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Epic Universe Expansion Speculation

  • Thread starter Thread starter Brian G.
  • Start date Start date Jun 24, 2024
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greendude33

Rookie
Joined
Feb 10, 2014
Messages
35
  • Yesterday at 7:04 PM
  • #1,141
If there is an expansion in Dark Universe, could we see them revisit the show idea that got canned in favor of Werewolf.
Maybe a show to round out the land as opposed to another ride?
 
quinnmac000

quinnmac000

Dragon Trainer
Joined
May 14, 2014
Messages
6,516
Location
Seoul, Korea
  • Yesterday at 8:37 PM
  • #1,142
Creature Vs Wolfman Attraction with the wolfman actually transforming

Ride Entrance

In the outskirts of Darkmoor, away from the Burning Blade Tavern, lies an unassuming structure: Whemple’s Lodge.

Owned by Neville Whemple, descendant of Sir Joseph Whemple—who unearthed Imhotep—Neville isn’t driven by curiosity. He seeks power, prestige, and a legacy for his own ego.

The Lodge is a haven for those enthralled by the unknown—descendants of scientists and doctors who once faced monsters and now carry generational trauma. Where Frankenstein Manor stores case files, the Lodge preserves relics and gear from unspeakable expeditions.

Storyline

Victoria Frankenstein has realized that monsters can be trained—but never truly controlled. Her influence is slipping.

Neville reports a sighting of the Gill-man in the Amazon. Once a wonder of prehistory, the creature may have survived. She assembles a new team—you. Franny Talbot, an inventor descended from monster lineage, joins as co-lead.

Queue

Guests move through Whemple’s Lodge, passing artifacts, journals, and ancient gear, into a theater chamber where they board Neville’s private airship, engineered by Franny.

In a short motion simulator segment, a live actor pilots the ship. It lifts off over Darkmoor and heads toward the Amazon, setting up the journey.

You land on the landing pad in the middle of the amazon jungle in the simulated daytime environment and make your way through the jungle to reach the dock and campsite (loading area) where you will board your steamboat vehicle. Ride Vehicle is a small steamboat where people sit around the boat like the Jungle Cruise but the seats are elevated so your feet dangle so they can turn you where you need to look. Due to the last few skippers and research going missing from the small steamboats over the last few weeks, remote navigation control of the steamboat has been made possible by Franny Talbot and her two brothers but she and her brothers insists on going with the guests for safety reasons and she is in AA form in the wheelhouse in the center of the one of the boats. Her two brothers are in the other. She has made it mandatory that all people wear a floatation device (over shoulder ride restraint with haptics to simulate something near you) something happens.

Ride Vehicle: The ride vehicle is a hybrid design: a mash-up of a carousel, a scoop-style motion base, and a traditional watercraft ride reminiscent of Jaws or Jungle Cruise—but elevated for thrills and immersion. AAs are built into the ride vehicle

Ride:

Act 1


Your journey begins under the fading afternoon sun, around 3 PM, with the boat gliding silently in a follow the leader style through the flooded foliage of the upper Amazon the river is narrow but not too much. If something wanted to grab you it could. The air is thick, the shadows long, and the water deceptively still. Franny Talbot crackles in over the radio, giving an optimistic briefing and checking in with Victoria Frankenstein and Neville Whemple, though her tone is... cautious. Several boats have gone missing. As the boat rounds a bend, you see it—a destroyed steamboat, half-submerged, the hull torn open and blood streaked across the canopy. There’s no sign of survivors.

Then it happens.

From the surrounding jungle, local tribespeople—their bodies painted, their eyes wild—erupt from the brush.

Suddenly:

Haptics simulate blow darts striking near your shoulder and back.

Puffs of air blow just beside your ear, as if something passed within inches.

One tribe member lunges from the side, narrowly missing the edge of the boat.

Your boat accelerates toward a fork in the river. To the left, turbulent rapids roar angrily. To the right, a calm, smooth waterway reflects the jungle canopy in eerie stillness. Neville’s voice cuts in over the comm stating that he is going to take you down the calm path. But Neville knows that is not where the gill people are and he as well as fate has others plans.

You feel the boat start to go to the calm route followed by a sudden, violent jolt from beneath the boat throws it off course. Franny and bros take over the steering system but it fails, and the vessel barrels down the rapids route, slamming into the current. Guests are sprayed with water as they experience the rapids.

As the chaos settles, the boat drifts silently into a still, open lagoon, which in reality is a massive dome screen with 360 degree soundscape. (Bourne quality screens). The sun is low. Franny’s radio is full of static. Now the boats are using reserve power allowing for a low light atmosphere in the wheelhouse but no place else and will not be moving anytime soon.

There is a tension with the Talbot siblings....“We have to get back to base soon... it's a full moon tonight and I don't know why but I feel strange..”

Act 2

As night falls, the boats sit silently into a massive dome theater, seamlessly disguised as an endless, open lagoon. The walls vanish into darkness, while the “sky” above stretches high and wide—an illusion enhanced by projection-mapped clouds and a 360-degree soundscape.

