Mutation was the heaviest hitting here, too. Not only were some memorable effects incurred during our short tour, but they were also effective, most importantly. The scene details were realistic, with testing stations, laboratory equipment, and curtained patient beds.
We fell subject to a variety of moving parts and sounds. Directional sounds were effective and resulted in startles on multiple occasions. Way to use that sound! Some details were so intricate that we walked past a small, vintage radio on a shelf emitting music. Tons of test tubes, a falling wall, opening doors, thousands of files, bloody walls, flickering fixtures, and calming music in the quarantine area helped to bring the lab to life.
As for the props themselves, they were well-disguised and very effective. The giant mutations featured sharp teeth, mouths that could swallow us whole, and one was trying to flee its confinement by bouncing a sheet-covered metal cage across the floor! We didn’t stick around to find out what was inside!
Amidst the big top show, various realistic and appropriate sounds filled the scenes. We heard loud circus music, ambient tracks, a creaking wall, a loud bell, a train horn, and carnival game noises. The sounds also complemented the more significant effects well.
Eye-popping airbrush artwork done by the amazing Stuartizm Designs lined the walls and some objects within the scenes, too, such as barrels and crates. The 3D artwork was so good; it sometimes popped out even without the glasses! Quite a few rooms were accented with many props and set pieces rather than solely relying on the artwork to bring the scenes to life. Illuminated masks and well-placed doors covered one room, which was a welcomed effect to a colorful 3D haunt. A few sensory effects were used well, too, including fog in a mirror maze that made it even tougher to find the exit.
As we made our way through the darkness of Nightmare Factory, with only a rope to guide us through, we encountered several effects along the way. Although, this haunt is not an eye-candy attraction by any means. The props and decor inside have a purpose: to surprise you quickly with just enough time to allow some group members to set eyes on the visual effects while taking your night vision away.
The props and animatronics shined the most here. One of the most effective of the night was a well-placed dropping floor that caught us all by surprise; we also hadn’t seen one like it anywhere else! Sound and lighting combos were used to show hidden surprises in the walls, including factory workers’ remains. While the soundtrack was more limited, it gave way to the loud pop scares. However, we could hear a lot of sound bleed from the other haunts/midway area, including many sounds from Killgore’s.
During the very few times we gained our night vision, our surroundings were plain black, but the walls changed textures in spots, and the final room where we could see more looked like old factory walls. There is one room with a gigantic hair-raising surprise, but we won’t dare give it away; just prepare to be electrified!
As we made our way through and around seemingly abandoned buildings and cars in Unchained, we could hear radios scanning stations and a car trying to start. For those that partake in the glowing necklace experience, additional effects and sounds will likely be encountered; you may even have to crawl in this one!
The buildings we walked through were realistically equipped with many objects we’d expect to see in a junkyard or shed. In addition, a run-down gas station made us question whether it was safe to walk nearby. A large saw, a new decking walkway, a bus on its top, and the many crushed and overturned cars added to the overall realism of this apocalyptic attraction.
In the Backwoods, we found many items that led us to believe we were likely trespassers. The sets and props here are also more authentic, as this is more of an actor-driven haunt. The trail relied more on decor and ambient lighting to set the tone. We noticed some added sound effects, which increased the feeling of dread when we heard them.
The trail itself was lined with many dimly-glowing lighted jars. Some scenes featured additional colored lighting, while others were too dark. We zigged through some hanging sheets, a stinky outhouse, past many license plates, road signs, fresh animal pelts, and a trailer, among other things. Unfortunately, Zombieland Unchained and Backwoods had minimal soundtracks compared to the three indoor attractions.
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