A good amount of props and photo ops surrounded the box office lines and our way in. The covered hayride waiting area had screens showing horror movie clips and music videos, while a monstrously twisted tree spokes plant (that also serves as the attractions’ mascot/logo) periodically gave a spiel about the corrupted forest where we were about to be trapped.
We can count on Forest of Screams to have our backs on the SFX front. It’s one of the prettiest hayrides we regularly go on, with plenty of top quality sets like a fabulous Old West town, an assortment of dilapidated killbilly shacks, a gorgeous foggy cemetery, a spastic clown house, a couple of murder barns including one inspired by The Texas Chainsaw Massacre, and a flashing, metallic sci-fi-horror stage. We got warmed up by blasts of pyro, watched a body twitch on the gallows, and went by several excellent, gargantuan-sized animatronics.
The trail featured a bunch of crypts and caverns, a Pumpkinhead-packed tunnel system, yet another foggy cemetery, decrepit shacks, an arch of skulls, lots of impressive animatronics including a way cool slowly rising angel of death, and a pack of werewolf beasties prowling over the entire new last part of the trail that replaced the old military-base-under-zombie-siege section.
In the Mortuary, we passed a Phantom of the Opera-like figure hunched over an organ, walked by an occupied casket in the visitation room, and observed the funeral director sprawled over his bloody desk with a big old hole in his head. Dr. Satan from House of 1,000 Corpses staffed the embalming lab. Pictures and props of evil nuns appeared frequently, along with some disturbing nun animatronics.
We heard plenty of notable sound effects on the trail, in a distorted soundtrack filled with screams, hooting owls, and chirping bugs, while organ music filled the house. Each attraction showed a firm grasp of lighting techniques and moods. Forest of Screams put on quite an effective display of effects.
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