Is it ONLY BEYOND VERTICAL?
The theming is indeed exceptional, transporting your senses to another level. However, the "enjoyment" your body must experience is equally intense.
Here's why. My personal review after spending more than two hours in the themed area and riding five times during yesterday's fan preview:
1) Theming:
The themed area, Croatia, is already beautifully designed, especially when the bright sandstone is bathed in the evening sun, it feels like you're at the Adriatic. What's truly astonishing is the theming inside the hall: from the thundering sound and ceiling lightning bolts to the opening and closing panels, along with props adorned with glowing cables. You walk in and are just blown away by how incredible it is. It's on the level of Galaxy's Edge, albeit on a lot smaller scale.
2) Operations:
Once again, Europa-Park demonstrates their thoughtful approach to realistic and feasible ride management, aiming for the ultimate visitor experience. The conveyor belt station has been further optimized and designed for non-suspended / wing coasters.
3) Novelty / innovation:
While the launch into the inverted top hat seemed like a last-minute solution due to concerns about their LSM module power, the “Ejection Drifter” and the “Shaking / Drop Track” are innovative. The latter is a surprising way to begin the ride (fits the story), but the former is less thrilling than anticipated from the promotional images, as it's more of a sudden sideways jolt than a gradual increase and decrease of force.
4) (Re-)rideability:
Any complaints about speed or height are far from the truth. It's incredibly intense and exhilarating. The ride jostles and throws you from side to side. It's quite surprising because the experience doesn't match the smoothness you see when observing it. Literally, it's beyond enjoyable (at least) for me. You'll need the turntable to catch your breath halfway through. There's no free choice of seats; the five different ones I tried felt vastly different from each other—inside versus outside (+30% intensity), left versus right (+20%!!), and front versus rear (+20%). It's insane. Specifically, four elements stand out: Firstly, the looping launch has two significant jolts—first upon entering the straight section (rear!!) and especially when exiting (front!!). I don't understand why this wasn't curved. Secondly, the airtime hill before the left turn over the river Elz into the dive loop towards the turntable. This isn't airtime; it's just an uncomfortable upward thrust. Thirdly, the first hill of the double-up—too much sudden upward force. Lastly, after the brake run at the tower, your body is moving straight forward, and suddenly the track drops into the corkscrew.
Overall, surprisingly, I wish the perfectly timed operations would slow down to allow more time to appreciate the beautifully designed queue line, which is a true highlight (apart from the out-of-place advertised Rimac vehicle. Why?). You ride the coaster once for the experience (and count) and maybe a second time after a break (!) to fully comprehend the elements, but that's about it.
I think the issue is that they packed too many elements into a relatively short track and space: seven inversions, four launches, a turntable, a shaking effect track with a slight drop, over ten elements, seven trains, flashes and effects everywhere... In my opinion, they've gone too far, constantly jolting, rattling and pulling your body uncomfortably from one element to the next. Unfortunately, it's far from a smooth ride along a beautifully artistically designed heartline.
So, you leave the area with an overwhelmed headache and wonder, was it only beyond vertical?