This haunt takes full advantage of its isolated, dark farm area. Every attraction saved by the Funhouse is more a series of vignettes joined by a long walk through a dark, deserted cornfield. There is something inherently unsettling about dead corn, something in the way the leaves hiss in the wind that sends shivers down my spine, and this works very well to set the stage. Unfortunately, this trick is a bit overused. I easily spent as much time in the corn as in the vignettes, if not more, and after the initial tension passed, I realized that there are…
Read More…This haunt takes full advantage of its isolated, dark farm area. Every attraction saved by the Funhouse is more a series of vignettes joined by a long walk through a dark, deserted cornfield. There is something inherently unsettling about dead corn, something in the way the leaves hiss in the wind that sends shivers down my spine, and this works very well to set the stage. Unfortunately, this trick is a bit overused. I easily spent as much time in the corn as in the vignettes, if not more, and after the initial tension passed, I realized that there are never any actors in the corn save for one attraction. Adding just one or two here or there so that you do not have the tension completely deflated would be a fantastic addition.
I do need to call out a few things they do very well. They use long wooden tubes filled with strobe lights to disorient you on your way out. It serves as a far more effective cooldown than the usual walk out the door you are done feeling of too many haunts. Each time it was like transitioning from one world to another, and it really impressed me. They also do a fantastic time spacing out each group. Despite the long attraction times we only encountered another group once, and that was because some in our party ran in fear.
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