horrorfiend99
10-14-2009, 12:26 AM
After an impressive showing last year with something like six all new mazes, Knott’s has definitely taken their foot off the gas a bit for the ’09 season. We get four new mazes, which sounds like a lot, but upon further inspection we find that two of these newbies are really just glorified remakes (or reimaginings if you will) of mazes from last year. While it is not uncommon for Knott’s to reuse themes and even resurrect older mazes entirely, it seems a little underwhelming to rework attractions from the previous year and then present them as brand spankin’ new. What we end up with is a Haunt event that is solid enough but isn’t offering us anything new or exciting. But let’s get into the nitty gritty details and take a long look at the maze offerings for 2009.
NOTE: I did not include Alien Annihilation as I didn’t have time to go through it this year.
The Slaughterhouse
Having debuted last season to mostly positive reviews, the Slaughterhouse remains a solid addition to the maze lineup and fills a niche as a somewhat generic and less folksy Knott’s version of Texas Chainsaw Massacre (sans chainsaws).
The story is vague and some of the details are missing this year (such as mood-setting characters in the queue and the clever anti-cannibalism picket signs) but the theme remains thoroughly apparent – as we are exploring the less than humane slaughterhouse facilities that service Uncle Willy’s BBQ, a roadside eatery that is clearly serving up more than pork ribs. The biggest problem with the maze’s narrative is the fact that we’re injected directly into the murderous madness without much of a buildup and although the characters of Willy and Ida are referenced we are never obviously introduced to them and thus what could be a rich thematic continuity is reduced to a series of gory set pieces that work on their own but lack cohesive flow.
That said, the sets are immersive enough and some of the sight gags work quite well (the giant meat grinder springs immediately to mind) but the layout is hindered slightly by long stretches of minimally themed corridors and large empty spaces. The sound design is quite flat and for the most part, unremarkable, with the inclusion of industrial metal seeming particularly out of place which is a shame as some clever audio could really give the Slaughterhouse a much-needed dose of personality.
The talent in this maze, on the other hand, did bring originality and energy to the proceedings. They were fully dedicated to the theme and the characters they were portraying – from the hapless victims to the ravenous hillbillies. Despite some serious understaffing and subsequent lack of maze coverage (there were several lengthy stretches inhabited by absolutely no one) when the actors popped up they were firing on all cylinders which really brought an otherwise mediocre maze to life, bumping its grade up from a C+ to a B-.
GRADE: B-
Lockdown – the Asylum
Lockdown is a serviceable maze that admirably delivers exactly what one would expect but fails to really bring anything new or exciting to the table. Part of the problem is in the maze’s name which inexplicably uses the subtitle “the Asylum”, a tactic which does nothing other than remind us that this is really just a retooling of the old Asylum maze (which was a long-standing Haunt favorite) and not a fresh original concept. Perhaps the designers thought that the maze’s obvious derivative nature would be questioned by fans if they hadn’t called themselves out or that some sort of brand recognition would automatically endear the maze to returning patrons. Either way, all it really serves as is a reminder that Lockdown isn’t actually all that new or exciting and the whole affair would have benefitted from leaving memories of mazes past behind, allowing this current incarnation to succeed or fail on its own merits.
Disregarding all familiarities, the façade of Lockdown is quite impressive and sufficiently immerses you into the theme right off the bat, but the eye candy pretty much ends there. The set design is serviceable throughout but the “prison from hell” theme doesn’t really call for a high level of creative scenery and we are mostly treated to a labyrinth of cells and twisting blood-spattered corridors which are all fully appropriate but lack individual personality. Even the scenes and themed rooms (such as the laundry room or the gas chamber) are either decorated with props held over from the Asylum or are by-the-numbers rooms that lack any particular quirks or punches. Regardless of this, the maze is effective and fairly detailed, providing plenty of tension but remaining somewhat predictable.
There is no real story to speak of but this fact doesn’t hinder the maze, as it’s more of a concept than a narrative. A little back story (a la the Asylum) would have been nice but ultimately proves superfluous. The sound design, while unrefined, gets the job done and is probably the biggest factor in conveying the chaotic atmosphere throughout. Effects loops are successfully layered with pounding music, the individual room sounds are obvious without being overbearing and the loudspeaker spiels barking at you as you enter the maze permeate throughout the building, creating an authentic tension that never lets up.
