When Universal’s Islands of Adventure opened to the public in 1999, guests experienced fully immersive lands with unique characters, stories, and rides. Guests were literally thrown into unique and captivating adventures with many of their favorite characters and stories. An incredibly important part of the journey that the guests experience is the unique music for each land that could only be heard in the parks, or if you were lucky to snag a physical copy of the soundtracks (regular or the 2000 special edition.)
Until now, that is!
After teasing the release for several days, Universal officially released their Islands of Adventure soundtrack online for everyone to enjoy! Their playlist includes twenty songs, all of which serenade guests as they make their way through the various islands and attractions at the theme park. This includes specialty music written and composed for the Jurassic Park portion of the park!
The tracklist is as follows:
1. “The Call to Adventure / Main Theme” 2. “Confisco’s Grill” 3. “Ocean Trader Market” 4. “Welcome to Seuss Landing” 5. “The Cat in the Hat” 6. “Circus McGurkus Cafe Stoo-Pendous” 7. “The Lost City” 8. “Sinbad Bazaar” 9. “Merlin Woods Plaza” 10. “Jurassic Park Calypso” 11. “Camp Jurassic” 12. “Thunder Falls Terrace” 13. “Toon Walk” 14. “The Wacky World of Jay Ward” 15. “Popeye’s Sweethaven” 16. “The Funny Business” 2:00 17. “Marvel Super Hero Island Main Street” 2:47 18. “Doctor Doom” 2:31 19. “Banner’s Science Park” 2:07 20. “The Adventure Lives On” 3:39
While the digital album/playlist includes [most] of the original music that was made specifically for Islands of Adventure, it does not include licensed ambient music that is also present in the park. So, the music surrounding rides and lands like Reign of Kong, or the Wizarding World are absent, as well as all of the extended Jurassic Park and The Lost World tracks heard in and around the Jurassic area.
There is also no word, as of yet, if Universal plans on releasing the album on other digital outlets like iTunes or Spotify, or if they plan on having a physical copy re-release. We surely hope for all of the above! Especially with the very successful collectible Halloween Horror Nights vinyls that have been released over the last few years, a physical copy seems like a no-brainer!
Would you get a copy of the Islands of Adventure soundtrack if Universal released physical copies? Are you hoping that it comes to Spotify or iTunes? Let us know in the comments below!
Following its massive and gorgeous first outing last May, Prehistoric Planet is back for an expansive second season on AppleTV+! Creatures immense and small return to exhibit why they ruled the earth for so long, expertly narrated across sprawling landscapes and oceans by Sir David Attenborough. We were fortunate to be able to view the new season early – read our thoughts below.
*Mild species spoilers follow*
Dinosaurs, Mosasaurs, Pterosaurs, Crocodyliforms, Ornithurans, Ammonites, and even Mammals rule the earth! Season 2 is Prehistoric Planet’s most species-diverse yet, and we already can’t help but hope there is more of this series to come. The series continues its ability to portray ancient creatures and environments on earth in stunningly realistic and accurate fashion. The lives and behaviors of over 30 species in 5 new environments are featured in these five new episodes, and it is a captivating experience.
Following the first season’s Coasts, Deserts, Fresh Water, Ice Worlds, and Forests locations, season two adds Islands, Badlands, Swamps, Oceans, and North America to its growing catalog. This allows Prehistoric Planet to expand beyond the dinosaurs it is perhaps known for and into profiles of unique creatures like Simosuchus, Madtsoia, Styginetta, and Adalatherium. But that doesn’t mean that incredible species like Tyrannosaurus rex, Mosasaurus hoffmannii, and Velociraptor don’t make their presence known, among other fierce carnivores and predators.
Season 2’s most thrilling sequences are found in the lives of these carnivores: A mosasaur hunts an elasmosaur with rapid and precise skill, a Nanuqsaur pursues a herd of Ornithomimus to feed its young family, and a massive Hatzegopteryx demonstrates its ability to be an apex predator. Relatively smaller creatures like Zalmoxes and Prenocephale make an impact as well, though they are joined by giants like Isisaurus to demonstrate the wild range of creatures in this ancient period. The creatures on display throughout the season are fascinating, and perhaps some of the most extraordinary who have ever lived.
This season also boasts a new addendum on each episode: Prehistoric Planet Uncovered, an in-depth special showcasing paleontologists and experts answering specific questions about featured species. This provides more specific scientific information and partners nicely with the slightly more dramatic elements of the episodes themselves.
Season 2 is an excellent continuation of the beautiful story of ancient earth presented in season 1. Supported by a brilliant and majestic musical score (composed by Anže Rozman, Kara Talve, Hans Zimmer, and Andrew James Christie), Sir David Attenborough narrates the personal intricacies of the survival of each species with enthralling, entertaining, and heartwarming cadence. This paired with breathtaking visuals and scientific accuracy, especially considering the species and biome diversity in season 2, further cements it as one of the greatest paleontological documentary series ever produced.
Are you excited for season 2 of Prehistoric Planet? Let us know in the comments and don’t miss the five-night event on AppleTV+ beginning May 22nd!
Check out new promotional stills below and the trailer for Season 2 here.
The 30th anniversary celebration of ‘Jurassic Park’ is well underway with several products coming down the assembly line, catering to your desires! The Noble Collection’s new ‘Toyllectible Treasures Dioramas’ line is sure to delight fans of both ‘Jurassic Park’ and ‘Jurassic World’ with its premiere releases! Their ‘dino-ramas’ feature collectible figures with scenic backdrops depicting great moments from the series!
For ‘Jurassic Park’, “Life Finds A Way” with a hatching baby Velociraptor egg! As seen in the Visitor Center’s hatchery, this adorable but deadly addition to the park is sure to delight and concern all paleontologists! Dr. Wu can try to pacify the guests all he wants, but Malcolm will surely bring everyone back to the harsh, cold reality. This detailed model of the egg, with an appropriately gooey-looking baby raptor in tow, wonderfully recreates the moment when we’re present for the birth of every creature on this island! The scenic background of other eggs in the incubator is a nice touch, although the stand for some reason does not have any holes or mechanism to lock the figure in place. Some may prefer this approach, since it means you can position the egg any way you’d like on the titled-base. Just be careful not to forget it isn’t locked in place when redecorating. This set measures approximately 6″ high by 5.5″ wide.
‘Jurassic World’ fans are also treated with our favorite Velociraptor Blue in “Raptor Recon” mode! This figure represents the scene of Blue running in the jungle as it pursues the Indominus Rex with the rest of her pack! She even sports her camera-feed headgear (which is unfortunately not removeable). The figure is nicely detailed and painted, and even includes Owen’s motorcycle tire tracks in the “dirt”. A nice touch! The scenic background features a nice view of Isla Nublar’s jungle. Unlike the baby raptor, Blue does lock into place on the base, but in only one direction. Overall it’s a really nice figure of Blue for this scene, and measures approximately 4.75″ high by 6.75″ wide.
For those who like to keep their boxes, the ones for both of these figures are pretty impressive! The baby raptor’s box features the classic “sunset in the jungle” motif and proudly displays the ‘Jurassic Park 30th Anniversary’ logo. Blue’s box features a golden-tinted jungle setting and, let’s be honest, one of the MANY variations of the ‘Jurassic World’ logo in existence at this point.
While both figures are wonderful in their own right, it is surprising that the debut figures for this line are BOTH raptors. While these dinosaurs are obviously very popular to the franchise, one may have at least expected a Rex scene from any of the films. If they do continue this line for ‘Jurassic’, let’s hope they feature moments from the other films. More importantly: can we finally get scenic depictions of classic landmarks? Who wouldn’t want something like this proudly displaying the Visitor Center from ‘Jurassic Park’ or the Innovation Center from ‘Jurassic World’? These films had a lot more artistic integrity beyond just the dinosaurs themselves, and landmarks like those are equally iconic. I feel like this type of line is PERFECT for taking advantage of this kind of opportunity to present fans with something that can’t be found anywhere else. Because let’s face it: Mattel has already covered raptors and many other dinosaurs to death. We don’t need another line of collectibles going down the same path.
Despite my views, these ‘Toyllectible Treasures Dioramas’ are still a wonderful addition to any ‘Jurassic’ collection, especially if you are looking for something different than a standard toy figure. They are each currently priced at $29.95, with both the baby raptor and Blue available on Amazon!
Do you like this new line of ‘Jurassic’ collectibles? Would you be interested if they tackled landmarks more instead of just dinosaurs? Share your thoughts below, and as always stay tuned to Jurassic Outpost for the latest!
