Presumably Hammond deleted all his files at InGen when he retired, taking the secret of throwing live goats into dinosaur pens with him.
You now hire scientists and put them to work on research projects, but I hadn’t applied them to figuring out how to construct a live animal feeder. The problem I had was not having run through enough of the new systems and ideas in the campaign. Scramble the chopper, it’s time to go tranq some more dinosaurs…. Oh, and no, those electric fences aren’t going to do a damned thing if they get annoyed enough to break out and try to find their own way in the world. Rex are not going to be happy sharing an enclosure, and yes, they really do care if their food was running around bleating before hand. Of course I started off here with some rookie mistakes.
Then it’s just a case of adapting the enclosure to have the right mix of terrain, foliage, water, food, and so on. If you know what you’re doing, it’ll be easy to accommodate their needs, sending over your ranger teams to perform some quick status checks on the creatures to see how comfortable they are in their new homes. It’s not long before you’re being told of an imminent dino drop, delivering some pretty chill Pachycephalosaurs to an enclosure, and not long after, a pair of T. With San Diego off in the distance, there’s a huge ampitheatre at its centre, a few operations buildings and some partially built and damaged enclosures that need fixing up. You’re charged by Peter Ludlow to revive the abandoned development of Jurassic Park: San Diego, finding a half-built amusement park that just needs a little bit of work before you can airlift some dinos in. Rex rampages through a surprisingly empty San Diego… or at least not yet. In this scenario, things don’t go ridiculously off the rails to the extent that a T.
We got to go hands-on with the second scenario in the game, an alternate take on the story for The Lost World: Jurassic Park. Frontier already explored this with the Return to Jurassic Park expansion pack for the first game, but have run with it for the sequel.
Personally, I’m all about the Chaos Theory mode, a series of ‘what if?’ scenarios set in and around the narratives of the film franchise. It’s an interesting opening set up, and I’m sure Frontier have cooked up some great scenarios off the back of it, leaning into the kinds of conservationism found in their Planet Zoo series and taking you to more extreme climates that the dinos are ending up in. In particular, the Baryonyx needs the pescitarian feeder submerged in a large enough pool of water, and likes to have rocks nearby, while the Triceratops needs there to be enough ground fibre for it to feed on – there’s no more need to set up plant feeders for herbivorous dinos. The first target is a Baryonyx, the second a Triceratops, both needing you to tailor their enclosures to cater to their wants and needs. It’s a tutorial-style setup, tasking you with taking control of a helicopter for the first time to fly off across the arid lands to find and tranquillise the wild dinosaurs. The first campaign mission of Jurassic World Evolution 2 takes you to Arizona, taking over a partially constructed facility with several species of dinosaur having roamed nearby. That’s in addition to a bunch of returning original characters from Frontier’s first game, Cabot Finch reappearing from his appearances in the DLC packs, having snagged a role as the Assistant Director to the DFW.
For some reason, that means turning to film protagonists Claire Dearing and Owen Grady (despite their rather integral role in letting them all loose), trusting in their expertise to start the wider capture and preservation efforts of these animals. The government simply has to step in, the Department of Fish and Wildlife stepping in to try and manage the situation.