Netherworld utilizes a wide variety of special effects throughout both attractions, with an impressive combination of lighting, environmental effects, moving elements, and animatronics. The scenes and sets are consistently well lit, using a combination of ambient lighting to establish the atmosphere and carefully placed detail lighting to draw attention to specific props and scenic elements, including details several layers deep. Strobes and lasers also appear throughout the haunts, with one particularly effective laser swamp combining fog, laser effects, and a waist-high claustrophobia air bag to create the sensation of wading through the environment. Fog is used effectively in several areas,…
Read More…Netherworld utilizes a wide variety of special effects throughout both attractions, with an impressive combination of lighting, environmental effects, moving elements, and animatronics. The scenes and sets are consistently well lit, using a combination of ambient lighting to establish the atmosphere and carefully placed detail lighting to draw attention to specific props and scenic elements, including details several layers deep. Strobes and lasers also appear throughout the haunts, with one particularly effective laser swamp combining fog, laser effects, and a waist-high claustrophobia air bag to create the sensation of wading through the environment. Fog is used effectively in several areas, although a few scenes could have benefited from a little more to fully achieve their intended atmosphere. During our visit, the steady flow of guests through certain sections may have made it difficult for the fog to build up as much as intended. Netherworld also makes excellent use of physical effects, with various squishy flooring sections, vibrating floors, and even swaying walkways adding unexpected movement beneath our feet. These are complemented by a number of other moving elements, including a drop floor, moving walls, and vortex tunnels, as well as several air blasts and water effects.
Animatronics are another major part of the experience, and there seemed to be almost as many of these as there were live performers. Many are literally larger than life, and nearly all fit naturally into their surroundings while providing an effective distraction that allows actors to deliver their scares. We did notice a small number that may not have been operating or simply didn’t trigger during our walkthrough, along with a few instances where mechanical components were visible, but these were minor observations in an otherwise impressive collection of effects.
Audio is another area where both attractions excel, although each takes a somewhat different approach. The Curse of the Collector uses sound effects for nearly every creature and animated prop, while multiple layers of ambient audio combine to create a continuous cacophony of noise. This helps reinforce the sense of chaos and makes the entire environment feel alive with activity. Beyond Oblivion, by comparison, uses ambient sounds that are more closely tailored to individual rooms and scenes. Animatronics and other props still have their own sound effects, but the overall audio design is more focused on the individual environments than the all-encompassing soundscape of The Curse of the Collector. Together, the two attractions demonstrate the impressive range of effects Netherworld has at its disposal, with plenty of variety to keep guests visually, physically, and audibly engaged throughout both walkthroughs.
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