Review: Camp Cretaceous Season 3

Camp Cretaceous returned on May 21st with a 10-part third season, and I found it to be an improvement over the sophomore round in just about every way. While–spoiler alert–the kids more or less retain plot armor, they are pushed more than ever before, and their lives are threatened and the stakes are higher than ever.

We’re reunited with the Camp Fam as they fail yet another attempt to escape the island and literally return to the drawing board. They’ve fallen into a “comfortable” routine on the island. They know how to survive its prehistoric hazards. They’ve had enough time without the constant threat of death to form some cozy bonds and petty rivalries. But things soon take a turn for the worse, as the escaped hybrid only hinted at in the last season begins to wreak havoc on the neo-Mesozoic ecosystem. The kids suddenly find the park animals acting erratically and dangerously, and they’re hunted by an antisocial killing machine that doesn’t act in a predictable way. Added to the mix, we–and they–learn that six months have passed since the events of Jurassic World, and mercenary teams soon arrive with Dr. Wu to recover needed genetic materials and research for his continued hybridization projects. (We’re introduced to that last element in one of the best sequences in the season, which directly dovetails with the opening moments of Fallen Kingdom.) The kids are torn between the need to escape, the drive to stop Dr. Wu from furthering his amoral research, and the hope of saving the dinosaurs from re-extinction at the claws of the loose hybrid monster on the island.

All the kids have satisfying arcs this time around, without the frustrating tendency to regress at key dramatic moments that was so common in the earlier seasons. They have history together now, and the show built on and used that to further challenge the characters, rather than tonally resetting them at times to create convenient interrelationship tension. Once more, though, the highlight of the season for me was Ben, who matured so much over season two and now is really struggling with the idea of leaving the island and his beloved Bumpy behind. It was a fun way to continue pushing on this character. He didn’t need to overcome fear; he’d conquered that. He didn’t need to develop independence or survival skills; he was already forced to do so. He’s loyal and strong. His weakness now lies in his rashness, in sometimes being a little too independent, and being uncertain about his ability to give his new life up and return to normal.

The art and animation look better than ever. Once more, we get additional prehistoric reptiles added to the field: setting aside the hybrid freak, this season sees a return of the Dimorphodons from Fallen Kingdom, and new-to-the-franchise Monolophosaurus and Ouranosaurus also show up. The dinosaurs look great. There aren’t any conspicuously big, flat plains sequences with reused dinosaur assets just standing about. Their animation makes them seem physically present, although at this point the show seems to have leaned into the whole pseudo-claymation aesthetic. The human character models are about the same, but environmental effects, like lighting, seem improved, and the show definitely shows an attention to detail in tracking continuity in clothing changes, dirt and grime, and even simple things like Brooklynn’s roots growing out as time has passed.

The hybrid dinosaur looks like an impressively disturbing monstrous first stab at creating the sort of creatures that could become Indominus or Indoraptor. But this new “original” hybrid, Scorpios, is also somewhat revolting to look at. Its proportions, its movements, are all off. It’s an effective monster, and its presence pushed the plot forward, but I sure hope this is truly the last hybrid we see (you know, outside of the fact that all the dinosaurs of Jurassic Park are hybrids that don’t look exactly like their real-life counterparts because, in-universe, they used DNA from sources like frogs to fill the gaps in the sequences).

There’s one dinosaur return I wasn’t expecting: that of Blue. This could have been heavy-handed, but she’s used sparingly, and it actually turned out to be a nice encounter in which this unique Velociraptor, established to have special characteristics of intelligence and empathy, is given a reason to develop some wary trust of humans. It’s not a necessary foundational step to her sparing Owen and his friends at the end of Fallen Kingdom, but it works as a little stepping stone on the path to that moment, with the ground having been laid, of course, by Owen himself as her trainer.

This season has bigger stakes, clearer theme and purpose, deeper character development, further improved art and animation, and direct continuity with the film universe that gives it a sense of greater relevance. It’s a high point for the show so far, and I hope that it continues for at least another season.


Quick season-end spoiler discussion here. They’re finally off the island, but it seems a certain predator might be hidden away aboard the ship. If there isn’t another season, that leaves some dire implications. After all, they have a flash drive showing Dr. Wu’s research, and they have every desire to see him face justice. And they know that he was back on the island in an attempt to continue his research. But he seems to have evaded any serious consequences and successfully escaped any scrutiny about ongoing research by the time of Fallen Kingdom.

On the other hand, it’s probably worth noting that the Jurassic World: Fallen Kingdom Survival Guide reports that “Dr. Henry Wu was found guilty of bioethical misconduct and stripped of all his credentials” (p. 20). I’m not sure that this line in a tie-in book aimed at kids substantiates that he did face some sort of penalties; it’s also not clear to me exactly what specific crimes he was found guilty of, or by what sort of judicial system. Again, given the audience, and given the fact that the in-universe nature of the text is that of a guide quickly assembled on last-minute notice by Claire Dearing for her Dinosaur Protection Group team before their Lockwood Foundation-backed mission to Isla Nublar, it could just be an inaccurate turn of phrase that might refer to a finding of fault in some sort of civil proceeding, or perhaps a finding of ethical misconduct by a professional board. It would be satisfying if the kids’ efforts led to some of these suggested consequences.