The talent was solid and this was one of the mazes to suffer least from lack of coverage (there were only a couple of short vacant stretches as opposed to most of the mazes which tend to be plagued by significant monster drought) and although the characters, like the maze itself, are fairly generic and lacking individuality, their manic energy adds to the chaos and somehow the whole thing just works. At the end of the day Lockdown is basically just a reimagining of the Asylum, and while it has stripped away much of the personality of its predecessor, the altered theming and layout have given the experience new legs and produced a thoroughly solid addition to the Haunt.
GRADE: B
Club Blood
With the demise of the traditional Vampire maze last year, Club Blood burst upon the scene and while this gorier and more modern approach to the subject matter was a welcome respite from years of Anne Rice staleness, one can’t help but think that the maze designers could still hatch a more original take on the vamps as club blood is ultimately as derivative as anything that has come before it.
One of the most glaring issues here is the vague nature of the story. There is clearly an attempt at a narrative progression as the maze unfolds – we are taken into a vampire club in what seems to be a seedy part of town (where the bloodsuckers seem more keen on dancing then eating us humans) and then behind the scenes into a progressively horrific operation that ends with some sort of human/vampire birthing center. The problem is there are no real details or key scenes to pull us into the story or truly immerse us and the transition from scene to scene is disjointed and awkward with too much time spent traversing white blood-soaked hallways, resulting in an experience that feels like we are just watching and not participating in the narrative.
The set design is wildly varied in this maze – the opening scenes of the city streets and the club are very detailed and quite effective but as you progress into the sterile environments behind the scenes all the rich theming of the opening rooms is forgone in favor of generic scenery and aforementioned bloody hallways. This boring set design makes up the majority of the maze and creates a sort of anti-climax effect as the theming of the rooms gets progressively sparse the further you go. The sound design follows a similarly disheartening pattern, starting strong and becoming more and more unremarkable as the maze wears on, with plenty of missed opportunities for creepy ambiance and frightening music.
Most disappointing of all was the talent in this maze which, with the exception of a few roving ghouls near the beginning, proved fairly listless and more fond of (unsuccessful) attempts at looking creepy than selling their characterizations or going for good scares. This approach can be effective in the right situations but room after room featuring supposedly eerie vampire nurses clicking their fingers together does not an intense maze experience make. The climactic “big finish” gag has been altered to accommodate a dummy rather than the human actor (used last year) but still lacks the gore and set-up to really make the effect work, adding a feeble ending to a maze that stands mostly as a tribute to wasted potential.
GRADE: C-
NOTE: I did not include Alien Annihilation as I didn’t have time to go through it this year.
The Slaughterhouse
Having debuted last season to mostly positive reviews, the Slaughterhouse remains a solid addition to the maze lineup and fills a niche as a somewhat generic and less folksy Knott’s version of Texas Chainsaw Massacre (sans chainsaws).
The story is vague and some of the details are missing this year (such as mood-setting characters in the queue and the clever anti-cannibalism picket signs) but the theme remains thoroughly apparent – as we are exploring the less than humane slaughterhouse facilities that service Uncle Willy’s BBQ, a roadside eatery that is clearly serving up more than pork ribs. The biggest problem with the maze’s narrative is the fact that we’re injected directly into the murderous madness without much of a buildup and although the characters of Willy and Ida are referenced we are never obviously introduced to them and thus what could be a rich thematic continuity is reduced to a series of gory set pieces that work on their own but lack cohesive flow.
That said, the sets are immersive enough and some of the sight gags work quite well (the giant meat grinder springs immediately to mind) but the layout is hindered slightly by long stretches of minimally themed corridors and large empty spaces. The sound design is quite flat and for the most part, unremarkable, with the inclusion of industrial metal seeming particularly out of place which is a shame as some clever audio could really give the Slaughterhouse a much-needed dose of personality.
The talent in this maze, on the other hand, did bring originality and energy to the proceedings. They were fully dedicated to the theme and the characters they were portraying – from the hapless victims to the ravenous hillbillies. Despite some serious understaffing and subsequent lack of maze coverage (there were several lengthy stretches inhabited by absolutely no one) when the actors popped up they were firing on all cylinders which really brought an otherwise mediocre maze to life, bumping its grade up from a C+ to a B-.
