The completely immersive simulation cannot fully reflect the kind created in the first generation, because of the huge contrast caused by the sudden appearance of primitive wild creatures in the industrialized modern towns in the game, resulting in a sense of horror. There are leopards in the jungle, it is normal; and there are lions on the bed, which makes people shine. This makes the new version like a video walkthrough, no longer surprising. In the first generation, this contrast is constantly reminding and urging player characters and audiences to end the game as soon as possible, which makes us full of expectations for the development of the plot. In the new version, this task is handed over to the contrast between players' physical and mental changes after entering the game, which is also the focus of the film. It's not boring, but in the end, it's just an inspirational story about growing up as a teenager.
The sandbox-style game world makes the level separation not clear enough. Before each roll of the dice in the turn-based system, the tension and helplessness of having to take the initiative to start the next round of fatal danger even though I had just escaped from death.
The new version shows the concept of team and trust with complementary skills, and seems to integrate players more closely into a whole, gaining the potential to become a perfect team from the beginning. But that's nothing new in a bloody team-play adventure. And on the contrary, in the first generation, everyone formed a team because the dead rules of the turn-based system required players to take turns rolling the dice. I came to you to play not because you were suitable to play, but because you were unlucky to appear in this position and had to play with you- Makes the game appear harder and more ruthless. The cooperation and care developed by the players who are completely "acquired" by the contrasting players are more warm, precious and hard-won.
Drums are no longer mysterious. The sound of drums suddenly sounded in a wooden box, which was quite terrifying. And in the virtual reality games that everyone has realized, this is as unsurprising as the background music and cutscenes.
JUMANJI is an arrogant and powerful rule maker. For at least a hundred years, he has maintained the form of checkered chess. You can not play (I only play drums to seduce, not force), but if you want to play, you have to play by my rules. There is no obvious reason to eat in 1995, but in 1996, because of one person's temporary rejection, he changed himself. Otherwise, in the next two decades, why not continue to keep pace with the times and become a PS or XBOX? You must know that in the first generation, players decided to play chess not simply because they liked this type of dice-playing grid, but because they were curious about the chess box because of loneliness and boredom in a specific environment. The same is true when the game is discovered in the new version. At this time, it makes no difference whether the appearance of the game is an older cassette or an older chessboard. The "dramatic need" makes this change seem far-fetched. And the game has lost its momentum, and the whole film is filled with a feeling that the villain is very fake and weak (please play with me).
In short, the change of game form seems to be a kind of "update", but it is actually a retrogression of creative strides, which has become a cliché.
In addition, in the first generation, the identities and psychological changes of Sarah and Karl over the past 26 years made them laugh a lot when they met Ellen, which is the unique effect of this time difference. In the new version, apart from creating a sense of vicissitudes of good fortune with Bethany at the end, Alex is almost dispensable, not even a tribute.
One of the most classic moments of the new version is that in the end, Masha uses the weakness of the game settings and the resurrection mechanism to instantly reach the top of the statue. Program loopholes and their exploitation are unique features of video games. Using loopholes to break through the game's restrictions on player behavior is, in a sense, a transcendence of the game (the designer's intention)! The in-depth excavation of the new game characteristics brought by the new game form, and then closely combining them with the plot, this is the meaning of changing the game type.
If you don't compare it with the first generation, the new version is only abrupt in the later emotional scenes, which made me have a strong fast-forward urge. The rest are fine. Especially the "Earthman paint" of "Nebula" is so beautiful.
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