Given that we last see the kids aboard a yacht in the middle of the Pacific Ocean with a perhaps hungry mystery dinosaur trapped on board, there’s not a guarantee that they meet a happy end! Of course, even without another season, we could come up with alternatives to address this ambiguity, even if it turns out that Dr. Wu never did face serious consequences between films. Perhaps something happens to the disc but they’re okay. Perhaps, like in the original Jurassic Park novel, the Costa Rican government detains these survivors and attempts to cover things up to save further international embarrassment. Perhaps their findings aren’t enough to persuade any governing body to take action. Perhaps it’s something else entirely! I’m sure the show won’t kill the kids and isn’t considering that as a serious outcome, but it’s still enough for me to anxiously await the next season.

(For a bit of a reality check and some reassurance about the fates of these kids and their left-behind pet dinosaur, and actually for some interesting thoughts from Colin Trevorrow in general, read this from The Hollywood Reporter.)

An old RPG memory-feeling

I have a pretty goofy first “roleplaying game” experience. I’m a little surprised to realize I was this young at the time, but I was eight when The Lost World came out. (Bear with me, I’ll get to the point soon enough.) I’d already been obsessed with dinosaurs for as long as I could remember, and I had already been terrified of the raptor kitchen scene in Jurassic Park, and I’d read the sequel novel and got my mom to buy me a magazine issue or two showing glossy behind-the-scenes photos of the actors and animatronics from the upcoming film. I was really excited, and then The Lost World was finally out in theaters, and I loved it. It doesn’t hold up well, I suppose, but it was a great adventure movie for eight-year-old me.

I already had a collection of assorted Jurassic Park toys and other memorabilia, and some products related to the sequel followed. I remember two games in particular. The first was a board game, simply titled The Lost World: Jurassic Park, in which you maneuvered cardboard standees representing human survivors as they navigated a board complete with 3D building set pieces representing the InGen compound as they tried to stay ahead of the miniatures representing the Tyrannosaurus and the Velociraptors. I remember the game was fun and exciting, but I was eight. I have no idea what I’d think of it now!

The second game was my first paper “RPG” experience, I suppose. That was The Lost World: Jurassic Park Role-Playing Game Book. It was a trade paperback with a glossy green cover highlighting a mottled brown Tyrannosaurus, and the pages inside contained a narrative that, as I recall it, was somewhere between a traditional RPG structure and a Choose-Your-Own-Adventure title, with cut-out cards highlighting stats for specific dinosaurs that you might encounter. As I recall, the entire point of the adventure was to evade hunters and dinosaurs and find a way to escape the island. I must have been the game’s target demographic in terms of age, interests, and predisposition. But I also believe I never played it with anyone else. Was it a solo game? Or was I just being a sad sack? Hard to say.

I can’t imagine that I’d find much engagement in the simple children’s RPG now. But many, many times over the years, I’ve daydreamed about what an RPG in the Jurassic Park franchise would look like. With the events of Fallen Kingdom, it would seem that Jurassic Park stories can be more than tales of death and survival on a distant island. Perhaps it’s getting robust enough to support a TRPG with a variety of stories to tell.

Of course, there are already TRPG options that incorporate prehistoric animals, including dinosaurs. Even the most iconic game, Dungeons & Dragons, has incorporated dinosaurs. I know that Cadillacs & Dinosaurs had an RPG that was apparently bogged down with overly complicated combat rules. Then there’s the Predation campaign setting for the Cypher System. Pretty sure I’ve said these things before, maybe multiple times. Point is, I suppose there are options. It would still be cool to see something in the Jurassic Park setting, I suppose–or one that took its tropes, bringing prehistoric creatures back into the modern world through wild scientific advancements, resulting in inevitable chaos.

Two management styles: Planet Zoo and Jurassic World Evolution

I recently picked up Planet Zoo, and I’m enjoying it. It’s a great spiritual successor to the Zoo Tycoon series, and it has an incredibly in-depth level of customization that I’ve barely scratched the surface of (working through the campaign, relying heavily on the prefab stuff at present). It’s also got absolutely beautiful vistas and lovely depictions of lifelike animals, plus a good combination of animal and visitor AIs with a robust in-game economy.

Since childhood, I’ve always been fond of zoological park sims in particular. That includes Frontier Developments’ Planet Zoo and Jurassic World: Evolution, but I can trace the fascination back to Blue Tongue Entertainment’s Jurassic Park: Operation Genesis; the original Zoo Tycoon and Zoo Tycoon 2 from Blue Fang Games, including their expansion packs, which of course added dinosaurs; and the game that started it all, the 1993 Manley & Associates educational game title, DinoPark Tycoon. I’ve always loved zoos and animals, and dinosaurs in particular, so it’s no surprise that I’d continue to be drawn to these games, even though the broader genre of management sims hasn’t kept me as engaged.