NONE of these prestigious film awards were possible for ‘Jurassic World: Dominion’, thanks to zero nominations. While fans of the film weren’t expecting any “Best Picture” nods from any of these venues, many will perhaps be surprised it didn’t even get nominated for the technical categories from the Academy Awards, such as “Visual Effects”. To be fair, it was a good year for visual effects ranging from the impressive aerial flights in ‘Top Gun: Maverick’ to the mind-blowing world of ‘Avatar: The Way Of Water’. It’s just such a shame ‘Dominion’ won’t be recognized in any more awards venues from last year’s films, and—
—what’s that? Sorry, I am getting new information. Everything is fine. ‘Jurassic World: Dominion’ is indeed nominated, but not for a prestigious award. No, instead the latest entry from our beloved franchise is being put on a rocky pedestal by none other than The Razzies. For those not in the know, The Razzies is a decades-old awards venue that showcases what they believe to be the worst films of the year.
Worst Screenplay: Screenplay by Emily Carmichael & Colin Trevorrow, Story by Colin Trevorrow & Derek Connolly
However, what’s even more damning is that The Razzies couldn’t even be bothered to spell “Trevorrow” correctly (which I have corrected for this article) and called the film ‘Jurassic Park: Dominion’ in one of the categories. Oops! Looks like The Razzies will be getting nominated for “Worst Website Editorial” from the “Me Awards”.
What are the chances ‘Dominion’ has at winning any of these three nominations? Here are the other contenders in these categories that you can judge for yourself:
This isn’t the first time a ‘Jurassic’ film has received Razzie nominations. ‘The Lost World: Jurassic Park’ received three, ‘Jurassic Park 3’ received one, and ‘Jurassic World: Fallen Kingdom’ also received one. Thankfully, none of them ever won. Hopefully ‘Dominion’ won’t as well (I personally believe there are far more deserving films to win, such as ‘Disney’s Pinocchio’ and ‘Morbius’).
Thankfully, ‘Jurassic World: Dominion’ has already been recognized with nominations from better awards venues. These include the Annie Awards, CinEuphoria Awards, Motion Picture Sound Editors, Visual Effects Society Awards, People’s Choice Awards, and The Academy of Science Fiction, Fantasy & Horror Films. While it didn’t win any of these nominations, it is still clear that the film isn’t some “dumpster fire” just because it is listed on the Razzies. The visual effects and production design were exceptionally done and stand as some of the best the franchise has ever seen.
‘Dominion’ is still a winner, even without any awards. It is one of the top 3 grossing films of 2022 that made over a billion dollars worldwide, outgrossed only by ‘Top Gun: Maverick’ and ‘Avatar: The Way Of Water’. That’s right: none of the Marvel films managed to reach that milestone. So even if it does win a Razzie, ‘Dominion’ still won the only prize that actually matters in the filmmaking business: it made a lot of money. This was only achievable by having a film that people wanted to see, whether they ended up liking it or not. It is the “Filmgoer Award”, nominated by fans and general audiences with their money as the ballots. Fans of the film should be happy knowing they still managed to strike a win for it after all.
In related awards news regarding talent from the franchise, Steven Spielberg’s latest film ‘The Fabelmans‘ received several Academy Award Nominations, including “Best Picture”, “Best Director” by Steven Spielberg, “Best Production Design” by Rick Carter, and “Best Music Score” by John Williams. So if you still want to root for people related to the ‘Jurassic’ franchise this year, give this film the love it also deserves.
Do you think ‘Jurassic World: Dominion’ deserved its Razzie nominations? Do you also think it got snubbed by the Academy Awards? Share your thoughts in the comments below, and as always, stick around with Jurassic Outpost for the latest.
Last year, ‘Jurassic Park’ fans were gifted with the “Jurassic Park: The Ultimate Visual History” book from Insight Editions. While it may not have entirely lived up to what die-hard fans were hoping for, it was overall a great summation of the behind-the-scenes stories for the original ‘Jurassic Park’ trilogy. The entire book was also illustrated with loads of pre-production artwork & rare photographs from all three films, making it a beautiful (but deadly?) addition to any fan’s collection. They also produced a very cool cookbook & children’s book that are also worth checking out.
Celebrate one of the most thrilling franchises of all time with this in-depth look at the making of the Jurassic World trilogy. Following the release of director Colin Trevorrow’s smash hit Jurassic World in 2015, the dinosaurs of Isla Nublar once again dominate the public imagination. Jurassic World: The Ultimate Visual History is the definitive account of the franchise – and a companion book to Jurassic Park: The Ultimate Visual History (released in 2021) – delivering a comprehensive look at the making of the first hit film as well as its thrilling sequels Jurassic World: Fallen Kingdom (2018) and Jurassic World Dominion (2022). Through rare and never-before-seen imagery and exclusive interviews with key creatives, the deluxe volume explores the entire creative process, from the films’ stunning dinosaur designs to the epic location shoots and the creation of the films’ incredible visual effects.
The book also includes sections on the DreamWorks Animation animated series ‘Jurassic World: Camp Cretaceous’, various games, toys, theme park attractions, and even the short film ‘Battle At Big Rock’. This is the first time any of the ‘Jurassic World’ films have received a behind-the-scenes book, which already makes it vital for this reason alone. But is it truly a “definitive account of the franchise” for this trilogy of films, or is it met with some the same (perhaps nitpicky) issues found in the previous book? Let’s have a look!
WHAT’S GOOD?
VISUAL & WRITING STYLE
Just like in the previous ‘Jurassic Park’ version, this book is visually pleasing. It’s filled with as much colorful artwork and photographs as possible. The text is neatly placed within it all, and nothing ever feels too crammed or out of place. The previous book had more going on with the borders around each page, whereas this ‘Jurassic World’ version has a more barren approach. It simply features gray tabs on the sides with gray/amber-tinged headlines for each new section. This simpler approach feels appropriate with the sleeker look of the films themselves, particularly the first ‘Jurassic World’ and its park’s design.
The writing itself is clear and precise, which is vital in stitching together different information from different sources. James Mottram, who also penned the previous book, weaves the information into a distinct fabric to tell its story.
EXCLUSIVE INTROS/OUTROS
This book includes a foreword by Bryce Dallas Howard (“Claire Dearing” in the trilogy), introduction by Colin Trevorrow (director of ‘Jurassic World’ & ‘Jurassic World: Dominion’, writer of the trilogy), preface by J.A. Bayona (director of ‘Jurassic World: Fallen Kingdom’), & an afterword by Frank Marshall (producer of the trilogy). Mysteriously absent from this list is Chris Pratt, but I suppose he is too busy voicing Mario these days. These exclusive passages are great bookends for the entire presentation, with each person adding their own personal tribute. They even reveal fun information, like J.A. Bayona as he details Michael Giacchino‘s fantastic music score for ‘Fallen Kingdom’:
One of my most cherished memories from making Fallen Kingdom was working with composer Michael Giacchino. We spent hours talking about film music and listening to soundtracks. There was one specific piece of music we paid attention to: Bernard Herrmann’s work for Mysterious Island (Cy Endfield, 1962). Our common goal while venturing into the musical tapestry of our movie was expressing our love for this kind of film. When I listen to Michael’s music for Fallen Kingdom, I sense our mutual desire to travel back in time and bring back the same unparalleled fascination and heartwarming happiness that those movies gave us.
FANTASTIC COLLECTION OF IMAGES
While many of the book’s images have been revealed online over the years by various concept artists who worked on the films, it is still great to have them all cobbled together in one book as the trilogy’s history is told. Even better, there are some art and photographs that have never been seen before! Here is just a tease of what to expect!
NEW & OBSCURE INFORMATION
Making a book like this requires many sources for quotes, stories, and other information. Website articles, television interviews, Blu-Ray bonus features; everything was sifted through to collect the data. While some, maybe even a lot, of the details could be considered “old news” to people deeply invested in this trilogy’s history, it is all well-arranged while even including new details sprinkled throughout. [NOTE: I will be honest and admit I am not as familiar with the history of the ‘Jurassic World’ trilogy as I am with the ‘Jurassic Park’ trilogy, so forgive me if any of this is not truly “new”.]
