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
.
Hellgate, Thorpe Park
You could be
forgiven for thinking Freakshow was never meant to be particularly
scary. Principally a palette of bright and gaudy colours throughout, and
with fairly subdued acting talent, even the name didn’t suggest too
much in terms of doom and gloom.
Freakshow first
opened with the rest of Fright Nights in 2002, and was a blacklit maze
to compliment the grittier Freezer (now The Asylum). Comparably, acting
talent was sparse, with far more emphasis on the 3D paintings on the
walls and floor, which throughout the first and second season were
remarkably effective.
But over time, as
these paintings faded and became less effective, so too did the appeal
of Freakshow. It was always considered as the weaker of the two mazes,
and I can definitely attest to the fact it was an acquired taste, so
during the summer of 2005 we were surprised with the ‘last chance’
to enjoy Freakshow 3D before it became a new maze in October for Fright
Nights.
By October,
Freakshow had become Hellgate. Gone was the chance of expecting anything
less than terrifying; the name alone really ups the ante.
With the addition
of Slammer, the well-signposted entrance to Freakshow has gone to the
well-signposted heaven up above, so it is up to you to find the
entrance. It is hidden away between Slammer and Colossus, and follows
the route normally taken by Colossus’ Fastrack queue.
With the queue
splitting into two, there is constant concern from queuers that
they’re infact queuing for Colossus, which – to be honest – is
completely understandable.
The queue is
actually well-organised aside the slightly cramped and confusing
location, with alternating sides being let into the back of the X:\ No
Way Out building where the attraction is situated.
Passing between
two gothic pillars topped with snarling griffin-type animals, you enter
a long, straight black corridor and join the back of another queue.
Stinking of London Dungeonisms whereby you spend a considerable time
queuing only to join another queue, patience slowly ebbs away as the
shouting and boisterousness of those in the tunnel makes queuing very
uncomfortable and often frankly scary.
Imagine a corridor
three times as long and three times as miserable as the Black Hole’s
infamous queue tunnel, and you have the idea. While you grit your teeth
in this queue, the story of Hellgate is recited by the dulcet and
well-spoken tones of a storyteller who explains – in great length –
how Hellgate became cursed.
If you’re
expecting me to give away the plot, don’t worry, I won’t. This
isn’t down to good showmanship on my part, though, it is just that I
couldn’t hear the story over the shouting in the queue-line.
People are batched
into groups of eight-or-so, and move down into another corridor standing
in the shadow of a few statues next to the stone-effect wall. Above the
atmospheric ambience, a recorded announcement lays out the house rules.
Like The Asylum,
groups have to go through with hands on the shoulders of the person in
front of you. While a slightly annoying rule, it keeps groups together
and helps limit the tendency to run.
The doors open and
the group nervously shuffle into the darkness of Hellgate.
The first room is
quiet – almost too quiet. With two monks standing to the side, you
expect one to jump out, yet they allow you to pass unchallenged. Perhaps
becoming overly complacent, you run the gauntlet of passing down the
opposite side of the room in the darkness.
From the shadows,
a ghostly woman appears, a blue light helping her to jump out as the
group enters a long corridor.
Dimly lit with
grubby cobweb-strewn candelabras, this is as close as Hellgate gets to a
deadspot, and seems to be consistently devoid of actors, before you turn
the corner and walk straight into the open arms of another ghostly
apparition.
As the dark
corridors zig-zag towards the centre of the building, more and more
actors follow you, block your path and appear from the darkness before
you walk into a revolving tunnel.
As you pass
through, your senses are bombarded with the sensation of being in a
revolving tunnel as well as the subconscious absorbing the gloomy words
that litter the tunnel interior; pain, doom, hell...
Under the watchful
eye of yet more actors, you navigate more dimly lit corridors. A
character stands in your way, before clambering up the handrails and up
between the two walls, bridging the corridor and allowing you to walk
underneath.
You walk the
length of a castle prison with a prisoner apparently securely locked up
in a metal cage. As you walk past, though, the character follows,
hitting a bar on the metal cage before opening a door before jumping
into the path of your group, refusing to let you pass.
You finally force
your way past, and around the next corner, you walk towards a set of
gallows, from which a lifeless character hangs. As you approach, the
character – as if possessed – slips from the noose and slowly walks
towards the group, forcing you to the side of the corridor.
The attraction
begins its grand offensive as you near the end – from a cubby hole, a
hunched character lurches from the dark blocking your passage, growling,
snorting before collapsing onto his back and scurrying away by crawling
backwards.
You enter a small
room with a plinth in the centre from under which a bloodied character
jumps out, wielding a chain sending the group first cowering into the
corner before bursting out from the black curtains into the exit area.
As in previous
years, Thorpe have two completely different mazes that will inevitably
invite comparisons between each other. Yet, four years on the gulf of
difference between the two is getting smaller and smaller.
Freezer – or The
Asylum is it is now called – has always been about conveying a sense
of panic and bedlam in its very most raw form, while 3D Freakshow went
further (on paper) to offer the 3D element on top of the acting talent,
but was always a calmer, more palatable fearfest.
The differences
remain. Hellgate is very much still about looking pretty, with the full
emphasis of scaring left in the hands of the acting talent. The Asylum,
meanwhile, has actors less likely to rise to the challenge of sending
you over the edge, but the continual strobes and sirens offer a sense of
chaos and urgency that Hellgate will never be able to match.
But the
contrasting character of Hellgate this year works brilliantly to its
advantage. The theming inside is simple and generally effective. It is
surprisingly light when compared to other mazes, but still the dark
corners remain, and the actors aren’t afraid to make the most of them.
The acting talent
on Hellgate is far more reliable than that on The Asylum. While it’s
still a possibility you will get through unchallenged, the different
setting of Hellgate offers the opportunity to do some interesting
tricks. Climbing up the wall Spiderman-style was a fantastically
well-executed trick and took the entire group by surprise, while unlike
The Asylum, the best is saved to last which will send the group running
out the final door.
Like The Asylum,
Hellgate isn’t immune from problems. There are quite a few dead spots,
and unlike The Asylum there isn’t the sense of disorientation and
panic to distract you from the occasional lack of actors.
To a lesser extent
than The Asylum, too, quite often actors let you pass unchallenged. If
there is one slumped in the corner, it isn’t unreasonable to expect
them to jump up when you least expect it, but often they resist this
temptation and let you pass.
The scenery in
Hellgate is good – the scene with the prison cages is particularly
good, and the gothic theme works well, although obviously not as good as
the dearly departed and much-missed epic, Terror of the Towers.
So, 2005 at the
very least marks a turning point for Thorpe’s mazes. Asylum’s
inability to improve over the last year, and the obvious improvements
made to Hellgate have meant that Thorpe Park have two mazes of a similar
standard.
Yet, despite their
newfound similarities, both have separate identities and offer
completely different experiences. There is much that can be improved on
both mazes, and while it would be nice to see Hellgate’s queuing
refined somewhere between 2005 and 2006, Thorpe Park have definitely got
both mazes up to a standard where they can start focusing on new
projects for Fright Nights, and not feel obligated to continue improving
upon these attractions.
MS
27 October 2005
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