Something I’ve been thinking about with Planet Zoo is how it contrasts with the themes and goals of Jurassic World: Evolution. Given that they’re both games by Frontier Developments, released just a year apart from each other, I find the contrast rather interesting, and I think it reflects conscious choices on the part of the developer to characterize both games quite distinctly.

Jurassic World: Evolution, released in 2018, has a profit-focused, exploitative character to it. You play as a nameless corporate executive brought in to run the Jurassic World parks while balancing the needs of the Science, Security, and Entertainment divisions. All of these divisions are fundamentally guided by corporate greed, and to keep them pacified you need to do things like increase the quality and availability of guest services; raise park revenues; research, modify, and release new dinosaurs; and even engage in rather ethically dubious pursuits that include pitting dinosaurs against each other to attract more guests or even to sell off dinosaurs to who-knows-what other corporations to make a little extra profit. All of the divisions have a darker side. Science is perfectly willing to exploit the animals and endanger lives in the pursuit of more knowledge. Security is interested in weaponizing the dinosaurs for other parties. And Entertainment wants more than anything else to ensure that guest satisfaction, and the resultant stream of dollars, stays high, regardless of what that means for the welfare of the dinosaurs. The Secrets of Dr. Wu DLC expands on this dark side, as you get further caught up in the twisted experimentations of the megalomaniacal Dr. Wu. Claire’s Sanctuary initially pushes back on this, as dinosaurs are saved from certain re-extinction on Isla Nublar, but the “Sanctuary” quickly becomes another money-making machine for the Hammond Foundation and Ingen, with guest revenues fueling profit quotas from the corporate backers. Only Return to Jurassic Park truly bucks the trend by returning to the immediate aftermath of Jurassic Park in an alternate timeline in which Grant, Sattler, and Malcolm commit to making the park a safe way for guests to observe real dinosaurs; their priorities are genuine guest safety and a greater understanding of these restored creatures. Even so, Hammond and his assistant are there to push you to keep making the park bigger, better, and more fabulous to drive profits.

Planet Zoo, released in 2019, can’t ditch the profit motivation essential to management sims, but that wouldn’t make sense to do away with it entirely–after all, without funds, you can’t care for the animals or retain the staff needed to keep the park running. But the emphasis is different, instead focused on conservation and education, themes emphasized as soon as the initial tutorial missions in the campaign. In this game’s narrative, you actually design a friendly avatar for yourself, and you’re introduced to a couple of warm, caring people who manage these parks because they want to help preserve Earth’s biodiversity by spearheading breeding initiatives for endangered and threatened species and by raising public awareness. Rather than selling animals, you can release animals into the wild to gain “conservation credits,” which can sometimes be used to obtain new animals for the zoo in lieu of cash. And you can’t just send off undesirable animals to benefit. The animals to be released are those born in the zoo; they must have reached maturity; and their value for release is determined by factors like their health, age, and conservation status of the species. Poor animal welfare, or allowing inbreeding of animals, results in negative consequences for your park. An inspector reviews your zoo at regular intervals, ensuring that the animals have a good quality of life, the campus is cleanly, and guests are actually being educated about the animals. Profit margins and guest accommodations don’t factor into that rating (although, of course, to keep the park going, you need happy guests to buy tickets and merch and donate extra money so that you can pay the staff to care for the animals to provide the education and conservation benefits that your zoo can offer).

At the end of the day, you’re still doing many of the same things in Planet Zoo as in Jurassic World: Evolution, plotting out exhibits and guest facilities and staff buildings, monitoring income and expense trends, and ensuring a gradually improving quality rating, but the narrative and mechanic differences are part of the reason why these two game experiences ultimately feel so very different.


Bonus cute baby animal content:

Review: Camp Cretaceous Season 2

I watched the eight episodes of season two over their release weekend, but I didn’t feel particularly compelled to put my thoughts down right after. I think that impulse reflects what season two turned out to be: a pleasant but forgettable bit of television comfort food. I suppose that this puts it rather in line with my impression of the first season, but the first improved over the course of its run and set up exciting possibilities for the second, and I just don’t feel like the follow-up season really ran with anything or even attempted anything new. It did, at least, have several exciting action sequences!

As I mentioned in my first review, this show is rather character-focused over anything else. So, after having grown fond of the kids in the first season, I was simultaneously pleased with and disappointed by their portrayals in this season. This time around, there were more moments where the kids could almost relax, where they tried to just act like kids, but there’d always be some harsh new reality to force them back into survival mode. They’ve grown as characters, and they all get opportunities to shine. They’re also a rather tightly knit found family, although the constant stress does lead to inevitable infighting at times. All that said, sometimes the show forced an arbitrary regression of a character to suit the plot of a particular episode. In finding a situation for the star athlete Yaz to truly learn that sometimes she couldn’t help, sometimes even her best wasn’t enough, and sometimes she had to rest, the writers forced spoiled rich kid Kenji back into his obnoxiously lazy and selfish role to act as a foil. Sure, Kenji’s dumb and self-centered, but he’d come a tremendous way in the first season, and this felt like an unnecessary step back for him. At the same time, the show does appear to want to show what trauma looks like for these children, and having moments of regression does seem natural. Clearly, the show didn’t always convince me that that’s what was going on, though.