For ‘Jurassic World’, some of these fun new details include Derek Connolly never having seen a ‘Jurassic Park’ movie before when he was tasked with co-writing the script with Colin Trevorrow; production designer Ed Verreaux had sent his art department team to the Universal Studios theme park in Hollywood to photograph everything (including signage) to see what they wanted their fictional park to resemble; and concept artist David Lowery came up with an unused idea for a “Pteranodon Terrace” where guests traveled in glass gondolas hanging from a huge cable that stretched across a vast expanse of jungle (and included “food Frisbees” that would be shot out of the gondolas and snapped up midair by the flying reptiles.). However, one of the most exciting new details for me was a little more about the script written by Rick Jaffa and Amanda Silver right before Trevorrow & Connolly were brought in to pen their draft.
Spielberg also wanted to revisit the idea of a hero character capable of training and commanding dinosaurs. These ideas manifested in the character Vance who, in the Jaffa/Silver draft’s opening scene, is seen jumping out of a helicopter with a pack of trained raptors and landing in a compound belonging to a Colombian drug dealer. Although [John] Sayles used the bipedal Deinonychus in his draft, Spielberg felt that the physically similar Velociraptors, first seen in Jurassic Park, would be a better fit for the role. The story also focused on a Chinese paleontologist who visits the now-open Jurassic Park with her sons. The scientist has a secret agenda, believing that the park’s owners have stolen DNA from bones she unearthed of a previously undiscovered dinosaur—the Malusaurus. The corporate side of the park is run by Whitney, a female manager who views the dinosaurs as commodities and nothing more. Inevitably, the Malusaurus created using the stolen DNA escapes from its enclosure, and Vance must use his raptors to hunt it down.
‘Fallen Kingdom’ includes interesting tidbits, such as Benjamin Lockwood originally having very little connection to John Hammond and the past of ‘Jurassic Park’; in its original draft they went from Isla Nublar to England where a small village gets destroyed by dinosaurs (until Steven Spielberg told them there was no credible way to make that journey happen); and the film’s fantastic opening sequence was originally just over a single page in the script, with Bayona fleshing it out further with an extended climax on the helicopter ladder while also adding Jurassic staples (like the pouring rain and the yellow raincoat worn by the tech that resembles Nedry’s apparel from Jurassic Park). The film’s title itself (along with the next film’s) proves to also have its own unique history:
“I wanted to call [the first film] Jurassic World. And the second one was Jurassic Earth, and then the third Jurassic Kingdom. The studio was like, ‘You can’t keep changing the title of the movie. You already did it once.’” Taking Universal’s feedback into consideration, Trevorrow decided to combine the overall franchise name with a subtitle, taking the word kingdom from his proposed third film and adding it to fallen, suggesting the decline of the dinosaurs’ domain.
Even the small section on the short film ‘Battle At Big Rock’ gets a nice detail on its inspiration: a YouTube video titled “Battle at Kruger“, in which tourists witness a water buffalo being attacked by lions and an alligator.
The section on ‘Dominion’ reveals that a scene featuring Daniella Pineda (Zia Rodriguez) had to be recast with another actor, Varada Sethu, when COVID restrictions kept her from being able to leave another production she was on; production designer Kevin Jenkins ensured that the equipment seen in BioSyn’s abandoned amber mines displayed 1990s-style Biosyn logos, a detail reminiscent of the old rivalry between the company and InGen (although I suppose footage containing it must have been cut, because I can’t seem to spot it in either version of the film); and animatronic creature effects artist John Nolan took inspiration from Frontier Developments’ 2018 video game ‘Jurassic World: Evolution’to get a better sense of the Dilophosaurus’s locomotion for the film. In fact, Nolan’s team had created a device that would allow the animatronic version of the dinosaur to travel on a dolly track with eleven puppeteers following behind it using levers, rods, and cable controls to create the dinosaur’s walk. However, Trevorrow was not happy with the result. But perhaps one of the biggest pieces of interesting information involved our favorite clone girl, Maisie.
When it came to casting the role of Maisie’s mother, Charlotte Lockwood, Trevorrow considered using digital tools to graft Isabella Sermon’s face onto a body double and age her features appropriately. However, during a casting section for the body doubles, he made a remarkable find. “I had been given a set of faces whose bone structure was similar enough to Isabella Sermon’s,” says Trevorrow. Among those faces was Irish-born Elva Trill. As Trill began reciting lines with the director, he quickly came to realize that she would be perfect as Charlotte and abandoned the digital augmentation idea. “I’ve never seen an actor come in and just grab a role by being so good,” says Trevorrow.
The section near the end of the book that details ‘Camp Cretaceous’ scored some of its own interesting details, such as the showrunner’s original plan to feature Owen Grady and Claire Dearing; there was an early version of the story where Ben doesn’t survive past Season 1; and most interestingly how the originally intended final shot of the film trilogy was instead used as the final shot for this series:
Camp Cretaceous also brought Trevorrow full circle, back to his early meetings with Steven Spielberg when he pitched the arc of the Jurassic World franchise, which would ultimately lead to dinosaurs entering our everyday lives. Specifically, the image of a child looking out his window on a suburban street and seeing a traffic jam caused by a Brachiosaurus at an intersection. “We actually ended up making that the very last shot of the entire [Camp Cretaceous] series,” says Trevorrow. “After nine years, that idea found its way back into the story.”
THE INSERTS
As usual with Insight Edition’s Visual History books, there are numerous “inserts” on certain pages that feature unique items. While some are still applied with an adhesive per the previous book, many of the inserts this time are more technically “part of the book” and not meant to be removed entirely. Some are just meant to be unfolded beyond the confines of the book’s dimensions, while a few are even in the form of actual booklets to flip through. The only real negative is that it is focused more on the first film than the rest. Here is a complete list of what you will find:
From ‘Jurassic World’: Poster art advertises Jurassic World’s Gyrosphere ride; Storyboards by David Lowery from an early iteration of Jurassic World’s evolving storyline; A map of Isla Nublar showing the island’s topography and the location of Jurassic World; Dr. Wu’s Jurassic World security pass; Concept art by Glen McIntosh for Jurassic World’s petting zoo; The sketches that Steven Spielberg drew for Colin Trevorrow to illustrate his feedback on the Indominus rex breakout sequence; A tourist map of Jurassic World highlights the theme park’s attractions; & Storyboards by Glen McIntosh for the scene in which the raptors pursue a pig in the Raptor Research Arena.
From ‘Fallen Kingdom’: Raptor movement study by Glen McIntosh; A sticker sheet featuring production design art created for the Dinosaur Protection Group; & Production design art for the jacket of Dr. Ian Malcolm’s book, God Creates Dinosaurs (not actual size).
From ‘Battle At Big Rock’: Concept Art Booklet.
From ‘Dominion’: Storyboards by Glen McIntosh for Jurassic World Dominion’s prologue scene & Malta Concept Art Booklet.
From ‘Camp Cretaceous’: Concept Art Booklet.
WHAT COULD HAVE BEEN BETTER?
A fan wouldn’t be a fan without needing to nitpick, right? (Don’t answer that.) Despite being mostly pleased with this book, there are still a few areas that could have been improved upon (perhaps in a revised edition, which Insight Editions have done before).
WHAT ABOUT ‘JURASSIC PARK 4’?
The opening of the book does briefly go into ‘Jurassic Park 4’ (the obvious working title before it eventually was named ‘Jurassic World’), mostly delving into some details on the John Sayles script and then eventually a little more about Jaffa/Silver’s script before Trevorrow/Connolly did their own version. But what about the rest? There were numerous versions of the film, by other writers, that were tackled in the 14 years between ‘Jurassic Park 3’ and ‘Jurassic World’. Given that it was such a long range of time where the studio kept throwing ideas around to try to make things happen, most of it shrouded in secrecy, this had been one of my most anticipated sections. Instead, it was only a few pages, and generalized.
Also, while they mention the dinosaur/human hybrids, it’s a shame that none of the wild concept art (that has been online for many years) was included at all. Perhaps they couldn’t get the rights to feature them?
Speaking of art from this period: where was John Bell‘s art? Last year’s book featured loads of art by Bell for the original trilogy, plus a tease of two pieces of artwork he did for ‘Jurassic Park 4’. And yet, this book didn’t feature any of it. This is another case where the art has been online for years, on Bell’s very own site. And there is some fantastic stuff, including his concepts for gyrospheres and even a version of the park’s map that perhaps coincided with the Jaffa/Silver script. This book even mentions Bell in the “special thanks” section, making the exclusions even more mystifying.
OTHER OMISSIONS
Look, I get it: this book can’t be 1,000 pages long like all of us die-hard fans would like it to be. Putting the complex histories of three massive films into one book is a huge undertaking (just like it was in the previous book). Still, there were some things I wish had been mentioned or visually included in this book. Because when and where else would it be, apart from random online articles & videos that eventually get buried with the rest? Perhaps that’s why some of these details were possibly missed to begin with?
