To the moderate degree that we found overall cast performances to be sagging this year, a dramatic increase in special effect and set design quality more than counterbalanced it. Ironically, perhaps, Sunset Lodge’s set work was the least impressive on display. There were still an appreciable amount of quality scenes, but, particularly at the very beginning, design relied too heavily on an abundance of hanging sheets and mattresses. A beautifully (if such a word can be appropriate in this context) rendered set of a stereotypical motel room, complete with heart-shaped hot tub and every tacky accessory we could have imagined, did stand out as one of the high-points of the entire haunt. Additionally, the hotel bar and a well-designed hallway featured excellent detail and design.
Noturnia was markedly improved this season. The haunt industry has certainly experienced an over-saturation of ‘3-D’ attractions over the last few haunt cycles, but Nocturnia really did stand out as one of the most effective uses of the this technology. In fact, I would say that a theme of this particular walkthrough may have been to revisit familiar haunt tropes and make them better. I mentioned previously, that the actors were a bit sparser in the middle haunt, but the attraction really felt better served for it. The vivid colors and uniquely-crafted effects were the true focal point of Nocturnia.
Our favorite set piece, though, came at the beginning of Infernal ‘ an exterior mock-up of the misty, foreboding face of the museum that welcomes you to the attraction ‘ perfectly executed. The rest of infernal, though, didn’t lag for a moment. After an initial tour through the museum itself ‘ featuring rows of displays, we found ourselves in a truly disturbing environment. Walls of bone, intricately arranged to create a frightening pathway marred our journey and signaled that we had come, finally, to the darkest layers of reality.
While the first two attractions, featured several moments of impressive sound effects (a roaring boiler and appropriately-nauseating elevator music for instance), Infernal really stole the show. It began somewhere near the middle of the attraction : a pulsing, nearly-mechanical hum; an aurally-oppressive orchestra, shifting in execution across several sets, but maintaining a thick, abrasively vile non-melody, until anti-crescendoing into an assaultive, deep throbbing as we experienced the resolution of the haunt. It’s extremely rare to note a soundtrack to an attraction so greatly influencing the effectiveness of its scares. Ambiance, atmosphere and ‘mood music’ have the potential to really accentuate an attraction’s other qualities and Scarehouse really nailed it with Infernal.
Visual effects, as well, were impressive. Nocturnia employed the best of these, as may be expected. Their spinning tunnel was very effective in tandem with their 3-D elements, and a ‘dot room’ added an additional effect to the traditional formula that had us ‘rippling’ in appreciation. A red-lit hallway really popped behind the 3-dimensional sheen. However, their unique take on the ‘swamp’ effect was our favorite highlight ‘ its execution ‘sunk’ our spirits in a way that similar attempts at this design have failed.
See Less