typically, hitting the "Catapult" shot is worth nothing and simply kicks back out, but I had the ball fall in there quite often and, instead of kicking towards the flippers as usual, this one kicks at the drop targets, putting the ball in danger, which I also found frustrating.
6. Weird maybe, but I found the lack of upper lanes disappointing. When you shoot the ball into the pop bumpers, there's nothing to do but wait. JP doesn't have them either, but the stand up target in JP makes me give the machine bumps and makes me feel like I'm part of the action and you have to be ready with your upper flipper.
7. Again, comparing to JP, the game seems barren, especially when you start to avoid the drop targets, which then takes the dropping screen and Demigorgan out of play, you're left with two ramps, four orbits, and two scoops, and I found it a bit boring.
Code may be able to solve some issues and I'm excited to see what a premium looks and feels like, but I don't see myself putting many quarters in this game.