Seamus Blackley, the creator of the XBOX and the ‘Lost World’-related game ‘Trespasser‘, had pitched a video game that he titled ‘Jurassic World’ (before anyone else); which would later inspire several ideas for the new film trilogy. None of this important revelation is mentioned at all (although to be fair it wasn’t publicly known until very recently). Also for ‘Jurassic World’, there is no mention of the “Stegoceratops“: a second hybrid dinosaur that was originally planned to be in the film, and even had a toy made for it!
The previous book had spent a lot more time detailing most of the different scripts for the films. This book does this at times but to a lesser degree. While it was nice to learn a little more about the Jaffa/Silver script for example, it still just grazed the surface. And since this script can’t be found anywhere online currently, a more detailed summary would have been amazing. For example, was the concept art that was shown in one of the Blu-Ray bonus features (and not in this book) of the Indominus attacking a robotic T-Rex coming out of a waterfall (ala ‘Jurassic Park: The Ride’) something from this script?
MORE LOVE FOR THE SEQUELS
This is another reoccurring issue, but it just feels like more focus is given to the first film of the trilogy (despite me just complaining I wanted more from it!) with less invested in the sequels; ‘Fallen Kingdom’ and ‘Dominion’. More details about their different scripts, more inserts related to them (A pull-out Hammond painting from ‘Fallen Kingdom’ would have been awesome!), or even the mention of certain deleted scenes we know were filmed thanks to still images (that aren’t in this book): such as Iris’s death from the Indoraptor & a dead/decayed Stegosaur that Owen and his team come across as they search for Blue on Nublar.
According to more “hush-hush” behind-the-scenes stories, we also know that ‘Fallen Kingdom’ was going to originally involve Isla Sorna, a ‘Gene Ship’ for Wu’s experiments, and more of Ian Malcolm. He was going to try and sabotage the rescue mission on the Arcadia! ‘Dominion’ was originally going to be two films that would have been filmed at the same time. But again, none of these details are brought up.
In an ideal world, each film in the series would have gotten its own book. This would have allowed much more breathing room to fully explore all these things, and more. Perhaps that is just not economically feasible anymore, even for a big franchise? Especially when, let’s be honest, the sequels in each trilogy are not as popular or well-regarded as their first entries. While a slew of die-hard fans would have clamored for a ‘Fallen Kingdom’ making-of book, for example, is it really something that would sell well? Especially now? Sometimes these sorts of “package deals” are the only way to at least get what we are able to.
SO, SHOULD I GET IT?
I think‘Jurassic World’ fans shouldabsolutely get this book. My complaints, as you’ve read, only really dwell with what isn’t in it. While the omissions are disappointing, it isn’t so egregious that it takes away from what is included. There’s a wealth of information, concept art, photographs, and nice inserts (the “concept art booklets” being my favorite) that are all woven together wonderfully. In most ways it improves upon their ‘Jurassic Park’ book, and in retrospect I may have originally been a little too critical on it. But if being a little harsh helped make this book better, well, that’s why I still felt the need to point some things out this time, too.
What I didn’t expect to feel while reading and looking through this book was how much nostalgia it gave me. The first film in this trilogy is nearly a decade old, and it’s crazy how time flies. Books like Jurassic World: The Ultimate Visual History help preserve these films beyond the screen, along with all our memories that come with them.
The feelings we had in anticipation for these films, the news as details were revealed, the organized screenings every time they came out, and the events we attended where other people obsessed with this series finally felt like they belonged. Friendships made, perhaps even hearts broken, or miraculously the bond of marriage formed. We all have our stories. And when you go through these pages, I can almost guarantee that at least one image, maybe something obscure not literally in the film that you would never expect to elicit an emotion, reminds you of a time that once was. And you remember your place in that time, and perhaps realize just how different you are now; or the same.
This trilogy, and our time in it, is over. But like everything in nature, it will evolve. And so will you.
What are some of your favorite memories related to the ‘Jurassic World’ trilogy? Did you go to a fun event, see any of the films with someone you loved, or make new friends because of it? Share your thoughts in the comments below, and may the joy you have for these films never go away!
ADDENDUM: In celebration of the release of “Jurassic World: The Ultimate Visual History”, Insight Editions presents author James Mottram in conversation with Jurassic World Animation Director/Paleoartist Glen McIntosh. Discussion moderated by Derrick Davis, Writer at Jurassic Outpost & Creator of Jurassic Time! Intro/Outro by Insight Edition’s Marketing & Publicity Strategist Amanda Hariri. Live Book Release Event via Crowdcast (10/25/22).
The following review was submitted to us by Neelis/Dinosaur Habitat.
Dinosaurs rule the world once more in ‘Jurassic World: Dominion’. Is it epic? Is it the conclusion to the ‘Jurassic Park’ and ‘Jurassic World’ franchises, as promised by the tagline? Does Giganotosaurus truly want to watch the world burn? And what does a gig at BioSyn pay when you are a swashbuckling mathematician?
Originally slated for a June 2021 release, but postponed by a year due to the Covid-19 pandemic, ‘Jurassic World: Dominion’ has been making its way into cinemas across the globe ahead of the US premiere on June 10, 2022.
Reception by audiences and critics has been mixed so far, though the early release has been a financial success; however, monetary profits do not equal quality, so how does ‘Jurassic World: Dominion’ hold up?
‘Jurassic World: Dominion’ – the story
Picking up four years after ‘Jurassic World: Fallen Kingdom’ (2018), Claire Dearing (Bryce Dallas Howard) is still haunted by the past; trying to atone for her mistakes and feeling a deep sense of duty towards the dinosaurs, she has moved on from rallying the public and politicians to more radical measures, raiding illegal dinosaur breeding facilities to expose them and have authorities shut down the awful practices conducted there.
Despite their earlier romantic struggles, Claire and former Velociraptor-trainer Owen Grady (Chris Pratt) have made a pretty nice home for themselves and rebellious Maisie Lockwood (Isabella Sermon), who they’ve taken under their wings after her grandfather’s death.
It isn’t long before their peaceful life is disturbed; Velociraptor Blue turns up at their cabin in the woods. And Blue is not alone; she has a baby, whose origins are a mystery.
Both the baby Velociraptor and Maisie are kidnapped by a bunch of nameless poachers, led by over-the-top bad guy Rainn Delacourt (Scott Haze).
Owen and Claire give chase; with the help of Franklin Webb (Justice Smith) they learn Maisie is headed to Malta, where illegal dinosaur fights are being held by more anonymous, unpleasant people, and dinosaurs are sold for excessive amounts of money, the trades conducted by delightfully devious, and criminally underused, Soyona Santos (Dichen Lachman).
Owen and Claire briefly reunite with Barry (Omar Sy) and find an unexpected ally in veteran pilot Kayla Watts (DeWanda Wise), who agrees to fly them to Biosyn Valley, a sanctuary for recaptured dinosaurs and other resurrected prehistoric creatures.
Parallel to Claire and Owen’s story runs another tale; the one of Dr. Ellie Sattler (Laura Dern) investigating the mysterious appearance of swarms of gigantic locusts, feeding on crops throughout the United States, destroying harvests as they swoop down and gorge on anything the farmlands offer.
Believing Biosyn is responsible, she asks her former love-interest and old friend Dr. Alan Grant (Sam Neill) for help with her quest for evidence; invited by a familiar acquaintance, Sattler and Grant journey to the dinosaur sanctuary located deep in the Italian Dolomites.
Touring Biosyn’s facility under the guidance of Ramsay Cole (Mamoudou Athie), Grant and Sattler are welcomed by Dr. Lewis Dodgson (Campbell Scott), who seems more aloof than an evil genius. Alas, do not judge a book by its cover; as with ‘Jurassic World’ (2015) and ‘Fallen Kingdom’, shady stuff is going on right under everyone’s noses, including Dr. Ian Malcolm’s (Jeff Goldblum) who lectures at Biosyn for a handsome stipend, and who extended the invitation to Dr. Sattler.
Will the familiar trio manage to expose Dodgson before everything goes pear-shaped?
Through a series of high-adrenaline adventures, the two groups eventually come together in Biosyn Valley and must not only fight for their own survival, but for the chance to reveal the truth.
