Much of the fun of PrimEvil is in the strange and mind bending effects that pepper the experience. The greatest concentration of these effects was in “Circus of Terror”, where you can be spun through no less than two tunnels, dance to what can only be described as crazy upbeat clown party music, clamber through some ropes into a giant inflatables room, and of course run faster and faster on a giant spinning turntable akin to a Mario game – the only place we’ve seen this effect! It’s the kind of maze where the sets make you explore and discover their hidden corners, through inflatable birth canals and slanted hallways, into what looks like the backroom of the circus with a little sit-on train, all the way to a killer clown surprise at the end.
Between the trails of “Forest of Fear” immersive light and sound seeped forth. The music evoked something of a cult, with chanting enmeshed with Viking metal elements, having built from fairground music in the more benign beginning. Although there were few sets to speak of, one tent housed the bodies of sacrificial victims hanging from the ceiling, and an altar held a most unholy offering. In keeping with the folk-horror motif, the spinning “cage” device we were locked into in previous years was set on full pelt with maypole decoration fluttering from it. Smoke effects were thickly used in the finale, obscuring your vision, as did the hoods you need to don at one point (although they do not completely block your view).
Other effects made good appearances in “The Crypt”. Dripping and running water flow heavy here as you dash across grates with real water underneath, only to be caught off-guard by a rickety bridge. There’s a fantastic effect from the grate above you, where a spinning gobo makes it look like it’s raining or steaming in the underground sewer. Rat sound effects scramble and bells toll, and some of those bells we suspect were real given their pitch. Ominous ecclesiastical music plays, whilst an inflatable birth canal with a springy floor at the same time makes for an interesting sensory mashup.
More sensory effects hit us throughout, with “Route 666” subjecting us to springy boards, live fire effects, fog, and banjo music, although these weren’t completely consistent throughout. “Werehouse 51” introduced a laser fog room and water barrels full of light, as well as stocked shelves appropriate to its name. Animatronic use was prevalent, with animatronic animal finales in “Route 666” and several appearances in “Werehouse 51”, and an eerie patient rising from his bed in “Mayhem Manor”, as well as a juddery lift complete with elevator music.
In terms of set design, “Mayhem Manor” was quite intricate, including a kitchen with oven on providing warmth, a dining room with decrepit furniture and fish tank with dead fish, morgue, and a library with a giant globe and pages torn from innumerable volumes scattered on the floor. Some of the rooms even had a slightly funky, unplaceable smell which spoke of the rot within.
See Less