News Tiana's Bayou Adventure - latest details and construction progress

doctornick

Well-Known Member
Is it careless, or did Louis inspire a whole movement? The ride continues the story after the movie.

Okay, that would be a good premise. Why not something like a brief scene in the queue or right at the beginning of the ride when (say) a cute raccoon AA says "Louis, you are such an inspiration - animals from all over the bayou are now playing instruments and want to come to New Orleans" and Louis responding with a "That's it! we'll wrestle up some critters to perform! That will be our band!"
 

bwr827

Well-Known Member
Okay, that would be a good premise. Why not something like a brief scene in the queue or right at the beginning of the ride when (say) a cute raccoon AA says "Louis, you are such an inspiration - animals from all over the bayou are now playing instruments and want to come to New Orleans" and Louis responding with a "That's it! we'll wrestle up some critters to perform! That will be our band!"
I thought detractors were complaining about the story being spoon-fed?
 

Ice Gator

Well-Known Member
Okay, that would be a good premise. Why not something like a brief scene in the queue or right at the beginning of the ride when (say) a cute raccoon AA says "Louis, you are such an inspiration - animals from all over the bayou are now playing instruments and want to come to New Orleans" and Louis responding with a "That's it! we'll wrestle up some critters to perform! That will be our band!"
Because then people would complain "This is Louis's Bayou Adventure, not Tiana's!"
 

JohnD

Well-Known Member
This is the first POV I've noticed where Tiana is waving at the incoming log before it gets to her, unsure if this just because they are the first log in the cycle , or what.



(but also noticing moments not triggering, Louis didn't react at all in first scene).

True. But it seemed to miss some audio cues later. Nothing from Louis when you first see him, for example. And Bayou Tiana still looks bored until you come up on her.
 

duncedoof

Well-Known Member
I noticed this with multiple animatronics, does the team working on this not know logs get backed up on this ride or what? It's really odd they couldn't figure out some other idle movements...

It must be because of corporate policies or Imagineering compartmentalization. Engineers and animators were fed the lines the characters are supposed to say, and worked with that, and only that. Different groups probably can't talk to each other anymore, and makes it so that no one can supervise the entire thing as one cohesive unit, and leads to everyone working blind.
 

dreamfinding

Well-Known Member
It must be because of corporate policies or Imagineering compartmentalization. Engineers and animators were fed the lines the characters are supposed to say, and worked with that, and only that. Different groups probably can't talk to each other anymore, and makes it so that no one can supervise the entire thing as one cohesive unit, and leads to everyone working blind.
This is what happened with the story it seems. Each team was given a show scene and was told "do this" and we get the jumbled final product.

it's like a group project when no one talks to one another.
 

Vegas Disney Fan

Well-Known Member
It must be because of corporate policies or Imagineering compartmentalization. Engineers and animators were fed the lines the characters are supposed to say, and worked with that, and only that. Different groups probably can't talk to each other anymore, and makes it so that no one can supervise the entire thing as one cohesive unit, and leads to everyone working blind.

I suspect you are correct that the individual Imagineers are given mandates from above and isolated from each other but someone is overseeing the whole product and responsible for making sure it all meshes.

Imagineering documentaries always show the virtual reality room, they show the exterior models, they show the character models, they show the models of individual scenes, etc… Imagineering plans and double checks everything. I think the end product was exactly what they designed, I just think the new Imagineering heads don’t understand the parks the same way the old Imagineers did.
 

co10064

Well-Known Member
Premium Member
I suspect you are correct that the individual Imagineers are given mandates from above and isolated from each other but someone is overseeing the whole product and responsible for making sure it all meshes.

Imagineering documentaries always show the virtual reality room, they show the exterior models, they show the character models, they show the models of individual scenes, etc… Imagineering plans and double checks everything. I think the end product was exactly what they designed, I just think the new Imagineering heads don’t understand the parks the same way the old Imagineers did.
Agree with everything you said!

I think this is a rare example where an even greater budget wouldn’t have necessarily helped this attraction… and you simply have to put the blame on Imagineers for at least part of that.

It all feels designed by committee… the storytelling beats aren’t there, and the little story that is there doesn’t flow with the ride design (thrill attraction). The dialogue could be improved, there’s too much blank space, and there’s an over-reliance on (non-period appropriate) signage.

What was needed was a strong creative lead who envisioned the attraction from start to finish—someone who knew how to play on Splash’s strengths while still honoring the new source material. It feels like we got neither of those things.
 

flynnibus

Premium Member
What the heck? We were celebrating Mardi Gras? That's never mentioned on the ride in dialogue or lyrics, and the words "Mardi Gras" never appear on any of the banners or signage in the ride.
Its in the queue… and the sign above the lift is about said party… just doesn’t say what the party topic is.

My guess is they aren’t trying to over do it to avoid the time of year issue… but instead over rotate and screw it all up
 
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SuddenStorm

Well-Known Member
Agree with everything you said!

I think this is a rare example where an even greater budget wouldn’t have necessarily helped this attraction… and you simply have to put the blame on Imagineers for at least part of that.

It all feels designed by committee… the storytelling beats aren’t there, and the little story that is there doesn’t flow with the ride design (thrill attraction). The dialogue could be improved, there’s too much blank space, and there’s an over-reliance on (non-period appropriate) signage.

What was needed was a strong creative lead who envisioned the attraction from start to finish—someone who knew how to play on Splash’s strengths while still honoring the new source material. It feels like we got neither of those things.

Bingo.

It was worrying when we started hearing all the rumored story changes during the development of this attraction- and when the finalized stuff sounded iffy.

This was clearly a project that was aimless, with shifting goalposts and no clear direction.

All of the issues are skill related, not budget related. Even the screens wouldn't be an issue if they were better utilized.
 

duncedoof

Well-Known Member
I suspect you are correct that the individual Imagineers are given mandates from above and isolated from each other but someone is overseeing the whole product and responsible for making sure it all meshes.
It would be a leap to expect them to understand the importance of loops and the collective knowledge gathered by previous Imagineers on how to make a ride just click.

I truly am firm on not blaming the Imagineers here, I blame their bosses. Their era of free reign is sadly over.
 

Tha Realest

Well-Known Member
Agree with everything you said!

I think this is a rare example where an even greater budget wouldn’t have necessarily helped this attraction… and you simply have to put the blame on Imagineers for at least part of that.

It all feels designed by committee… the storytelling beats aren’t there, and the little story that is there doesn’t flow with the ride design (thrill attraction). The dialogue could be improved, there’s too much blank space, and there’s an over-reliance on (non-period appropriate) signage.

What was needed was a strong creative lead who envisioned the attraction from start to finish—someone who knew how to play on Splash’s strengths while still honoring the new source material. It feels like we got neither of those things.
They had strong creative leads. WDI delivered exactly the ride they conjured up.
 

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