‘Jurassic World: Dominion’ – the verdict
The story of ‘Jurassic World: Dominion’ begins, of course, in 1993; Steven Spielberg’s ‘Jurassic Park’, based on Michael Crichton’s novel of the same name, enthralled audiences of all ages and demographics. Never before had dinosaurs been so realistically and dynamically depicted on screen.
At the time, critics lauded the visual effects but quite a few were less complimentary when it came to the human characters; they were seen as somewhat two-dimensional, entirely in service of the spectacular animatronics and CGI.
‘Jurassic Park’’s success spawned two sequels; ‘The Lost World: Jurassic Park’ (1997), based on another Michael Crichton novel, and ‘Jurassic Park III’ (2001).
After the third film, the franchise seemed to have been given up on by Universal. Rumors about a possible fourth film, and even a few announcements of it having entered active pre-production, swirled, but it would take fourteen years before the dinosaurs made a successful return in ‘Jurassic World’ (2015) and ‘Jurassic World: Fallen Kingdom’ (2018).
What has endured most amongst fans, almost ironically, is a deeply rooted love for the original characters; Dr. Grant, Dr. Sattler and Dr. Malcolm inspired generations to seek out careers in palaeontology and science.
Dr. Ian Malcolm in particular remains incredibly popular amongst film enthusiasts; and Jeff Goldblum delights in the character’s popularity, having reprised the role not just in sequel films, but a car commercial and the various ‘Jurassic World: Evolution‘ games.
This popularity only made it a matter of time before Grant, Sattler and Malcolm would return to the world of dinosaur escapades. But with five returning leading characters, three returning supporting characters (though two are really cameos), four newcomers, one renewed villain, and Maisie’s story continuing too, do they get a chance to truly shine?
Unfortunately, the answer is no. ‘Jurassic World: Dominion’ tries to squeeze in so much everyone’s individual stories are bogged down, even with the gargantuan runtime of two-and-a-half hours.
Most of the time it feels more as if the entire film’s a comedic approach rather than a serious continuation of the series and a re-introduction of beloved characters; Dr. Malcolm talks, but his words, unlike his dire warnings and razor-sharp analysis in both ‘Jurassic Park’ and ‘The Lost World’, are hollow, meaningless; even his rivalry with Dodgson can’t reach the heights of the adversarial quips traded with Peter Ludlow (Arliss Howard) in ‘The Lost World’.
And so it goes on; Dr. Sattler and Dr. Grant have surprisingly little to add, aside from their own little mystery-espionage adventure, and are written rather abysmally.
A completely ridiculous subplot is introduced, erasing things we learned (or thought we’d learned) in ‘Fallen Kingdom’ regarding Maisie’s origin story, which is now so muddled and contrived (the “Benjamin Lockwood – John Hammond fallout”-spiel makes no sense at all now), it defies any desire of exploring it further.
Claire and Owen, by comparison, have a more straightforward and slightly more serious arc, and given their history there is a surprisingly touching moment between Claire and Owen on Kayla’s aircraft. Owen, having taken on the role as surrogate dad, is far less goofy, a welcome approach. Both Kayla and Ramsay are appreciated additions to the story, though they get far too little screentime (Ramsay’s character especially suffers from the bloated cast of characters).
The dinosaurs and other prehistoric animals, too, feel underused. Most of them only appear once, dutifully carry out their parts in the story, then are gone just as quickly as Delacourt and Santos.
With the exception of the (very effective) reveal of the Therizinosaurus, the introductions of the dinosaurs are distinctly underwhelming; they aren’t helped by some unimpressive CGI work and highly disappointing animatronics. Not once do they reach the greatness of Stan Winston and his team’s work on the original ‘Jurassic Park’ films.
And though it was heralded as the new big bad dinosaur, Giganotosaurus turns out to be the chillest theropod in the franchise. It lumbers around a bit, and even gives half-hearted chase to our heroes once, but it mainly being absent from the larger part of the film is what stands out most.
By comparison, the mystery of the locusts, admittedly and pleasantly, feels as if it came straight out of a Michael Crichton novel. And some of the humour in the film (“he slid into my DMs”) truly works and draws hearty laughs.
For all its flaws, and Colin Trevorrow’s insistence of them not featuring when ‘Jurassic World’ entered production sometime in 2013, ‘Jurassic World: Dominion’ now introduces feathered dinosaurs, some of them first seen in ‘The Prologue‘ (2022); it’s a radical and deeply appreciated step forward for the franchise – the fierce Pyroraptor especially is a fabulously spectacular plunderer, echoing the memory of ‘Jurassic Park III’’s marvelous Velociraptors.
A tighter, more competently written story, shorter runtime and less filler-characters might have made for a better, more entertaining film. Even though the pace is high and everyone’s continuously horse-riding, driving, cycling, running and flying from set-piece to set-piece, I found myself bored at times because it was hard to keep up with the action, and also, about halfway, hard to care for what was going on.
The absence of any tension and playing it safe to please a very wide demographic (of fans) takes away any edge it otherwise might have had.
At times the film’s more ‘Bourne’ or ‘Mission: Impossible‘ than ‘Jurassic Park’ / ‘Jurassic World’. As a friend described it; the film feels very much as if you’re watching a string of excellent video game levels.
Is it epic? No. Is it the conclusion? Also no. The open end, unfortunately, hints at more to come. I’m hoping Trevorrow and Universal Studios will hand over the reins to other writers and directors; preferably filmmakers who aren’t hardcore fans of the original films and therefore capable of taking a step back, critically evaluating what does and does not work, only then to come up with engaging, intriguing stories and characters.
‘Jurassic World: Dominion’ has its heart in the right place, but the execution is dreadful. Though it will no doubt make an obscene amount of money over the coming summer, it’s not destined to become a classic. One thing is clear; dinosaurs will rule cinemas once again and they, unlike that tagline’s promise, are very much here to stay.
Do you agree with this fan review, or do you have a different view? Share your thoughts below, and as always stay tuned to Jurassic Outpost for the latest!
The following is a guest article contributed by Ruann Jovinski of ‘Jurassic Park 4.4’ first published in Portuguese and now translated to English. The review is largely spoiler-free, however small spoilers to follow:
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Last Friday myself and a bunch of fans were invited by Universal Pictures to a very special event in São Paulo, Brazil – a visit to the Iron Studio’s owned Jurassic Park Burger restaurant, a screening of ‘Jurassic World Dominion’ (we even got JP tattoos for free, but that’s another story).
Before the movie started, we got to see the trailer for ‘Minions: The Rise of Gru’, which was then followed by a very short segment were two minions were confronted by their own version of Rexy.
From there is where the fun began.
Jurassic World Dominion opens with an exposition heavy “Now This” news montage that catches the audience up to speed on how dinosaurs are now free to roam the world and introduces the mega-corporation BioSyn. While one would expect it to be exciting and primarily set up BioSyn, it mostly serves as a Fallen Kingdom recap rather than a striking or needed introduction to the film. This segment feels odd, but thankfully the movie soon finds much sturdier footing: from there we are introduced to two different storylines that have much more in common than we are initially led to believe.
This movie brings back the classic Jurassic Park characters in a huge way, driven by Ellie Sattler. Likewise, the Jurassic World characters are trying to make their peace with the world they helped create as well as take care of Maisie Lockwood – the clone girl who they essentially illegally “adopted “after the events of Fallen Kingdom.
Dominion brings us to a whole new world with many different set pieces and concepts that have never before been seen in the Jurassic franchise. From the snowy mountains of Sierra Nevada to the populated streets of the island Malta and the dense BioSyn Valley in situated within the Dolomite Mountains of Italy. Dinosaurs are free in our world, trying to survive, and humans are adapting to this ever changing set of circumstances. We see illegal trafficking of dinosaurs in black markets, and what happens when dinosaurs wreak havoc in city streets. This is a whole new Jurassic World.
The movie is far from perfect – the plot is bloated, the pacing is horribly rushed, and many of the characters feel slightly out of key – but at least in my humble opinion it is much better than the two previous entries. ‘Dominion’ revisits Jurassic Park’s Techno-Thriller roots diving into the power of genetics like we have never seen before and some of the plots points are for sure something we could easily have seen in Crichton’s work.
I was thrilled and extremely happy to see Dr Alan Grant and Dr Ellie Sattler’s shenanigans throughout the film, interacting with another another, other characters, and of course dinosaurs. The chemistry between Sam Neill and Laura Dern is strong as ever. Jeff Goldblum as Dr Ian Malcolm is another great win – this movie really belongs to the classic Jurassic Park cast.
