Magenta Panther
Well-Known Member
I have to say that I'm a little disappointed that the game's plot revolves around Yzma, and seems rather silly. I thought it'd be a little cooler, given the game's logo. Oh well...
Says the guy who has WOL as there username...
I have to say that I'm a little disappointed that the game's plot revolves around Izma, and seems rather silly. I thought it'd be a little cooler, given the game's logo. Oh well...
How is anyone finding this exciting? All you do is watch a video and half way through it you hold up a random card. That's it. Nothing more. The only interaction is you putting your arm out with a card. Your even told exactly where to stand! How is this Kim Possible 2.0? Nothing about it seems to improve on the idea. Atleast KP has physical props!
My enthusiasm for this is very low now. Kim Possible was integrated within the world showcase exceptionally well with unique themed elements, this is just generic tv screens in obvious locations. Not impressed at all. Very big step back IMO. It just gets worse and worse...
To be fair Kim Possible uses screens to tell its story, it's just on a cell phone.
Just cuz I like WoL doesn't mean i'm objected to anything replacing it. Like something that involves....screens :zipit:
-WondersOfLife
The last original pavilion. :king:
Kim Possible in Epcot was good, but this attempt to bring a similar experience to the Magic Kingdom is one expensive failure.
Creatively speaking, yes, it's a failure. Maybe it will be popular, but that is not an indication of quality.Ummm...no. There is no proof of that at all.
Jafar in Adventureland. Genie's helping you here and has Robin Williams' voice again apparently
Doesn't sound like Robin Williams to me.
Worse yet, I fail to see how this is engaging at all. This is essentially an expensive version of the old Pokemon games for Game Boy. There is essentially nothing tangible at stake, and the payoff for accomplishing anything is underwhelming.
The Pokemon analogy is very applicable, The game is too easy and really does not seem challenging or satisfying. Not to mention it's over-use of video screens and convoluted back stories. As I said before I feel there should be separate games for each land with separate experiences that have nothing to do with each other.
You know that Wonders of Life wasn't an original pavilion, right? It opened in 1989.
Another bashing by people that are not the target audience of a Disney Parks product......ugh......
Seriously, I don't expect everybody to love The Country Bears, but for me, no trip is complete without it.
We all have different expectations for a Disney visit. I don't enjoy Food and Wine one bit. None of the food is good. I don't drink. I don't dismiss the enjoyment that a huge percentage of guests get out of it. Heck, Epcot sees more guests on a weekend F&W night than a summer night by a long shot. I don't say it is a terrible idea though. Or worse a failure.
Looks more than enjoyable enough for the general public to get quite the kick out of. Disney guests really must get over their "why wasn't this designed more for me" mentality.
Another bashing by people that are not the target audience of a Disney Parks product......ugh......
Seriously, I don't expect everybody to love The Country Bears, but for me, no trip is complete without it.
We all have different expectations for a Disney visit. I don't enjoy Food and Wine one bit. None of the food is good. I don't drink. I don't dismiss the enjoyment that a huge percentage of guests get out of it. Heck, Epcot sees more guests on a weekend F&W night than a summer night by a long shot. I don't say it is a terrible idea though. Or worse a failure.
Looks more than enjoyable enough for the general public to get quite the kick out of. Disney guests really must get over their "why wasn't this designed more for me" mentality.
If there is a ride I do not like, I can choose not to ride it, and, as long the show building upholds the integrity of the theme and aesthetics of the areas surrounding it, I can live with it.Another bashing by people that are not the target audience of a Disney Parks product......ugh......
Looks more than enjoyable enough for the general public to get quite the kick out of. Disney guests really must get over their "why wasn't this designed more for me" mentality.
Creatively speaking, yes, it's a failure. Maybe it will be popular, but that is not an indication of quality.
If there is a ride I do not like, I can choose not to ride it, and, as long the show building upholds the integrity of the theme and aesthetics of the areas surrounding it, I can live with it.
Now, refer to any of the videos posted here that show the Sorcerers station inside Tortuga Tavern. The whole experience is so loud that it calls unwarranted attention to itself away from the theme of the restaurant. It destroys the atmosphere. There is no attempt to make any part of it fit the theme of that area of Adventureland. Kim Possible was better designed in this regard because the events players initiate are a "blink-and-you'll-miss-it" affair for outsiders. That inspires curiosity without obtruding on the atmosphere for people who don't care for the game. Likewise, the temporary stations for Food & Wine, in addition to fitting the theme of a showcase of countries, are usually not in the pavilions themselves, which upholds the experience for people not interested in the festival.
The problems of the Tortuga Tavern station are a microcosm of the whole. What you're saying is that it is okay to abandon the ambient integrity of entire swaths of cleverly designed spaces just because the kiddies will like it. I even take issue with that premise. Had this stuff been in place when I was a kid, I wouldn't really be interested. For an experience that advertises doing battle with Disney villains and tries (and fails, from what I've seen) to instill some suspense and urgency to the affair, the gameplay is so easy it is stupid. Pokemon and whatever games kids play on their iPhones nowadays are more challenging. Kim Possible gets around this by playing up the "covert agent" aspect of the game and focusing on exploring the nooks and crannies of the parks. If Sorcerers was more of a scavenger hunt-type game with physical props and subtler effects, it would be something I could enjoy.
But, hey, what do I know? As you said, I'm not in the target audience for Sorcerers of the Magic Kingdom, so I guess my opinions aren't valid (unless, of course, I said I loved it).
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