Scarehouse has continued to display an incredible variety of intricate set designs. Infernal was a huge step forward for them last season and we were thankful that, beyond some minor accentuating ‘smudging’, it has returned largely unmolested. The museum’s life-like facade, standing out in the midnight haze, is wonderful, and the various ‘bone’ hallways are still completely unnerving. There is almost TOO much detail layered into the sets of Infernal (just kidding ‘ too much detail? IMPOSSIBLE!)
The best scenes from The Lodge have also been saved (the hallway, bedroom, absurd heart-shaped jacuzzi, along with the latter’s swollen occupant), but have thematically devolved from tacky to decaying. Zombies builds upon that excellent foundation, adding dim alleyways and abandoned buildings to the labyrinthian attraction (including a wonderful bar scene), building up to a finale at an open-air concert gone wrong.
The newly-added ‘white sheet mazes’ are about as basic an effect as can be affected, yet incomparably vexing. How a (reasonably) logical human being can become lost between 4 or 5 rows of ordinary white sheets is both a feat of great design and a prolific failure of navigational incompetence. Never, ever ask me for directions if bedding is involved.
I’m apparently feeling cathartically candid today, so how about another secret? 3-D attractions are, generally, pretty lame. Splashes of paint on otherwise-barren corridors are not acceptable, even if I’m wearing a half-broken pair of cardboard frames (Seriously, how long are these on your face? Five minutes? Who breaks something ON THEIR FACE that quickly? What are you doing, wildly swinging right crosses at the bacteria on your nose? 3-D glasses are ALWAYS broken!). The rise of 3-D attractions across the haunt world some years ago seems have to have brought with it a corresponding willingness for mediocrity. Perhaps it’s a lack of creativity, I don’t know.
FORTUNATELY (you knew there was some form of ‘but’ coming, right?), Scarehouse continues to defy the inadequacy of their contemporaries by embracing this medium instead of ducking behind it. Set construction in Nocturnia is enhanced by 3-D amplification, but would stand perfectly fine on its own. The clever use of textures, coloration, and effects (sometimes simple, sometimes grandiose), though, does make for a really unique and fulfilling visual experience.
Sticking with Nocturnia for a moment, we also appreciated that, though Scarehouse does employ some effects that have become quite commonplace across the community, they have customized their own uses for them ‘ their half-birth canal tunnel and swamp laser effects, though fairly wide-spread by this point, have been reallocated into singular applications.
That’s not to say that Nocturnia didn’t provide wholly-new effects: the World’s Smallest Pig manipulation (and the whole room it was in, really), the disorienting ‘alternating light fog room’ (blue is the superior hue, for the record), the mask and dot rooms… really, too many interesting effects to name, honestly.
Regarding the other sensory organs, Scarehouse has employed several new smells… and we noticed. A few pleasant, a few horribly noxious, they certainly added an additional level of color to the environment. Likewise, the audio accompaniments, which definitely reach their apex during Infernal, are a welcome addition to the experience. The blend of atmospheric whales, deep, pulsating thrums, and darkly-ethereal chantings of Infernal are one of the best aural conglomerations that we have heard in recent times.
There are a lot of ‘Easter eggs’ tucked into the set details in of Zombies. Perhaps a ‘hidden object’ bingo card version of the experience is in order. At the very least, make sure not to miss the world’s most despondent Smiley Cookie.
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