The best character development this season goes to Ben, presumed dead by the other campers (though the show made clear enough he’d survived at the very end of season one). Once he’s reintroduced as a wannabe-commando figure to a couple of his friends, the show focuses a whole episode on his arc of surviving on the island alone for however many days (or weeks) have elapsed. He was forced to find his own inner strength and courage, he prevailed over a series of hazards, and he eventually reached a point of power and competence. Yet he’s still Ben, the skinny, dweebish little kid, and so he’s also developed the amusing quirk in which he believes that he’s tougher than anyone else, all evidence to the contrary. With a whole episode devoted just to his survival story, however, it was still a little goofy that it conveniently skips over the point at which he’d made some serious outfit adjustments, and it just as conveniently has a brief falling out between Ben and Bumpy that allows Bumpy to mature into a full-size Ankylosaurus off-screen. (Bumpy remains as adorable as ever, even fully grown, and I still cheered for Bumpy whenever she did anything at all.)

The plot is more disappointing. The first season focused on the attempt to reach the evacuation point in time; the group failed, of course. This season again finds the kids attempting to reach a target for rescue–actually, two targets. The first one is an emergency beacon that can call for help. That objective is accomplished rather handily with the group’s new survival skills and teamwork. However, typical chaos ensues involving a Tyrannosaurus, and the kids aren’t sure if their message got through. They soon after stumble upon a small party of “ecotourists” who have made their way to the island in the days since the park shutdown. These yuppie adventurers promise the kids access to their yacht in a few days when it returns from refueling. They’re lying, and how the kids react to their alleged rescuers–and how the rescuers respond–becomes the major point of conflict for the remainder of the season. It’s all for naught because (spoiler alert) the kids find themselves stranded on the island once more, yet again barely missing a boat off the island.

The stakes felt lower this season. The adults could serve as dino food, but the show largely stepped back from any real sense that any of the kids would ever actually die. This made many of the dinosaur attacks (so, so many dinosaur attacks) thrilling rather than horrifying, but if the action-adventure show about killer dinosaurs doesn’t really have killer dinosaurs, it loses its edge fast. Likewise, there weren’t really any great moments of wonder this season. The closest would be the discovery of a watering hole shared by several dinosaur species, but it’s populated with dinosaurs we’re already familiar with, and something about the lighting or dinosaur models or design just made it feel like a bunch of CG dinosaur assets positioned around a flat surface. (Yes, of course, they’re always CGI effects, but the quality did not support the emotional effect needed from the scene.) On the other hand, many of the dinosaur attack sequences looked very real, as though the dinosaurs occupied physical sets, although in a somewhat jarring manner, as though they were claymation.

We get some new dinosaurs, but mostly it’s reused assets from before. That means that at some point, it begins to feel like the park is dominated by Parasaurolophus, Brachiosaurus, Stegosaurus, and Sinoceratops (especially unusual given that the ceratopsian is supposed to be a recent addition to the park, yet we don’t really see Triceratops or Styracosaurus). Where are the herds of diverse dinosaurs present in the films? I recognize the answer to that is that the show has a limited budget compared to a movie, but I can’t help but think how diverse and lifelike the dinosaurs look in Jurassic World: Evolution, a video game that also simulates animal and tourist behaviors, weather effects, and a park economy. There are some new dinosaurs, carnivores pulled from the films: Ceratosaurus and Baryonyx. However, the former only has a couple appearances. Meanwhile, the Baryonyx has been reimagined as a very social pack hunter and terrestrial pursuit predator, which raises the question: why did they use Baryonyx at all? It felt more than a little like the showrunners really wanted a predator to fill the gap left by the Velociraptors, so they just forced an animal into the role. Fallen Kingdom‘s introduction of Baryonyx was already far enough from the real animal, but the creatures in Camp Cretaceous seem rather out of step with the semiaquatic, piscivorous but opportunistic spinosaurid that the real animal appears to have been. (And why do you pick Baryonyx for this role when Allosaurus is also in the park, similarly sized, and an actual big game predator that might have actually coordinated in social groups?! Or why not Ceratosaurus, already an asset in the show??)

All that said, it might seem foolish to once again be hopeful about the next season. But there are several elements in play here that should finally push the story in new directions:

  1. The kids have decided to try to find their own way off the island, rather than being dependent on rescue, and they all now have the survival skills to potentially achieve that without always being on the run.
  2. The kids do not know if the emergency beacon worked, but the audience knows that a successful transmission was sent–to whom remains the big question.
  3. The kids accidentally unleashed some new experimental creature on the island, which will almost surely be a focus for the third season. (Is it a prototype Indoraptor or something else entirely?)

We have the pieces but I can’t see what this jigsaw puzzle is supposed to form. I’ll be interested to see what answers the show arrives at.

