Monday, October 29, 2018

After-Action Report: GotG—Monsters After Dark

They should not have closed the Tower of Terror. I still hold that opinion. That ride was...basically perfect for its circumstances. It fit in exactly with Hollywood Land, it did an extraordinary job of building up atmosphere, it made guests the center of the story (“...in tonight's episode you are the star...”) and the effects were pretty dang...effective.
Guardians of the Galaxy—Mission: Breakout! is a distinctly inferior replacement. I have no animus against the GotG franchise itself—on the contrary, the movies are delightful and the second-worst thing about the firing of James Gunn is the wrench it throws into the production cycle of the third one*—but it's not the sort of thing that begs to be a theme park ride, and certainly not this theme park ride. It's awkwardly crammed into infrastructure that was designed for something completely different, it jettisons the Tower's beautiful melding of physical sets with digital effects in favor of a collection of movie screens, instead of making the guests the protagonists it makes them side characters in someone else's adventure, it has an unwieldy, overly wordy name, and the building is an eyesore.
Someone signed paperwork approving this design. Wrap your mind around that.

(Some people have the audacity to claim that this is an improvement on Tower of Terror. To them I say: On what grounds? Seriously, what does it do better? Also, aren't you the same people who were telling us we shouldn't be upset that it was being changed because it was still going to be a drop ride? Do you see the contradiction there?)
All that said, there is something at least moderately interesting about the ride's Halloween overlay, Guardians of the Galaxy—Monsters After Dark, and that's that it is framed as a direct sequel to Mission: Breakout! I don't think that's ever been done with Disney theme park attractions before—Star Tours: The Adventures Continue is framed as a prequel to the original Star Tours, what with the older Starspeeder model and glitchy prototype of Rex in the queue, but there is no sense in which the events of the one lead to the events of the other.**
Mission: Breakout! literally causes Monsters After Dark. The tower's generators get shut off during the former, and in the latter, the loss of power has freed all the dangerous creatures from confinement (hence the title). If nothing else, I appreciate the experiment. A Halloween overlay that only goes into effect at night (with the default version of the attraction operating during the day) is probably the only circumstance under which this conceit could really work, and I imagine it must be pretty cool if you manage to go on both in one day.
This is not to say that similar ideas couldn't work, especially if played subtlely. It could cross the borders of attractions or even lands. Imagine, for instance, if evidence were planted suggesting that the founder of the Jungle Cruise Co. got his startup capital mining gold in Big Thunder Mountain (before the disaster, of course). Obviously this would have to be used sparingly—Imagineering is doing something like this with the Society of Explorers and Adventurers, and the overall consensus from the snooty elitist fans is that it's not nearly as clever as the creators seem to think it is, doesn't really add anything to the attractions it touches, and discourages guest imagination by imposing One True Backstory on everything.
Anyway, back to Monsters After Dark: How is it as a ride? Eh, it's okay, I guess. It has all the same weaknesses (compared to Tower of Terror) as its non-Halloween/daytime counterpart, but some of the details are different. Pro: Since it is framed as a horror story rather than action-adventure, the queue is made creepier and more atmospheric, with reddish lighting and corrupted video transmissions playing on the big screen. Con: Instead of a more traditional eerie Halloween score or even the upbeat pop songs of Mission: Breakout!, our musical accompaniment is abrasive and repetitive heavy metal.***
I'm also not entirely sure it works as a Halloween overlay. Mission: Breakout! is already a ride that drops you at unpredictable intervals while various threatening situations play out on the screens and occasionally are staged to narrowly miss you. I'm not sure there is a way to make that scarier or more thrilling and aside from the unsettling elements in the queue, I am sure Monsters After Dark isn't such. It also doesn't reference Halloween by name, or use any of the holiday's specific imagery such as ghosts or pumpkins. If they decided to make it a year-round thing, it wouldn't exactly be out of place.
And that's about all I have to say on the matter. Should you check out Monsters After Dark, if you find yourself in California Adventure this Halloween season? Sure, why not. Unless you're legitimately afraid of heights/falling, darkness, monsters, fire, or Bradley Cooper.
Have a magnificent spooky holiday, readers mine. Next week...something different!


* The first-worst thing is that it was done at the behest of neo-Nazis. In case you were wondering.
** And that's not even addressing the fact that in aggregate, the events of ST:TAC are a stinking jumbled mess of shredded continuity.
*** I don't personally mind it, and it is composed by Tyler Bates, who also did the scores for both movies, but I imagine it must have fairly niche appeal among the theme park crowd.

2 comments:

  1. "Seriously, what does it do better?"

    It's... It's, like, random!

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    1. I mean...there's nothing inherently *wrong* with a random (or at least variable) drop sequence, especially if thrills are the goal. But it's certainly not inherently superior to a predetermined sequence, and in this case especially, we lost way too much value in the transition.

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