For the ‘insanity’ experience, Cast has minimal limits and has nearly free reign to touch, including but not limited to grabbing, pulling, shoving and pushing through the haunt. While sometimes effective, the mostly young cast suffers from lack of spatial awareness and controlled force upon the Guests. The team nearly came in contact with props as the Cast lacked the spatial awareness to safely use these in close proximity to Guests’ faces. Similarly, hats and masks frequently came in contact with faces, ruining the illusion of character. Proper training should be required for any interactive weapon stunts, especially for young Cast members.
Due to the high number of ‘insanity’ victims, the rooms often got backed up as the Cast waited for the next rooms to clear and became frustrated that they had to hold these Guests for longer than normal. The team frequently encountered actors saying things such as ‘I don’t know why they sent you already, I’m not ready for you’ or ‘Come back here, the next room isn’t ready for you yet,’ destroying any illusion of character. The Cast had no ability to stall with themed dialogue or interaction and fumbled trying to manage the operation of the haunt’s Guest flow along with the performance they were supposed to deliver. The story ended up being pushed aside in order to get Guests from point A to B. At another point, a team member, while laying in a casket for an extended amount of time, heard another Cast member enter the scene and say ‘We’re having audio issues.’ Fortunately, the actor in that scene suggested they leave the scene to discuss it.
For an interactive haunt, the Cast seemed to lack the skill to provide quality interactions and the improvisational acting necessary to deliver the story and effectively carry on dialogue with Guests. Frequently, when our team would respond back in dialogue with the Cast, it would cause actors to break character and not know how to respond. In the asylum room, a conglomeration of teenage girls seemed to be seeing what they could get away with, so when a member of the team followed their direction and bit a (dirty and gross) prop, the girls ran off and giggled discussing ‘I can’t believe he actually bit it,’ again tarnishing the experience and believability of the characters as a whole.
There were a few effective performances that are worthy of a mention. The first character you meet in the trail to the ticket booth does a good job of welcoming Guests and providing warning of what lies ahead. The Mohawk clown that welcomes Guests into the first room of the haunt effectively starts off the experience with a good performance. The ladies in the snake room interact well with Guests, whether or not their slithery danger noodles affect them, adjusting the intensity level accordingly.
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