Quoted from killerrobots:I own a good amount of machines and if my wife didn't have a vote this would probably be the one I would keep if I could have only one. For me the shots remain really satisfying, each game is different and there are high level goals that keep you coming back. Honestly the biggest thing for me was getting a Pinsound system so I could change up the callouts because they can get old (particularly the path of the dead). I also love my Deadpool so I think Gomez is a good designer for me. I would say that this machine shines in a home environment. It is also popular with people who come over so it really checks all the boxes. The art is meh but it is not a big deal to me. I don't mind the long ball times but it is not a great game when you only have a few minutes to play.
I agree with your opinion. Gomez has alot of acumen at designing great feeling, satisfying shots in his games; hence Deadpool's success despite not being a widely appreciated theme (see also: Johnny Mnemonic, which has enjoyed a recent resurgence in popularity despite the theme lacking ANY popularity, and having NO voice actors from the actual film). Gomez's games always feel smooth, accesible but demanding, and exceptionally fun in general. LOTR is no exception, as we all agree. I still think that LOTR is his best design, and hope that someday, he designs a game for Stern which can match that exceptional effort in design and shot layout. JM has a wide variety of short and long shots which make it an exceptional shooter. It requires the player to be ready for ricochets, and be reactive during the game. Plus, Johnny Mnemonic is probably the fastest game I've ever played, which makes it unique and a skilled player's dream game.
LOTR still lacks a quintissential mech which integrates the theme, IMO. the ring magnet is cool, don't get me wrong, but the ball does nothing in that spot. It is a cool experience to hit the shot and watch it freeze, to be sure. However, all magnets in every game still do the same thing: FREEZE the ball in place. So it is still a bit of a "ho hum" experience for the player. the dragon bash toy is just another, albeit shallower, shot to schedule; does not sufficiently affect the ball and general feel of the game during gameplay.
Does anyone else feel the same way? Do you all wish there was more "ball interaction" from this game? I picture the perfect mech, kinda like the monkey in WOZ, which literally lifts the ball and places it into another PF. That is COOL! Something makes me wish for a mech in LOTR which either disappears the ball, or removes it from the main Playfield and replaces it in another spot. I guess I get a high from the ball being diverted and moved physically by the mechanical elements on or under the PF. I suppose we will never know, but I'm still longing for something like that.