Review – Jurassic World: Evolution DLC

If I could say only one thing about the expansions for Jurassic World: Evolution, I would say, “Buy Return to Jurassic Park; it’s worth it.” That one expansion was a stand-out, balancing nostalgia with new features, building on the solid foundation of the base game, and focusing on story to a greater degree than any other campaign mode in the game.

Slowly gaining Dr. Grant’s trust and respect was definitely a high point.

There’s a lot more to say about Return to Jurassic Park, but I want to discuss the other expansions first. I’ve now had some experience with all the existing DLC for JWE, which includes three added campaigns (Secrets of Dr. Wu, Claire’s Sanctuary, and Return to Jurassic Park), four expansion packs of additional dinosaurs (the Deluxe Dinosaur Pack, the Cretaceous Dinosaur Pack, the Carnivore Dinosaur Pack, and the Herbivore Dinosaur Pack), and one purely cosmetic addition (the Raptor Squad Skin Collection). Nothing really disappointed me, although some were better than others.

There’s nothing remarkable in the dinosaur content packs, but I liked having even more dinosaur options to add to the park, even though there’s largely a focus on existing clades, such that, at least with some of the new additions, they’ll feel more like new skins rather than truly new animals. Frequent additions to my parks have included the Styracosaurus from Deluxe (a ceratopsian I love about as much as Triceratops, given its appearance in Crichton’s sequel novel and its charismatic and dangerous role in “Last Link in the Chain” of Xenozoic Tales, not to mention the genus’s metal-as-hell skulls), the colossal Dreadnoughtus from the Cretaceous pack, the Proceratosaurus from the Carnivore pack (a small carnivore whose comfort in packs and ability to coexist with larger predators makes a helpful addition to boost ratings, especially in a certain carnivore-only challenge!), and the wide-jawed and small-for-a-sauropod Nigersaurus from the Herbivore pack (she’s too goofy-looking not to love). Dinosaurs in these packs, the campaign expansions, and some of the free content updates further round out the prehistoric life from the Jurassic Park novels, movies, and games that had previously been missing from JWE, although any marine life is still absent entirely. All that said, I liked adding more dinosaurs to the park, but you’re not missing anything vital if you don’t get these content packs. Furthermore, none of the dinosaurs break the balance of building a park, as they are unlocked over the campaign by building up favor with the different park directors, same as many of the already existing features in the base game.

The only thing that feels truly frivolous is the Raptor Squad Skin Collection. It’s only a couple bucks by itself, or less if bought discounted, but it only provides Velociraptor skins so that your raptors can look like Blue, Delta, Echo, and Charlie from Jurassic World. Since I have the pack, I’ve used the skins frequently; it adds a little more variety, and those skins are more dynamic than many of the other options available in the base game. But it’s a purely cosmetic choice. I can take it or leave it.

That gets us back to those campaign expansions. Unlike Return to Jurassic Park, the first two expansions, Secrets of Dr. Wu and Claire’s Sanctuary, are overall enjoyable, though largely forgettable.

Secrets of Dr. Wu serves as something of a conclusion to the base game’s campaign. All the secrets, plotting, and inter-division politics that never really went anywhere in the base game provide the platform for what happens next: Dr. Wu enlists your character to help him further his research into genetic modifications, taking you to new locations on the islands, including a top-secret research site. At first, you’re still juggling the interests of the Security, Entertainment, and Science divisions along with Wu’s requests, but the chief geneticist’s interests eventually become paramount. Wu’s research initially produces access to some new dinosaurs in a new park dubbed Muerta East. When you’ve met his initial objectives, though, he requests that you join him at his private lab, the Tacaño Research Facility. Here, you’re blessedly free of competing division contracts, but the scope is also fairly narrow. You help cultivate a new line of hybrid dinosaurs, culminating in a break-out and dino-to-dino battle before settling into a bland grind to increase the ratings of dinosaurs for export in the final mission. The base campaign’s story now feels more “complete,” but it still never really goes anywhere, and you’re still involved in deeply unethical activities without any real consequences.

Jurassic World: Evolution and Secrets of Dr. Wu are functionally alternative sequels to Jurassic World. While Claire’s Sanctuary is another alternative sequel, it also acts as a happier timeline in which Lockwood’s promise of Sanctuary was real and Claire is successful in relocating several dinosaurs. No Gothic horror shenanigans, no final dino release onto the mainland. Its narrative is rather subdued as a result, and the main challenge is dealing with the use of an ever-increasing Hammond Foundation fee while making sure your Sanctuary can both house happy dinosaurs (with an interesting new Paleobotany element requiring you to have the correct mix of plant life for different dinosaur types) and draw in a profit from tourists. (Yes, that means that it’s not so much a nature preserve as it is yet another island zoo, and yes, that’s a tragic compromise, but the game spends little time on this theme.) The standout mission is before you start your Sanctuary, however. You lead a team to set up a small research outpost on Isla Nublar. The map chosen winds from a valley up onto the slopes of the volcanic Mount Sibo. It’s a truly massive map, and dinosaurs roam freely in their own social groups. It captures the adventure-safari spirit of The Lost World and the first act of Fallen Kingdom quite well. I enjoyed driving across the island, photographing and observing the dinosaurs and providing medications to treat a new disease. The mission is very story-focused, so I concentrated on the story objectives and the setting, free from contracts or the demands of tourists. It was a delight, and I would have loved a whole game about exploring and researching this prehistoric preserve while attempting to prepare for, or even undo, a predicted tragedy. Some of my fondest memories of this level are of dealing with an ornery stegosaur herd near my base camp, which often attacked my perimeter fencing and sowed chaos among the researchers on the ground. It was an interesting experience, trying to find a way to coexist with these animals. The final moments of the mission also stood out as tense and horrific, as I had to choose which dinosaurs we’d be able to transport off the island in time, and dinosaurs began dying off in the chaos of the volcano’s imminent eruption. Sacrifices must be made.

