britain
Well-Known Member
Visiting the parks yesterday, what I think is the issue is not the era of the characters, but the approach of the theme park land. There's zero excitement in the Rise queue until you get to the Rey transmission. Other than that, it feels very bland. Not only is the cave design really bad, feeling like box rooms with faux rock as opposed to other natural queues that Disney has created. The closed off passages don't feel like real passages, the rooms are lifeless and have nothing but the occasional radio heard. This is the same pretty much for Smuggler's Run.
Disney was so focused on creating grounded and "realistic" adventures for the land that they forgot the storytelling. They forgot these stories are made for 12 year olds and should entertain them. Once we are on the ship for Rise, its fantastic, but getting there I am so bored. It should feel like the Resistance is scurrying and trying to move out, about to make a big play. There should be energy in the land using the stages throughout that cause effects to happen. Its like they learned every wrong lesson from WWoHP and missed all the clear examples.
If they swapped out Luke for Rey, Solo for Finn, and Vader for Kylo; it wouldn't affect the ride for me at all. The ride is fine, its the queue and land which are boring as sin and that's because Disney forgot that we are kids in an adventure serial. Lifeless map rooms and dust covered flight suits in cages doesn't get me pumped, regardless of what era they are part of.
It does seem like the outside queue pales in comparison to the Indy queue in terms of pacing, restrictions, expansions, etc. Hard to fault them though when they had a very ambitious second act to the queue in mind.