From the parking field, we simply followed the lights and sounds to the ticket booth. On the way there, we saw a squadron of skeletons posed around floodlit farm equipment. The midway had entry and exit points for all four attractions, a merch tent, food vendors, and picnic benches in a hub area filled with fog, eerie lighting, a graveyard scene, and props like a hearse.
The hayride’s neat butchery facade featured hanging cuts of meat and flayed skeletons. We went through a metal tunnel someone was thumping on to arrive at the queue where a bloody doorperson berated us.
She declared that the group leader’s high-fat content made her want to cook him up pork-style with an apple in his mouth and some cinnamon. This gal was very particular about her spices. When the other team member suggested cumin, it got written off as a pretentious seasoning for yuppies (are yuppies a thing anymore?) and a good reason to drown her in the river for fun.
The wagon suddenly stopped, and everyone got off to go through the livestock area. We haven’t experienced the ‘stop the wagon and get off’ thing too much, but it was a successful break in the action and tweaked up the immersion with a more up-close and personal experience than usual for a hayride. Manic actors getting in riders’ faces more than we’re used to, as well as good effects work like riding through claustrophobic enclosures, also raised immersion levels.
At Prison Break, we were given an orange vest to wear like the ones you see on highway cleanup crews and made to line up against a prison yard fence. Then we had to walk through a prisoner transport bus. We experienced a little more downtime than in the other attractions and a bit of wondering, ‘Why are there cages set up in the cornfield?’ –- but ultimately, the props and actors carried off the storyline pretty well.
Carnage of the Carnies’ big top facade, clown doorperson, and corrugated metal entryway made for another ‘banging’ entrance. This carnival attraction was the most structure- and effects-heavy of the walking attractions. It made for an action-filled, visually-filled walkthrough, with never a dull moment. Crazy and chatty actors kept us entertained or scared. The highest immersion marks went to this one.
Creatures of the Corn presented a simpler facade, a shack-like porch reflecting the simpler theming and premise. The doorperson and intro actor warned us about the monsters and talked up something about hitchhikers that never quite paid off, though we kept asking the monsters about it. Some interesting characters (bird creature, crutches guy, etc.) and effects caused us to keep guessing what was coming up next, but there was less going on here than in the other walkthroughs.
All attractions exited back into the hub.
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