Outside of the classic characters, the newcomers are also great: standouts would be DeWanda Wise’s “Kayla Watts”, Mamoudou Athie’s “Ramsay”, Campbell Scott’s “Lewis Dodgson”, Isabella Sermon’s “Maisie”. Of course, BD Wong’s Dr. Henry Wu is also back and he’s better than ever. Yes, Dr Wu does get a meatier role and a stronger arch this time – something much overdue. Bryce Dallas Howard gets to flex her muscles as Claire both physically and emotionally as we are presented with a more sentimental and even haunted version of the character. Chris Pratt brings nothing new to Owen – he’s pretty much the same as the last two films, however played a little more seriously and doesn’t lean into out of place levity during serious scenes like in Fallen Kingdom.
As for the dinosaurs, Dominion brings some incredibly new additions to the franchise in the form of the territorial Therizinosaurus, the menacing Giganotosaurus, the tiny Moros and the vicious Atrociraptors. We also get to see some old friends like the venom spitting Dilophosaurus – which feel like a throwback to 80’s films more than Jurassic Park. The Pyroraptor is another standout, though sadly virtually every moment of its scene is in the trailer – this one was criminally underused and it’s insane Dr. Alan Grant never meets it. That would have been a full circle moment to his Velociraptors are birds speech in Jurassic Park.
As I said before the movie is not without it’s flaws, which comes in form of some very odd creative decisions, the lack of crucial dialogue to better explain some of the plot points (this movie often feels like a sequel to a movie we never got) and what I thought were the worst offenders – The animatronics. Yes, there are many (many!) animatronics in this movie and they all ended up looking very rubbery and stiff, looking more like Dark Crystal or Star Wars creatures than the living breathing animals Stan Winston Studio created. Perhaps this is in part the fault of the way they were filmed – but I really thought most (if not all) should have been touched up with CGI, especially the Microceratus.
The soundtrack is quite fun and has its moments, but I also feel Giacchino could have used more of the original themes – after all this movie is the “epic conclusion” of the entire saga and the return of the original characters, which comes with certain thematic expectations.
In general I can say I really enjoyed ‘Jurassic World Dominion’ and I had a great time and I just can’t wait to see it again. It has the flaws of the first two Jurassic World films, but BioSyn driven plot line and return of the classic characters really elevates the fun. It’s hard not to have certain expectations – this was meant to be the close of a series of stories that began in 1993 but ultimately just feels like another sequel. I wish the movie was longer as it needed to flesh out the story and characters, be less choppy, and build more believable stakes. Likewise some of the effects, both practical and CGI, needed more work – it’s unfortunate that some of the CG is weak considering how long they had to work on the film (Blue and Beta are a large offender here).
Ultimately this movie left me wanting more – both in good and bad ways – but most of all good. And thankfully, Dominion is not the end, but a brand new beginning. More will come, and the movie makes that clear.
Stay tuned, as more of our team sees the movie and are allowed to publish reviews new review articles will be added!
Jurassic Outpost has recently partnered with E-WIN Racing, makers of high quality gaming chairs, desks, and equipment. The folks there were gracious enough to partner with us for a review of one of their new heavy duty E-WIN Racing gaming chairs – read on for our thoughts, in affiliation with Caleb Burnett/JurassiCaleb!
This is the E-WIN Champion Series ergonomic computer gaming office chair! It comes with high-density pillows and cushions for neck and lumbar support, and also comes in a few different color combinations. The one we received is a sleek black and red.
It looks so great in the JurassiCaleb studio. It’s upholstered with E-WIN’s stain resistant leather and can be cleaned without damaging the surface. The arm rests can be adjusted and rotated into multiple positions, and the chair itself can be set to a good range of different heights.
One of the best things about this chair is that it completely reclines for both leisurely work and full relaxation. The office gaming chair can be set into multiple positions for anything you need to do in it. Every part of this chair is strong and comfortable, and it is relatively easy to put together. This chair fits in well in a dinosaur and music studio, and feels very solid and grounded.
It’s perfect for both working or just hanging out in the JurassiCaleb studio, and it fits the modern aesthetic and dark colors there. This chair has become a crucial part of Caleb’s workflow and comfort whether working on music, brainstorming a video, or looking at the next dinosaur toy he wants to track down.
The black leather and red accents fit into the JurassiCalebstudio and collection room so well. You can shop their Champion Series Gaming Chairs here, and you can get the specific chair from our review here. Use code OUTPOST20 for a discount on your purchase! Huge thanks to the folks at E-WIN Racingfor sending this chair to us for a review!
This weekend we were fortunate to be invited to Funko’s Hollywood HQ and store for a special event centered around the upcoming legacy game from Prospero Hall and Funko Games: Jurassic World: The Legacy of Isla Nublar. During the event we got to spend time with other great Jurassic folks as well as the people responsible for developing this new game. Read on for our first impressions and exclusive photos of our playthrough!
“A gripping journey of ambition and adventure.”
Our first impression of Jurassic World: The Legacy of Isla Nublar is that it is visually gorgeous from start to finish. The art of the box, instruction materials, gameplay pieces, and more were all inspired by science fiction art, comic books, and B-monster movies of the 1950s. This game is an absolutely massive, intricate story that gives players the chance to experience what it would be like to build John Hammond’s dream from the ground up. Up to four players collaboratively work to set up the Isla Nublar we all know and love, building everything from the Visitor Center to the genetics lab to dinosaur paddocks. View exclusive images of our first playthrough and the special edition “chase” game box cover in the gallery below:
“Welcome to Isla Nublar.”
That phrase is what players are greeted with upon their entry into Jurassic World: The Legacy of Isla Nublar. The game’s title communicates important aspects of what’s in store for its players: A ‘legacy’ board game requires that many decisions you make with your characters and in placing things on the island can be quite permanent. After choosing from a few classic Jurassic characters and a new one or two (with more to be unlocked as you play), the adventures of the game begin. Including the tutorial, the game contains twelve story based adventures with five “rounds” in each. Players must work together to learn how to build their own Jurassic Park while completing objectives, solving puzzles, and running away from newly created dinosaurs. Players are aided by their characters’ unique special abilities, and once you get the hang of it, this game is an absolute Jurassic blast.
“Creation is an act of sheer will.”
Jurassic World: The Legacy of Isla Nublar is a wonderful expedition into what it would be like for players to leave their own Jurassic legacy on the island of Isla Nublar. We were only able to get through a couple of the adventures in our allotted time, but there was already so much to love about this beautifully complex game and the immense amount of interwoven Jurassic franchise lore. Funko Games and Prospero Hall consulted with Industrial Light & Magic, Amblin, and Universal Pictures to create the stunning artwork, instruction booklets and stickers, sculpted game pieces, and game boxes that will keep Jurassic fans and players engaged in the awesome experience they’ve crafted.
“Next time it’ll be flawless…”
We cannot thank the folks at Funko, Funko Games, and ProsperoHall enough for the invitation to this playthrough event and for the experience of the amazing game they’ve put together. During the event we also had the opportunity to speak with the developers and the leading folks at Funko Games about their philosophy and experience when developing this game – be on the lookout for those interviews very soon!
Jurassic World: The Legacy of Isla Nublar is headed to Kickstarter on March 22, 2022, and supporting upon launch reserves your copy of the game. Retail pickups for the game are expected to be announced in the near future. Are you excited for Jurassic World: The Legacy of Isla Nublar? Let us know in the comments below and stay tuned to Jurassic Outpost for all upcoming Jurassic news!
It’s been over 3 years since the original Jurassic World Evolution released on consoles and PC, and the anticipated sequel delivers on the promise of Fallen Kingdom: we’re not on an island anymore (except when we are, but more on that later).
Jurassic World Evolution 2 offers some new updates to the established gameplay from the first title, but will also be immediately familiar to players of the first – perhaps too familiar at times. However, for those unfamiliar with Evolution, it is a park building and management game where you’re tasked with creating your very own Jurassic worlds.
The core gameplay loop in Jurassic World Evolution 2 is all about building park attractions with key operation and exhibition facilities, seeing to guest and animal comfort, all while making sure you remain profitable and don’t run out of money. As you may expect, things don’t always go to plan, and chaos will come into play – from natural disasters like tornadoes and blizzards, dinosaurs growing distressed by their health and needs, and occasionally, dinosaurs breaking free and eating your guests (which is a very quick way to run out of funds).
You can help avoid unhappy dinosaurs trying to escape by making sure you’ve crafted an enclosure meeting their environmental needs, such as making sure you’ve grown the correct prehistoric flora for herbivores to feed upon, have enough water, open space, and other factors such as making sure species cohabitating a particular enclosure actually like one another.
