The skill level of the cast ranges the entire spectrum while overall averaging out at an above average cast performance. With minimal sound effect triggers for scares, the cast is left to more organic devices such as blowing their vocal cords in your face or making a physical sound with a loud prop (wood clapper, can of rocks, etc.). The few chosen characters on microphone at the front of houses (i.e. UNDEAD ARENA: LIVE, THE BLACK SPOT) seemed to have little script or talking points to drive their character choices, ineffectively setting up the events within their attraction, and relying on commenting on Guest wardrobe and other non-themed comments.
Other haunts, such as DEATH WATER BAYOU had the whole cast warning about venturing further, claiming the Voodoo Queen will cut your tongue out. This admonition was far more effective than the actors mentioned above and was a better overall direction adding suspense to the attraction as opposed to aimless commentary.
One trick that Howl-O-Scream employs quite a bit (and rather effectively, I might add) is camouflaged actors hidden in dark corners. While mostly effective camouflage (except the unfortunate Tron-like grid in DEMENTED DIMENSIONS), the true pay off to these scares are the actors which are great at scaring and then getting back to stillness and camouflage in the dark. These types of scares are the most likely to get even the most stoic haunt goers.
The cast of THE PLAYGROUND gives excellent interactions and the ‘creep effect’ in their black light school yard. ZOMBIE CONTAINMENT UNIT 15 had some great performers that would truly react when getting ‘hit’ with the laser tag guns, as advertised in the instructional posters in the queue. Others, however, would show little reaction when ‘hit’, and some would stay ‘paralyzed’ for far too long missing scare opportunities.
Perhaps the least impressive cast was that of UNDEAD ARENA: LIVE. This may be from flawed design or direction, but the cast was responsible for a lot of misdirection due to moving scenic pieces creating a maze and separating groups. While this is a great idea, it seems as though the cast either didn’t know when or wasn’t comfortable moving the large and heavy doors to block Guests’ path. Also, the large rooms (i.e. referee stripe room) with several actors in it and very little action seemed like a missed opportunity, or maybe something that just wasn’t ready yet. Both times through the house, we walked straight through these rooms past all three actors without an interaction or attempt at a scare, again, probably a challenge to the current design giving them nowhere to hide or nothing to misdirect Guests with.
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