Finally, there’s Return to Jurassic Park, yet another alternative sequel but this time to the original film, picking up shortly after the evacuation of Hammond and the other survivors from Isla Nublar. In this alternate universe, Hammond has convinced Grant, Sattler, and Malcolm to return to Jurassic Park, to start over and try to do things right. Hammond walks a line between his friendly tycoon persona and the born-again naturalist of The Lost World, as he is eager to build a park that is safe yet profitable, with dinosaurs who are well-cared-for, although sometimes his contracts darkly indicate that he’s still a little bit short-sighted and too profit-motivated. Hammond is aided by a young version of Cabot Finch, the PR manager from the base game. This Finch proves himself to be loyal to Hammond, even though he’s still ambitious and self-serving. He is the only central character not from the films, and the story largely focuses on Hammond, Grant, Sattler, and Malcolm (while Sam Neill, Laura Dern, and Jeff Goldblum returned to voice their roles, Richard Attenborough of course passed away a few years ago, and his voice actor delivers at best a decent imitation, at worst a whinier and more nasally knockoff).

Contracts became far more tolerable to me in Return; instead of competing against everyone, the divisions are headed by people possessing more or less mutual respect, all with the goal of presenting as-accurate-as-possible dinosaurs in humane enclosures with safe exhibits and facilities for park guests. You still have to complete contracts to raise your reputation with a division and to unlock more features, but you’re not risking reputation decreases or sabotage by focusing on one division’s contracts over the others (after all, petty infighting and anything intentionally done to risk the safety of the guests and dinosaurs would be intensely antithetical to these characters). Contracts are also in line with the ethical, reasonable personas you’re working with, so don’t expect contracts to have dinosaurs fight each other or to sell off certain dinosaurs. The contracts also have more interesting overlap in interests: Grant’s are focused on expeditions and the creation of more authentic dinosaurs; Sattler’s are focused on the wellbeing of the animals and observation of them in their natural habitats; Malcolm’s are very focused on security, and rather than independently increasing a separate division score for himself, completion of his contracts improves your reputation with Grant and Sattler; and Hammond’s and Finch’s are focused on expansion of the park, improvement of guest facilities, and profit growth.

The story is simple and derivative but entertaining. We first have to get the dinosaurs on Isla Nublar contained again. We then have to address what went wrong and work out a solution to the breeding problem (sadly, as far as I could tell, dinosaurs are not self-reproducing in the game even before the fix, and they’re still reliant on concealed feeders even in natural habitats). This involves a side trip to Isla Sorna, where we get the production facilities back online; in the campaign mode only, all your dinosaurs are shipped to Isla Nublar from Isla Sorna, creating a fun variation in how you stock the park with new attractions that unfortunately is not carried over into the Challenge modes. Finally, back on Isla Nublar, you work to grow the newly opened Jurassic Park, attempt to stop a bit of corporate espionage, and use your Tyrannosaurus to end yet another Velociraptor outbreak. The returning characters voice their concerns with attempting this reopening, but the game doesn’t try very hard to explain why they’d agree to come back to this site of death or why they believe in Hammond’s mission; if you can accept that Hammond intends to try again and has convinced the others that working with him from the beginning could keep dinosaurs and people safer, then you don’t need a deeper explanation. The story doesn’t really offer anything new, either; it just ties up loose ends (mostly loose ends that didn’t really need tying) and provides enough of a narrative structure to explain how exactly we’re all back at Jurassic Park. As a huge fan of the movies, I had more than enough to satisfy me.

In addition to the new story, we get a couple new creatures, as well: Compsognathus and Pteranodon, which have both had significant roles in the first two sequels. On top of that, many of the dinosaurs present in the Jurassic Park trilogy now have specific skins modeled after their appearances in these films. Once you unlock the new creatures and skins in the expansion, you can use them in any other mode; same goes for the Jurassic Park aesthetic and park economy.