If your dinosaurs break free you’ll need to send in ranger teams to round up the ramping threats before they cause too much mayhem, so it’s important to have them placed close by. While this may be easy in the early stages of your park, it becomes more of a challenge as your park grows and is something that will greatly affect your ability to mitigate the collapse of your park – especially as some maps are quite restrictive in size (but fret not, others are quite large).
Likewise, you’ll want to make sure you’ve researched the best facilities to contain and care for your dinos – such as the new medical center for taking care of sick and injured dinosaurs. As sick dinosaurs can die or spread illness, you’ll want to make sure your mobile veterinary teams can access the species as quickly as possible.
Research is integral to keeping your park well managed and profitable, and will also provide you the means to train your scientists whomst are integral to the core game mechanics. Scientists are hired staff required to be assigned to all management tasks such as aforementioned research, expeditions for fossils and dinosaurs, DNA synthesis, and egg incubation.
Each scientist has three skill categories with associated levels: logistics, genetics, and welfare. The various management tasks, such as sending out a team to look for fossils, have required skills in the category or categories, therefore making sure your various staff are properly leveraged for the tasks ahead is crucial. Likewise, each scientist has a specific perk. Some simply have a higher stamina rate, meaning you can assign them more tasks in a row without them needing a break from overworking, while others may allow for things such as 50% cheaper DNA synthesis or 30% faster egg incubation. You’ll have to make hard choices to make sure you’re saving as much money and time as possible while having enough skill points for the tasks your park requires, and this staff system brings a lot of strategy into the game.
As I mentioned before, the staff can get overworked and require rest. If you’re not careful, the scientists may become disgruntled, causing setbacks in your park such as sabotage. These new functionalities make the gameplay more dynamic as you expand your park, requiring more strategy in your choices as opposed to only arbitrary wait times while tasks complete.
The way you edit the environment is far more dynamic than the first game. For example, herbivores no longer have feeders and rather require the proper plant life to support their diets. While some may feed off of ground fiber and nuts, others will feed off tall leaves. With limited space in each paddock for what you can grow, you need to be mindful about the species you place together so their dietary and general comfort needs (which include things like open space, the amount of rocks, and more) can sync up.
Then, of course, there are the park guests – the people you want to keep happy to fund your dino-park escapades. Their comfort in the park boils down to amenities such as food, shopping, and restrooms, the placement of emergency bunkers, transportation, and of course attractions. Your star attractions are the dinosaurs, and you want to make sure you have the other desired amenities in close proximity to them. Viewing galleries are a primary way for guests to see dinosaurs, and the placement of the galleries is key to make sure the guests actually have sight-lines on the various species. Guests also don’t like to travel too much by foot, so researching and placing structures such as hotels and monorail stations around your focal dino-hubs really helps maximize the success of your park.
Each level features different environmental locations with different sizes and shapes, sometimes including narrow choke points where building and movement will be restricted. Making smart use of that space to fit all the needed structures, pathways, and dinosaur paddocks is crucial. If you’re not careful, you can easily build yourself into a corner where the needed facilities cannot fit. This will affect profit, guest comfort, and your ability to properly care for the dinosaurs – this can become even worse if disaster strikes.
Another great feature is the ability to pause time and assess a situation while assigning tasks within the park or choosing building placements. When a park is large, a lot can happen at once, and this feature allows you to manage many occurrences simultaneously before resuming the action and letting your choices play out. Likewise, you can speed up time by 2 and 3 times, allowing for tasks to complete in a blink of an eye. Be careful though – if things start going wrong, every second counts.
While many of these elements existed in the first Jurassic World Evolution, there are many small quality of life adjustments across the board which make the gameplay more dynamic, and in theory, more fun.
Unlike the first game, Evolution 2 offers 4 different modes of play: Campaign, Chaos Theory, Challenge Mode, and Sandbox.
Campaign mode picks up after the events of Jurassic World: Fallen Kingdom, with dinosaurs now free in the mainland across various wilds in the US and elsewhere. The story picks up with Owen Grady and Claire Dearing now employed by the United States Department of Fish and Wildlife (DFW) working to help humans and dinosaurs successfully co-exist. The United States Government is concerned by the potential threat dinosaurs pose, and have set up many departments to help keep a close eye on the dinos. These include the DFW and another key player: the newly formed Dangerous Species Division (DSD) of the CIA. While the DFW and DSD cooperate together, there is some tension and distrust between the government agencies, particularly as the CIA isn’t the most forthcoming about their activities with dinosaurs outside of those the DFW directly assist with.
The single player mode marks the largest departure from Jurassic World Evolution and frankly even Evolution 2’s core gameplay mechanics. Rather than building parks, worrying about guest comfort, and profits, you’re simply tasked with tracking down nuisance dinosaurs and containing, observing, and relocating them – just as normal, non-prehistoric nuisance animals are often dealt with.
As such, the levels are divided into distinct playspaces within each map: the “buildable area” for creating and maintaining the DFW’s facilities and the “wild area”. The wild area consists of large expanses of wilderness where you cannot build but can take direct control of ranger teams to drive and fly across, tracking down dinosaurs, capturing them, and bringing them back to your containment facility that you build. Primarily you will build simple operation facilities such as paleo veterinary centers, paddocks, and observation platforms for the DFW to study the dinosaurs. Essentially, you want to make sure you have the right size paddock with the right terrain inside for the dinosaurs’ comfort, and once you’ve done that, you’ve got nothing else to worry about.
As such, you wont utilize most of the game’s core gameplay features and building options in the single player which, quite frankly, is a bizarre choice in a park building and management game. In fact, the the entire single player feels like a short, snappy narrative driven tutorial for a larger game that Frontier forgot to include. The story ends abruptly, only running a few hours, with a narrative that feels like it’s just setting up the first act. While the campaign of the first Jurassic World Evolution admittedly could drag, it was much larger and felt more content complete. The sequel’s main story can be beat faster than it takes to achieve a 5-star rating on some of the challenge mode locations.
It truly feels like rather than adjust the story to account for the fact that Jurassic World Dominion was delayed, they kept the initial set up and cut the rest of campaign that would intersect too closely with the upcoming film. The story makes mention of a third party and unknown location (seemingly alluding to BioSyn), and it seems like things are just getting ready to explore that thread when the credits role unceremoniously.
If you’re a player more interested in the narrative single player campaign be warned: campaign feels more like a small expansion to the first game rather than a standalone sequel experience. While the new environments are gorgeous, you won’t spend much time in them within the context of campaign. Some levels, such as Pennsylvania’s beautiful Appalachians, aren’t even featured in the various sandbox and challenge modes.
Chaos Theory mode feels like a secondary campaign, only smaller in story scope. It does offer some expanded narrative “what if” situations which are introduced with absolutely stunning intro cut-scenes narrated by Jeff Goldblum, reprising his role of Ian Malcolm (though he sometimes sounds less like Malcolm and goes into his weird and whimsical Goldblum voice). Each level is its own standalone story with simple premises attributed to the five films: build and open Jurassic Park successfully for the first film, Build and open Jurassic Park San Diego successfully for The Lost World, Create Jurassic World and successfully remain open with the Indominus Rex for the fourth movie. However, all of those quickly become repetitive gameplay with less narrative threads as your task is simply to achieve a 5-star rating with certain arbitrary chore-like challenges thrown at you along the way. This mode is hit and miss, particularly as it limits player freedom and can quickly become a little too chaotic if you make one wrong move. Personally, I found the San Diego level to be more engaging than the other two which just felt like they dragged on too long. I’m pretty sure I spent more time on Jurassic World’s Chaos Theory level than I did the main campaign – most of my star dinosaurs dying of old age before I cleared the level.
The issue in Chaos Theory mode is that it mostly assumes you understand the intricacies of park building and management. While it does introduce you to some basics, they’re not enough to realize the long road you have ahead to reach 5-stars. The mode may have felt like less of a chore had the main campaign done more introductory legwork work to introduce the player to the expanded core park management mechanics, but as it stands, the average player may find the experience overwhelming. Spending hours on a simple ‘what if’ scenario shouldn’t be a trial by fire to learn the games core mechanics – because if you make too many mistakes, you may be forced to start from scratch.
Jurassic Park 3 and Fallen Kingdom’s Chaos Theory modes shake up the formula, and while the other three levels may last too long, these two feel too short. Fallen Kingdom’s plot essentially boils down to returning to Nublar sans a volcanic threat, scanning a few dinosaurs, and then using the removal tool to destroy the pre-built park. It’s weird – and not fun.