Storm clouds swell overhead, projected across the dome with slow heavy motion. Low rumbles of thunder roll around the space, gradually building. Rain begins to fall—first visually, then physically, as soft mist sprayers activate. Franny Talbot’s voice, usually so confident, now carries an edge of worry. She says something to the effect of guys...I don't feel so good.

The water in the lagoon around the boats begins to ripple, then churn. Shadows glide just beneath the surface—massive, graceful, and wrong. The lights around the boats flicker. You hear splashes in the distance. Shapes—too fast, too fluid to be human—dart beneath you.

Inside the central wheelhouse, dim amber lights reveal Franny and her twin brothers, visibly struggling. They double over, gripping the controls. You hear strained breathing, moans, and then snarls.

Suddenly, a Pepper’s Ghost transformation sequence begins—subtle, disturbing, and drawn out. Through flickering light and projection layering, the siblings’ silhouettes stretch and distort, transforming into full werewolves. Fur bursts through fabric. Hands twist into claws. Their heads snap upward—and they’re no longer human. The Talbot curse wasn’t broken. It was sleeping.

Just as the transformation reaches its peak:

The dome flashes with blinding strobes, simulating lightning bolts that crack through the jungle sky.

Surround sound thunderclaps shake the room—full 360° audio creates the illusion of massive storms crashing overhead and behind.

Boats lurch violently as Gill-men breach from the water, leaping onto decks in synchronized, shadow-covered movements.

KUKA-arm animatronics, masked by darkness and timed lightning, simulate Gill-men landing on and diving between boats.

Wet footsteps thump across the canopy overhead.

Your seat rotates, turning you helplessly toward either the lightning lit lagoon… or the wheelhouse, where werewolves now slam against the shattering glass.

Haptics trigger in your restraint—breath on your neck, claws brushing your shoulder, water dripping on your arms.

A final strobe blast illuminates everything at once—Gill-men, werewolves, jungle ruins, your terrified riders around you freaking out because this ride made them feel something unlike Battle of the Ministry which just frustrated them because they went first thing and wait three hours and also the annoyed Today show crew because a second ride got them sit on by a Universal monster.

Then—

CRACK. The glass shatters in the wheelhouse.

BOOM. Thunder explodes.

And now its pure darkness.

Act 3

You are left in total blackness, with only the sound of growling, snarling, and the faint splash of something circling… much, much closer than before. You are plunged into pitch darkness. Through haptics built into your seat, you feel: Warm breath on your neck, water dripping down your arms, movement circling around you.

Suddenly, a spotlight bursts on—the Gill-man/woman and the werewolves are fighting in the wheelhouse. Rain slams down. Thunder cracks. KUKA-arm-controlled Gill-men leap across boats unseen in the flashes of light.

The boat rocks wildly. The conflict is everywhere. Chaos.

Just when it feels like the end is near and the child next to you doesn't think this is fun anymore… the storm begins to break. The clouds part. Sunlight rises in the east, revealing the aftermath.

The Talbot siblings slowly de-transform. A single Gill-person stands aboard the boat, looking not angry—but sorrowful. On the shoreline, you glimpse a small family of baby Gill-creatures, swimming free. This was never an invasion. This was a warning.

Finale:

With radio communication restored, the boats begin to move again ready to head back to camp—startling the Gill-person aboard who climbs up a hole at the top of the wheelhouse and " dives" back into the water with a splash. As you make your way back, you pass the wreckage of the other boats, finally grasping the cost of the expedition and realize maybe the events of today were not random but planned. Over the radio, Victoria and Neville excitedly discuss the “opportunity” of discovering more Gill-creatures—while ignoring the trauma left behind.

The Talbot siblings, back in human form, ask guests to keep their transformation a secret—to protect them from being exiled to the catacombs beneath Darkmoor.

You return to the dock, where a new invention—Victoria’s teleportation device—transports you back to Whemple’s Lodge, changed by what you’ve seen.
 
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Rhian

Rhian

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V.I.P. Member
Joined
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Messages
753
Location
ore LAN d'oh
  • Today at 1:11 AM
  • #1,143
Clive said:
Well, yes, boat dark rides by default take place indoors/in the dark. But we now have the benefit of hindsight and are aware how expensive it is to maintain a ride like Pirates of the Caribbean or even It’s a Small World over 50+ years. It doesn’t mean they can’t or won’t do it, but it’s a consideration!
Click to expand...
I'd also make a point that materials and design has progressed in that time as well. Back then rides were built and designed without current tech and experience. I'm making an assumption here but I don't think rides were built with a minimum expected lifespan as they are now, they were lucky they lasted as long as they did.

This is where watching how Shanghai PotC does over the years in maintenance and operation will tell us a lot. However I'd take the construction of a new elaborate boat ride as a good sign and don't see why Universal couldn't do the same.
 
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