I found the gameplay to be the best in this mode, and it’s not just nostalgia speaking. Certainly, nostalgia plays a role: park staff are dressed like their counterparts in the first film, the visitor center is more or less a duplicate of the original, visitors arrive to the island by helicopter, you have the classic cable fences and electric Explorers, the dinosaurs are movie-accurate, the guests are dressed like nineties tourists, and the additional park facilities feel like natural extensions of the design aesthetic of the first park. But management just feels simpler, more straightforward, more focused on providing lovely enclosures for the dinosaurs. For starters, the needed infrastructure is greatly streamlined: helipad to arrive at (placed by you, instead of the default monorail locations), visitor center that houses all the R&D departments as hub add-ons, geothermal power plant to provide electricity, only two types of visitor attractions (the car tour and a self-contained Pteranodon aviary), and only five types of visitor-needs buildings (restaurant, restroom, gift shop, emergency bunker, and hotel) that can all be clustered around a single attraction entrance point. It’s easy to chain along the ride through multiple enclosures (or around them, in the case of carnivore pens). Even the dinosaurs are simplified, in a way: while the expansion does add more animals to all game modes, any Jurassic Park-themed park has a reduced roster of era-appropriate dinosaurs. It’s a more focused experience, though there’s still plenty to manage properly to get your park to five stars (especially when playing in challenge modes).

My Challenge mode attempts tend to use the Jurassic Park setting. The combination of tight park-building gameplay and heavy doses of nostalgia makes this my preferred Jurassic World: Evolution experience. Over two years ago, I described the base game as flawed, fun, and slightly disappointing. Frontier Developments has added so much to it since, so it was already an improved experience, but Return to Jurassic Park has transformed the game into something truly special.

Isla Pena: More Teeth

I hadn’t played Jurassic World: Evolution much since I was last writing about it in July of this year. But I’m a sucker for this franchise, and it doesn’t take much of a promotion to draw me back in. This time around, it was simply the build-up to the release of the Switch version of the game–and no, I did not purchase the Switch version after I’d already bought all the content on PC; I have some restraint. I did, however, decide to get back to the Challenge mode a bit.

This Saturday, I loaded the Challenge mode save I’d last seriously pursued in July, before I dropped out and moved on to other things in my spare time. I found myself picking up the controls as though I’d never left the game, and I remembered some of the more advanced management tactics I had finally gotten a firm grasp on in almost as little time. My particular challenge was to get to five stars in medium difficulty on Isla Pena while releasing only carnivores. I therefore hoped to get two achievements for a single five-star run (beating any Challenge for one, beating Isla Pena on medium or higher with only carnivores for the other). Back in July, I’d named my save file for this unique challenge “MORE TEETH,” which I thought was sort of cute because, you know…

I didn’t manage to get to five stars within the level’s suggested par time, but I did get to five stars in just under four and a half hours total time, dealing with a variety of crises big and small that climaxed with a thrillingly destructive storm complete with twister and the resultant chaos of various carnivores rampaging across the island, and I secured the two achievements.

I had fun, as usual. I think this is a game I’ll keep finding reasons to come back to over the months–maybe even the years. I have no idea whether I’ll ever get the final four achievements on Steam, though, especially given that three require timed Challenge-mode completions. And I strongly doubt that I’ll ever unlock all the dinosaur skins that would require completing every island on the highest difficulty at least once. There’s still a lot left to check off in the game, then, but it’s rather repetitive in nature. Get to five stars on islands I’ve already played through, dealing with a slightly different contract assignment system and the extra costs of the steadily increasing Hammond Foundation fee, again and again and again.

The reason I have returned yet again to the game, then, has very little to do with completionism at this point. Instead, I genuinely end up having fun, sometimes for hours at a time. I still manage to experience moments of awe, curiosity, and excitement with this game. I picked the featured image for this post not because it was a moment of great excitement but because the moment of rolling through a jungle canopy in a ranger Jeep and coming out at the edge of a small pond, seeing my pack of Velociraptors settling down to sleep for the night on the other end, and snapping a picture with the ranger’s camera just felt special and peaceful and unique; the more I play the game, the more these little moments of simulated animal behavior and dynamic interactions with them at ground level are what really stand out to me, although I’ll never get over the explosive excitement of a park in the midst of a tropical storm. There’s always going to be something to continue to engage me with this game. Perhaps the only thing to draw me away for good would be a bigger, better sequel…

On a slightly different note, writing this post made me realize that I apparently never wrote anything about my experiences with all the DLC. It looks like I last seriously wrote about JW:E when playing through the base game again earlier this year with some of the new updates that had been made available over time. By the end of July, I’d played through everything. I should probably fix that oversight at some point, huh?

Review: Camp Cretaceous

The Jurassic Park movies have always sorta-kinda been family adventure films. Yes, there are many deaths, some graphically depicted, and there are plenty of frights, but they’re never particularly gory or horrifying films. There have always been some kids swathed in plot armor to accompany the protagonists. And kids naturally love and are fascinated by dinosaurs, even the theme-park monsters of the films, which once upon a time were overall rather accurate and remain strikingly realistic in action. I remember watching Jurassic Park around age 5 or 6, too young for the movie, absolutely enchanted by the glimpses of dinosaurs and thrilled by the adventure story and so scared of the kitchen scene I couldn’t even watch it the first time or two.