Jurassic Park 3 stands out, as it seems to be an actual lore expansion set between the events of Jurassic Park 3 and Jurassic World rather than a “what if”, returning to Isla Sorna to capture dinosaurs and relocate them to Isla Nublar for Jurassic World. This level plays more like the single player where you capture wild dinosaurs and create basic paddocks for their comfort only. As such, it is short, but it is also a fun break with some curious lore implications.
Challenge mode is where the game really shines and seems to find better balance between pacing, mission structure, and player expression. It features entire suite of gameplay mechanics all with the goal of reaching a 5-star rating in various locations, while contending different challenge modifiers (for example, a level where dinosaurs are more prone to sickness). While this may sound similar to the Chaos Theory mode, you have more freedom and less arbitrary requirements, allowing you to build and respond to the various challenges in the way you personally wish. Likewise, this mode offers the full suite of ways to obtain dinosaurs for your park, including finding them within the map, sending expeditions to find fossils, and occasionally expeditions to capture wild dinosaurs transporting them directly to your park. It’s a shame the game’s more narrative-driven campaigns don’t embrace this wider sandbox of gameplay, as it offers a sense of freedom and diversity critically lacking in the campaign and Chaos Theory.
That said, much like the first Jurassic World Evolution, the game still lacks a sense of personal freedom to entirely craft a park as you wish with the many facilities and attractions you would come to expect from the films. While the Gyrosphere tour returns, as does a Jurassic Park and World themed vehicle tour, no new rides or dinosaur themed attractions are present – such as the river tour, Pachy arena, or T. rex kingdom. While some of these additions may seem arbitrary, the idea of this game very much revolves around building your own park – and when each park has the same limited suite of options, it quickly becomes repetitive.
This is an issue the first game suffered from, and by result, it often times felt boring when compared to other park management titles. While this game has some new additions, and thus can be more engaging, many of the changes feel more like lateral moves. This is especially because most of the buildings, features, and dinosaurs are straight out of the first game. In fact, some species featured in the first didn’t even make the cut for the sequel.
A fun albeit small addition is the ability to customize some buildings, choosing from a few presets like Jurassic Park or Jurassic World styled walls, entrances, and decorative displays – while also being allowed to customize portions of the colors and lights. While this doesn’t effect gameplay, it does give the player more forms of expression. Although most of it is hard to notice while properly playing the game in its birds eye view.
Some of the buildings you would expect to have alternative models and skins from various eras – such as the aviary or paddock fencing – sadly do not. And while you can choose skins for your vehicles, including the pre-order and deluxe addition bonuses, in sandbox mode you cannot freely choose any skin. If you want Jurassic World-themed ranger teams, you have to choose that building style for the ranger station, and vice versa for Jurassic Park, only allowing for the bonus skins to be freely swapped in. Curiously, the DFW vehicles from campaign seem to be absent.
The ability to genetically modify your dinosaur returns allows you to adjust things like their temperament, lifespan, and of course, how they look. Each species has a variety of skins – imagine them as basic color presets and patterns. You can apply a pattern to a skin to bring out more complexity, usually resulting more contrasting colors and striping. Sadly, like the first game, you cannot actually preview the skins to know what they create and there is no proper database for all the varieties of species designs in-game.
Some of the legacy dinosaur designs also appear as skins, and they also can result in model changes. These include the Tyrannosaurs with skins from all 3 Jurassic Park films, Parasaurolophus from the two sequels, Velociraptors from all three films, the Brachiosaurs from both Jurassic Park and JP3, Stegosaurs, Triceratops, and more. Some legacy species don’t have skin that directly calls out the film its from – such as Spinosaurus, Dilophosaurus or Pachycephalosaurs – yet they do have film accurate colors achievable by choosing the correct generic skin/pattern combos. Just good luck figuring that out on your first try.
While some dinosaurs are incredibly accurate and offer a fantastic look at their film counterparts, others are lacking or have issues. For instance, Jurassic Park 3 female raptors have great colors, yet sport the quills of the males. The Allosaurus retains its look from the first game, which predates Battle at Big Rock and does not reflect Fallen Kingdom either. This means it’s an entirely canon on-screen species with entirely fictional in-game design. The Pteranodons do not have their Lost World or JP3 skin/models, and sadly the Mamenchisaurus does not reflect its design from the The Lost World which was recently shown in better detail for the first time.
The aviaries are engaging and the flying reptiles can escape from them wreaking havoc on your park – however they don’t offer much in the terms of customization, theming, or shape. The species list is on the small side, but does include the Jurassic World Pteranodons and Dimorphodons. Sadly the Dimorphodons lack the fuzzy filaments called pycnofibres that they sport in the films.
The ability to build lagoons and breed marine reptiles also makes its debut, but these facilities have even fewer customizations and gameplay options.
Despite the various frustrating inaccuracies, when the game looks good, it looks fantastic. However, it’s not always firing on all cylinders in the art department or engine performance. While some levels look gorgeous, with the environments looking rich, realistic, and detailed, others have a decidedly dated and lower detailed look which effects visual readability. The same could be said for the dinosaurs. While some species are so detailed you can see each scale and bump in crisp detail up close, others look waxy with muddier textures. That said, as the game is often played at distance from the dinosaurs, the animation, lighting and environments are what really make or breaks the visual experience.
The game suffers from some noticeable draw distance pop-in, especially with shadows which just blip in and out of existence – which can be very distracting. Likewise, lighting effects turn off and on at various distances, and while that may not be obvious when hovering in one location, as you pan across your park it jumps out more and more. This is very obvious while in “capture mode” which turns off the hud and gives you more cinematic control over the camera.
I played the game on the Xbox Series X, one of the most powerful home consoles out there, and these issues were immediately obvious. While I didn’t play the game on the less powerful Xbox One or PS4, I imagine they’re even more notable. Which brings me to the other, more important point: performance.
When things really get going this game struggles, with huge frame hitches as you zoom in and out or pan over particularly complex areas. Again, I can only guess how it runs on the less powerful machines, but it feels like a certain layer of optimization and polish is missing – further illustrated by the numerous crashes I experienced while playing. Thankfully, autosave meant not much progress was lost, although I do recommend saving frequently.
The game also suffers from frequent bugs, and while most are minor and don’t impact the game some can lead to frustrating results. Sometimes dinosaurs can become stuck in place – they attempt to move, making flying or walking motions, but they go nowhere. This leads to them slowly dying from starvation and dehydration. At the very least, that can sometimes be fixed by tranquilizing the dinosaur and relocating them. However, it’s not always that easy in an aviary as you can’t exact direct control over the task. You have to let the AI do it by deploying a drone into the aviary, and guess what: the drone can become stuck. There is no easy fix for that – I found myself destroying aviary hatcheries and rebuilding them simply to allow for a new drone that hopefully doesn’t get stuck. Unfortunately this issue popped up frequently, enough to deter me from flying reptiles in the more difficult challenge modes if possible.
With so few changes from the first game, a shockingly short and simple campaign mode, and the various performance issues I can’t help but feel this game was rushed and surely could have benefited from a delay to release alongside Jurassic World Dominion – if not further out. I also have no doubt content was removed from the game due to the films delay – I suspect it will be released next June alongside the upcoming sequel – but this sadly contributes to what feels like an incomplete package.
Don’t get me wrong, the game can be fun, but much like the first it has the foundations of a decent park management simulation without the much needed finer level of control, freedom, and variety. The gameplay can be repetitive and oftentimes doesn’t feel rewarding. While the dinosaurs do have more behaviors this time, such as pack hunting, they’re essentially just pretty looking props to challenge you that you can’t really appreciate outside of sandbox mode – where you can turn off disasters, have unlimited cash, and can get up close taking your time without concern of park collapse. Even there, there’s not much to do with the dinos if you’re not interested in building environments and then using capture mode to grab cinematic footage of them. I just can’t help but feel there is some core gameplay element lacking here that would make it all more worth it.
While this game isn’t bad – it’s also not great. I suspect it will find its real home with modders and content creators, but the average player likely won’t entirely get what they’re looking for. Likewise, park management fans may find the gameplay more shallow than they’re used to. This was easier to forgive with the first Jurassic World Evolution, but it’s doubly frustrating with the sequel, which seems more interested in re-skinning the first game than offering a proper evolution and improvement. While I do believe Jurassic-fans will find something they enjoy in this game, if you don’t mind waiting a little, I recommend waiting for it to go on sale.