Eddie Sotto
Premium Member
I hope this highlighted line isn't going to become the standard for upcoming attractions. TSMM is great and interactive to a fantastic extreme. But I can have the same type of interaction now when I play it on my Wii at home. I have a fun time on TSMM but I don't necessarily feel fulfilled after riding it like I do with SM, Splash, ToT, etc. I actually feel more fulfilled in the queue and loading area of TSMM than I do on the ride.
Fulfillment is subjective and has to do with your expectations going in. I guess it might be more accurate to say the design is greatly dependent on you interacting with the screens, so if the competitive "twitch" aspect is not rich enough, then it suffers overall.
I enjoy TSMM. I do it with the kids and it's fun. Not a big repeat for them though. But they will sit on the Wii all day if allowed. Like the Autopia sets out to do one thing well, IMHO so does TSMM. It's a fun shooting gallery. It does not promise to take you on a journey into Woody's psyche. It's billed as a sideshow. It's a D Attraction in my ticket book and a good one. As for making this the typical template for new attractions, the Cars Ride is very physical and thrill oriented, with show and rich story on top. That seems to me like the old Disney. We'll have to wait and see.
Looking back at history, the park had 3 shooting galleries, now across the parks you have one real one and the others you ride through.
The one thing I've noticed about these ride through Shooting Galleries is that you are so focused on the targets and hitting them, any emotional connection to character and or story is secondary if nonexistent. So the comments about it not being "fullfilling" (as compared to rides that are more environmental) are understandable as the other attractions are more "passive" in one way but more immersive in another.
Very much in the way "Myst" or other Adventure CD titles satisfy in a way that a "first person shooter" like "Doom" may not. "Myst" back in the day, was known for it's realism and graphic richness as a mysterious yet explorable "world". The puzzles made it linear. The "shooter" lives for the hit and the hunt, the "adventurer" lives for the place and exploring it.