All that to say, it makes sense, from a certain point of view, to make a children’s show version of Jurassic Park. It certainly makes sense from a merchandising perspective, and I knew more about the toy line than the show’s premise up until a week or two before its release. But it also limits what the show can be about. If nothing else, the show must be more toned down, more tame, than any of the movies. Sure enough, a few anonymous or unlikable adults meet their ends more-or-less off-screen, and the kids (and even sympathetic adults) preserve the plot armor that always surrounds kids in these stories–at least until the final couple episodes, when the show genuinely manages to raise the stakes and suggest that the protagonists might not all make it through.

Camp Cretaceous is focused largely on tracking the developing relationships between the disparate kids who win a trip to the eponymous summer camp and then must somehow survive it. These kids initially come off as tired stereotypes: the dino nerd, the spoiled rich kid, the popular girl (upgraded to the current era as a social media influencer), the jock, the goofball extrovert, and the neurotic coward. The stereotypes are more or less played straight for the first couple episodes, but over the course of the show, all the characters gain nuance and depth, and they all reveal secret strengths and weaknesses. They are pushed past the breaking point as they attempt to survive, and they sometimes come close to fracturing but manage to stand together. By the end of the show, I liked all the characters.

I also really liked Bumpy, the sidekick Ankylosaurus infant who becomes a constant companion to the children as everything goes to hell. Bumpy has an adorable design. As much as Bumpy is designed to sell toys, she still had a big impact on me. I was constantly cheering on or worrying about Bumpy, even though I knew there was no way the show’s creators would ever let anything bad happen to her. Bumpy really steals the show.

The show’s premise remains pretty basic and in line with the first four Jurassic Park films: people go to an island with genetically engineered dinosaurs, bad things happen, and they must try to escape with their lives. In some ways, it’s a disappointing step back toward the formulaic just as Fallen Kingdom and Battle at Big Rock opened the franchise up to a much greater variety of storytelling possibilities. Still, the formula has worked well enough so far, and I had fun watching it. In truth, while the show has now been out for a couple weeks, I binged the eight twenty-something-minute episodes on its release night. The story might be conventional, but it’s a clever retelling of Jurassic World, with the characters reacting to similar events on Isla Nublar way across the island from the main park. There are some cameos from the film, mostly of the dinosaur variety, and we get to see more of the park. I’d go so far as to say that you shouldn’t watch Camp Cretaceous until you’ve watched (or rewatched) Jurassic World, as it’s rewarding to pick up on the copious nods to the film. There is a healthy dose of dramatic irony throughout that’s best appreciated with the foreknowledge of plot awareness.

This show manages to be awe-inspiring, exhilarating, often wickedly funny, and surprisingly character-focused (in the way that the best Jurassic Park films are). It’s not really doing anything new, but it returns to core concepts and tells a good story. And while the character and vehicle models are a bit basic, and some of the animation a little too frictionless, the dinosaurs look really good. It’s fun to watch, and for Jurassic Park fans at least, it’s worth it. Given how it ended, I’m looking forward to the eventual second season.

Reopening the park

I’ve spent much of my free time over the past week playing a lot of Jurassic World: Evolution again. I hadn’t touched the game in over a year, but the realization that I’d missed out on several newly released campaigns, and a lot more dinosaur content releases, got me excited to get back to the park. After a binge of DLC purchases, I was ready to start. And I was immediately amazed by the breadth of updates, even outside of what came with the new expansions.

The flavor of the base game has changed somewhat. New facilities have been added. New dinosaurs are available. There have been a variety of gameplay tweaks. And most entertaining for me, dinosaurs can now attack and damage ranger vehicles. With this new spice added, I decided my first objective would be to start the original campaign over again with all these new features baked in. So that’s what I’ve been doing so far. My old save is lingering as a milestone to mark my former accomplishments, but I want to play through the original content while dealing with additional guest needs and dinosaur threats. That choice to start anew has been rewarding for me so far.

That decision also means that I haven’t really touched much of the DLC content–the primary reason I wanted to get back into the game! But I’m fairly confident I’ll keep playing and reach all that eventually. In the meantime, I’ve perused the many locked research topics that have been added with the expansions. Boy, am I eager to get to some of the new prehistoric creatures included! And I might be most excited about the return to the original Jurassic Park in an alternate universe story set after the events of the first film.

It’s fascinating to realize how many of my initial gripes, and how many items on my ideal game version wish list, have been addressed with the new content. It also seems that I anticipated some of the directions that they went with further development. The game feels far more robust. Of course, that means that I’m now far from 100% complete with the game–and reviewing some of the achievements, I’m not sure I ever will get there. But that’s okay!

I’ve found that I’m also more willing to forgive the game’s flaws. I think it helps that I knew what to expect. The only direction for my opinion to go is up, as I react to new features. I already really liked the game, and I’m really impressed by how much the game has been improved in the base experience. But I do still get the feeling that the base game’s story probably should have at least included the Secrets of Dr. Wu expansion; we’ll see, but I think that it will probably better resolve the main campaign’s story.

I love spending time with stories set in this franchise. Especially while I find myself drawn to comforting experiences, I couldn’t ask for better entertainment than an in-depth involvement in the operation of Jurassic World.