GRADE: B-
Lockdown – the Asylum
Lockdown is a serviceable maze that admirably delivers exactly what one would expect but fails to really bring anything new or exciting to the table. Part of the problem is in the maze’s name which inexplicably uses the subtitle “the Asylum”, a tactic which does nothing other than remind us that this is really just a retooling of the old Asylum maze (which was a long-standing Haunt favorite) and not a fresh original concept. Perhaps the designers thought that the maze’s obvious derivative nature would be questioned by fans if they hadn’t called themselves out or that some sort of brand recognition would automatically endear the maze to returning patrons. Either way, all it really serves as is a reminder that Lockdown isn’t actually all that new or exciting and the whole affair would have benefitted from leaving memories of mazes past behind, allowing this current incarnation to succeed or fail on its own merits.
Disregarding all familiarities, the façade of Lockdown is quite impressive and sufficiently immerses you into the theme right off the bat, but the eye candy pretty much ends there. The set design is serviceable throughout but the “prison from hell” theme doesn’t really call for a high level of creative scenery and we are mostly treated to a labyrinth of cells and twisting blood-spattered corridors which are all fully appropriate but lack individual personality. Even the scenes and themed rooms (such as the laundry room or the gas chamber) are either decorated with props held over from the Asylum or are by-the-numbers rooms that lack any particular quirks or punches. Regardless of this, the maze is effective and fairly detailed, providing plenty of tension but remaining somewhat predictable.
There is no real story to speak of but this fact doesn’t hinder the maze, as it’s more of a concept than a narrative. A little back story (a la the Asylum) would have been nice but ultimately proves superfluous. The sound design, while unrefined, gets the job done and is probably the biggest factor in conveying the chaotic atmosphere throughout. Effects loops are successfully layered with pounding music, the individual room sounds are obvious without being overbearing and the loudspeaker spiels barking at you as you enter the maze permeate throughout the building, creating an authentic tension that never lets up.
The talent was solid and this was one of the mazes to suffer least from lack of coverage (there were only a couple of short vacant stretches as opposed to most of the mazes which tend to be plagued by significant monster drought) and although the characters, like the maze itself, are fairly generic and lacking individuality, their manic energy adds to the chaos and somehow the whole thing just works. At the end of the day Lockdown is basically just a reimagining of the Asylum, and while it has stripped away much of the personality of its predecessor, the altered theming and layout have given the experience new legs and produced a thoroughly solid addition to the Haunt.
GRADE: B
Club Blood
With the demise of the traditional Vampire maze last year, Club Blood burst upon the scene and while this gorier and more modern approach to the subject matter was a welcome respite from years of Anne Rice staleness, one can’t help but think that the maze designers could still hatch a more original take on the vamps as club blood is ultimately as derivative as anything that has come before it.
One of the most glaring issues here is the vague nature of the story. There is clearly an attempt at a narrative progression as the maze unfolds – we are taken into a vampire club in what seems to be a seedy part of town (where the bloodsuckers seem more keen on dancing then eating us humans) and then behind the scenes into a progressively horrific operation that ends with some sort of human/vampire birthing center. The problem is there are no real details or key scenes to pull us into the story or truly immerse us and the transition from scene to scene is disjointed and awkward with too much time spent traversing white blood-soaked hallways, resulting in an experience that feels like we are just watching and not participating in the narrative.
The set design is wildly varied in this maze – the opening scenes of the city streets and the club are very detailed and quite effective but as you progress into the sterile environments behind the scenes all the rich theming of the opening rooms is forgone in favor of generic scenery and aforementioned bloody hallways. This boring set design makes up the majority of the maze and creates a sort of anti-climax effect as the theming of the rooms gets progressively sparse the further you go. The sound design follows a similarly disheartening pattern, starting strong and becoming more and more unremarkable as the maze wears on, with plenty of missed opportunities for creepy ambiance and frightening music.
Most disappointing of all was the talent in this maze which, with the exception of a few roving ghouls near the beginning, proved fairly listless and more fond of (unsuccessful) attempts at looking creepy than selling their characterizations or going for good scares. This approach can be effective in the right situations but room after room featuring supposedly eerie vampire nurses clicking their fingers together does not an intense maze experience make. The climactic “big finish” gag has been altered to accommodate a dummy rather than the human actor (used last year) but still lacks the gore and set-up to really make the effect work, adding a feeble ending to a maze that stands mostly as a tribute to wasted potential.
GRADE: C-