My expectations for Taron based on the POV released were a very good coaster in amazing surroundings, but not something particularly mind-blowing to ride. However, when people who've been on it start slinging words like "ejector" and "relentless" around you start thinking a coaster might deliver more than you're expecting.
First, a few thoughts on its surroundings. Klugheim generally looks fantastic, only being marred by a slightly Merlinesque colour palette of mostly greys and browns (a bit more vegetation would be nice) and the very obvious tangle of tri-rail track over the top, which given the nature of Taron can't be helped. The use of different levels and simulated rockwork keeps things interesting, the attention to detail is as fantastic as you'd expect from Phantasialand, and it's lovely to finally have the larger side of the park feeling complete after having seen Chiapas and Klugheim-shaped craters on previous trips.
Anyway, onto the ride, via a queue that is pretty good aside from the sizeable cattle pen discussed earlier in this topic and sitting at the back of the area. Taking your seat, you start to wonder if the train can really have been made by Intamin, as it's comfortable and easy to board! I presume this was Intamin borrowing some ideas from the Mack Mega, just like Mack borrowed the Intamin Megalite layout for Alpina Blitz.
I've not seen anybody comment on the bodywork yet; for those yet to go, make sure you take in the 'work of a local blacksmith' effect, which is particularly impressive for a type of train that doesn't usually lend itself to theming.
The train soon trundles outside to the first launch, stopping briefly beforehand. It's fun but doesn't feel stupendously powerful, so I think I'd prefer the train not to stop and hit the ground running instead. The opening moves bode well, with a big first corner quickly followed by a hill that does indeed provide a good dollop of ejector airtime immediately before a sharp turn to the left. Unfortunately from here to the second launch the train's progress isn't particularly relentless, most of the layout consisting of a long series of smooth corners taken at a Blue Fire + a bit 'actually quite intense, but you won't really notice' kind of pace rather than the "CHRRRRIST!" pace that top Intamin coasters are renowned for.
Anyway, second launch time. This one's entered at a decent speed and left at an impressively high one, feeling more powerful and causing a pleasing VWAAAAARRRP to echo from its trench around the whole area. The section that follows is one of the ride's highlights for me, rushing up the rock wall at the end, dancing from side to side down the length of the area, and then swiping through an overbanked right hand bend before getting back into the serious business of cornering a lot. Perhaps I'm being slightly unfair, as this half does feel better paced and more interesting than the first until the trims, final little hills (nothing special) and brake run are reached.
Taron is undoubtedly a good ride, and certainly meets my initial POV-watching expectations. The main issue preventing me rating it highly is that it blows hot and cold, diving around in a really exciting way at times and pratting about without achieving much at others. Some of this comes down to the huge amount of track in that pit. I've no complaint with the ride's duration itself, but I think I'd take a more focused layout with some inversions and a shorter length any day over the rather samey celebration of corners and transitions that make up the bulk of this coaster.
Alternatively I think the style of layout it has could be much more memorable if the ride was paced more like POVs and anecdotes of Maverick or iSpeed seem to indicate an Intamin LIM coaster can be. At a higher speed the feel of the ride would be totally different, and the lack of variation could well be overcome with sheer craziness.
As it is comparisons with Helix are understandable, as Taron does move quite similarly, but for me there are two main differences. Firstly, Helix has exactly the kind of layout I mentioned above; an interesting progression of great elements, peaking with the final massive airtime hill and only going off the boil slightly in the following slalom section before the last roll. A Helix train spends its time either doing something big or preparing you for the next time it does. By comparison, a Taron train is always looking for a direction to take you in, and does it with much more mixed results. Secondly, you can ride most or perhaps all of Taron with your arms in the air if you so desire (not advised in safety instructions for any coaster of course, but on the right type of ride manufacturers must surely expect riders to to so). However, if you do in the sharper transitions Intamin's seat, like many of theirs, shows some shortcomings. There's a lack of support for your sides, so you can find your upper body being thrown sideways with the meagre side protrusions doing nothing to help. It doesn't get uncomfortable per se, but it would be more a bit more pleasant to ride Taron as a Mack Mega due to Mack's tall wraparound seat back that provides more support.
All in all, it's not earth-shattering but is still the strong addition you'd expect from Phantasialand, and is a good enough reason to go even if you last visited fairly recently. Long may Phantasialand's knack for making excellent additions continue!