The following review will go into explicit detail regarding the attraction and the surprises it may conceal. If you choose to read on, be warned that it may detract from your first
visit to the attraction
.
The
Asylum, Thorpe Park
Since Fright
Nights’ first year in 2002, Freezer has epitomised the event for me.
It has always worked at Thorpe Park because it is genuinely scary and
only has a tenuous link to Halloween. The average visitor to Thorpe Park
doesn’t care for the history behind Hallow’s Eve, they just want to
be scared.
And Freezer has
always delivered.
As a walk through
maze, there has always been the sense of great unknown. Actors exploit
your vulnerability, and play up to the fact you never know what’s
going to happen. It’s said too many times, but you really do get
a different ride every time.
This
year, Freezer becomes Asylum, and although the park are marketing this
as a new maze, if you go expecting anything more than a name change,
then I’m afraid you’ll be disappointed.
Freezer fans,
though, will be happy that much remains – all but the camera fodder
that was the Freezer door, which sadly hasn’t made an appearance.
Instead, the queue follows the same route as last year (Fungle Safari
queue, zig-zaging under the Ranger Showcase roof) and instead of
entering a large vault-style door at the front, slaloms towards an
asylum door tucked away on the back stage.
Like the Freezer
door, this aims to be the iconic centrepiece that you associate with the
attraction; much like you associate Sleeping Beauty’s Castle with
Disneyland Paris, or the historic Towers with Alton Towers.
The riveted metal
door with a barred window in a vast grubby brick wall is creepy in its
simplicity, but at the back of the stage is lit subtly by comparison,
and is an easily missed feature lacking the drama and aura of the
original entrance which is a massive shame.
It lacks the
magnetic draw that the Freezer door had when it was at the very front of
the attraction which always drew a curious crowd. The Freezer door
always used to typify Freezer, while the same can’t be said of
Asylum’s entrance.
As you walk your
way through the queue, there are posters warning of missing and wanted
patients. They seem to fit the template of lunatic quite nicely, and
with so many mental patients on the run, they’ll no doubt need more
nutters to fill the beds. And that’s where we come in.
Groups
of ten-or-so are let at a time. The member of staff shouts over the
sinister music the house rules; do not run, do not let go of the person
in front, do not touch the actors, do not pass go, do not collect £100.
The door is swung
open, and we enter a long, straight corridor, walking towards a subtly
lit padded wall. As if a cartoon character tied to a factory conveyor
belt heading towards an Acme crushing machine, you slowly, nervously
walk towards the doorway through which smoke rolls through lit by the
continual flicker of strobes with the chaotic sound of screams, sirens
and clinking chains getting louder and louder.
As you turn the
corner, little prepares you for the sense of chaos that Asylum exudes.
If you weren’t mad before you entered, the deafening sound and
complete sense of disorientation that are part and parcel of Asylum will
ensure you will be by the time you leave.
Your group
navigate a passageway of mirrors and chickenwire fencing, before on one
mirror you see the reflection of a mental patient writhing in his cell.
Your passage takes
you between the mirror and a glass-fronted cell, where the bloodied
patient lunges towards you before dropping to his knees, sliding his
hands down the glass before you enter a long and seemingly never-ending
slalom of pathways through chicken-wire fencing.
The effect of the
strobe lights is quite disorientating to the point it often looks like
the fencing is actually moving as you walk around it. If walking
wasn’t hard enough, actors use the strobe lights to appear and
disappear and harass the group into submission.
Using tricks
ranging from clambering up fencing to running headlong at the group,
acting scared always brings the best out of the actors who revel in
reducing you to a quivering, rocking wreck worthy of a bed in the
country’s finest mental institute.
One of the better
scenes is the surgery, where the whitewashed walls are covered in
swathes of dripping blood, and a patient in ripped pyjamas is slumped
over a bloodied worktop. Jumping to attention, the poorly patient sends
the group running into yet another tight corridor where another
psychopath boxes you in.
Disappointingly,
many of the actors still allow the group to pass unchallenged, opting to
stare out a particular member of the group. Slightly creepy, admittedly,
but always disappointing when they don’t jump out at you when you’re
least expecting it.
The design of
Asylum is far more versatile than neighbouring Hellgate. The style of
the maze allows the actors to jump out at you not only when you’re in
their particular corridor, but also when you’re in neighbouring
pathways due to the chicken wire fencing.
The same fencing
also allows the actors to climb up and claw their way over the top,
something that was used to great effect in the first year, less so in
the following years, and making a slight reappearance this year.
While the acting
talent is often mixed, the maze alone offers a sense of chaos that few
other attractions come close to offering. The sound effects inside are
utterly deafening, the constant strobe lights and haze offer their own
challenges, while the outer walls of mirrors further add to the sense of
being lost in a nightmare.
Asylum’s finale
is the closest the attraction comes to a consistent disappointment.
While the chainsaw-wielding zombie last year ensured people would be
running the final furlong, this year there is no real ending, just a
long corridor to the final doors.
You may have noted
that I call this a consistent disappointment. The other disappointment
is less consistent, but due to its inconsistency, it is consistently
disappointing.
The problem – as
you may have gathered – is inconsistency. While Hellgate seems to
offer a dependable level of frights, it is entirely possible that you
can get through Asylum without being surprised or harassed.
Yes, actors will
always be lurking in the darkest corners, craning their next towards you
as their bloodshot eyes pierce the darkness, but when it comes to
crashing up against the fence, running at the group, climbing up the
wall or doing something else that you simply don’t expect, well, cross
your fingers and hope to die.
While people do
undoubtedly find staring quite unnerving, nothing compares to the sense
of reckless unpredictability of a good actor, and all too often this is
an element that is lacking from Asylum.
Another problem,
apparently, is that Asylum is – by the park’s definition –
‘new’. It isn’t. Absolutely not. It has a new name, it has
a new entrance and a few new bits of theming, but it definitely is not
new. This isn’t a bad thing, though, as Freezer... Asylum... whatever
is a great maze when judged on its own merits, but by saying that it is
new raises expectations beyond the limits of achievability.
Aside the erratic
interaction from actors, and despite the slightly anti-climatic
conclusion, Asylum is a solid, gritty and exciting addition to Fright
Nights’ line-up.
You’d have to be
mad to miss out on a visit to the Asylum.
MS
25 October 2005
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