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SPOILER WARNING: If you choose to read on, please be aware that this review will go into explicit detail about this attraction or show, and may ruin any element of surprise.

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Se7en, Thorpe Park

There has been talk for years about a new maze for Thorpe Park’s popular Fright Nights, but sadly this has never seemed to move on from being a pipedream into actuality.

But for 2006, a dream has become a nightmare to many, as Se7en becomes the third live-action maze, heading up Thorpe Parks’ line-up with such sinister neighbours as The Asylum and Hellgate.

Unlike the other two mazes, Se7en is built up especially for Fright Nights, while the other two are mothballed in situ. The fact that the maze is packed up and stored throughout the year is likely to bring expectations down a peg or two, just as the messy entrance area could too.

Situated in the Arena, the maze is geographically well positioned. With the exit towards Asylum, and then only a short walk to Hellgate, the mazes are close enough together without causing problems in terms of crowd control.

Sadly, the simplicity of the Se7en logo is lost in translation by the time it is affixed to a black strip hastily stuck over the Arena entrance sign, while the queueline is a zig-zag made up of temporary fencing, sandwiched between the raked seating of the arena and the 25ft tall fence around the back. With the queue tightly packed in, at times it can feel quite claustrophobic.

Se7en is inside a long marquee, the front of which is disappointingly presented by having cargo netting unceremoniously chucked on top, while abandoned cars litter the right hand side of the queueline.

A pre-maze briefing is given as you enter the marquee, outside the inner shell of the maze itself. The drill is familiar – friends and strangers alike are required to conga through the maze in groups of eight with their hands on the shoulders of the person in front.

Running, going backwards (and, indeed, running backwards) as well as photography is prohibited, as are any forms of retaliation against any of the actors, many of which will touch you throughout the maze.

Debriefed, you head through the heavy rubber flaps into the rancid-smelling maze, turning immediately to the right. The ceiling deliberately slopes downwards forcing you to crouch down before turning around into the first room.

Wrath

Bearing in mind that the direction in which you walk has been dictated as being forwards and in no other direction, you are forced into the corner of a padded cell, with the subdued lighting showing only the urine and blood-stained walls, a bed, and a person in a straight jacket cowering in the corner.

With no apparent way out, you have to rely on the good nature of someone who is a clearly a crackpot of the highest order.

Your newly acquired friend-cum-lunatic forces you into the corner, then pushes open a concealed wall, but not after threatening the group before they enter a dark corridor.

Sloth

You edge into a dimly lit living room with mouldy walls, piles of empty beer cans and pizza boxes and a television flickering away. Slumped on the sofa is Couch Potato personified, festering in his own filth, stirring only when the group enters his home sweet home.

Despite not looking like the most motivated of gentlemen, he finds enough energy to cast aside the remote control for a moment to lurch towards you and your group as you squeeze your way between the sofa and the television.

Another dark corridor follows, before you enter...

Pride

In an otherwise pitch-black room, your eyes are cast towards the mirrors on the left, right and behind, with visions of grotesque characters reflected into them. As you try and explore how to escape, suddenly, the lights go off, before out of the darkness a monstrous girl with a faced botched almost beyond recognition wheels a trolley of surgery equipment across into the path of your only escape. Snarling, she finally lets you go sans facelift into yet another corridor.

Lust

You enter what can best be described as a seedy set for a porn flick. With a cage in the corner, the group shuffles around a double bed, behind which a white-faced wench appears from behind, running towards the group as they make the final lurch for the door, brandishing a whip screaming for the group to come closer. Needless to say, you don’t, and exit into another inky-black corridor.

Envy

A simple, but often effective room follows. Facing the group are four doors, with every available inch of wall festooned with magazine cuttings of celebrities and their enviable lifestyles. The room is subtly lit, with attention drawn only to this display of shallow aspiration.

While the finer details sink in, the group have to find their way out. Trying each door one by one, escape passage after escape passage eludes the group as each door remains tightly shut.

Those towards the back of the group, ever mindful of actors lurking in the dark corners, are often the first to notice that the escape is through the ever-familiar plastic flaps towards the rear of the room which take you through a darkened corridor into possibly the most graphic – and indeed, obvious – sin:

Gluttony

Strapped to a chair, an obese, but nevertheless lifeless character festers in his own mess, a puree of mincemeat and vomit covering his rounded stomach.

The group make their way around the kitchen, with lumbering racks of meat hanging from the ceiling, diced meat littering every corner and a dismembered bloodied body hanging from the wall next to a ransacked fridge.

Daubed onto the wall in a display of desperation are messages penned with the only thing to hand; vomit. Messages such as “Always Hungry” and “Need More Food” hammer the point home that gluttony was indeed this gentleman’s downfall.

In terms of appearance, Gluttony is by far the most graphic scene, yet, often this room is devoid of actors. While the group progress with an increasingly confident stride, they soon dig their heels in as their passage through the next corridor is blocked by a stony-faced security guard.

Greed

Hitting a metal bar on the wall, a stoney-faced guard pins the group against the wall, threatening them before ushering them forwards and into the centre of a cage. Despite being dark, you can make out a vault door, and as the group of eight filters in, the cage door slams shut behind them.

Despite the frosty invitation to enter, the guard is clearly not comfortable with the prospect that the group could get their hands on the neatly stacked bullions of gold on the floor, and pushes them back as he brandishes the iron bar.

From the opposite side of the room, another guard, seemingly a chip off the same block as the original guard, introduces himself by hitting a metal bar against the cage before running the entire length, making a deafening clatter as he does.

As the group instinctively move back to the other side of the cage, the other guard does the same, and as the group wonder whether there’s any escape, one guard opens the cage door at the opposite end and the other charges towards the back of the group forcing them to run out into the open.

With two other mazes in the park catering for distinct tastes, Se7en makes a pleasant change.

Despite being the only maze that is deconstructed out of the Fright Nights season, it is by far the best looking in terms of scenery, with elaborate styles and set pieces throughout.

Yet, despite this veneer, there are a few imperfections.

The audio on the maze is lousy, and at times non-existent. To its credit, this often adds to the sense of trepidation – the darkened corridors really convey a sense of awkwardness and isolation that none of the other mazes can ever hope to accomplish, but on scenes such as Gluttony, there is the uncomfortable feeling that something is missing.

Another problem is one of subtlety, and that it’s difficult to associate each scene with a sin when at times the theming is quite ambiguous. Greed, Gluttony, Lust and Wrath are plainly obvious. Wrath, arguably, is distinguishable to the more discerning guest (which, it has to be said, is in the minority at Thorpe Park), while Envy and Pride are the most ambiguous – although it’s nice to be able to discover or work out for yourself what scenes are, while senses are being bombarded many scenes blend into each other.

That said, both Envy and Pride are difficult scenes to illustrate adequately. As a result, it would have been nice to see the scenes somehow signposted (Gluttony, for example, has messages daubed on the wall, similar ways could describe each scene).

Lighting is both the maze’s best point, and worst. While some of the corridors are completely pitch black, leaving it up to your intuition to find a way out, some are lit to the extent that you can see paint stains on the tatty black interior. While so much attention has been paid to some scenery, often the interludes between each scene let the overall presentation down.

There are some tremendous moments on Se7en. Guests aren’t spoon fed, and the sense of exploration at times is inspired. Trying to work their way out of Wrath and Envy are real moments of panic for some guests, while the finale is by far the most consistent and effective of all three of the mazes.

Another forte unique to Se7en is the style of acting on the maze. Most actors have a role to play, particularly those in the opening scene, Wrath, and those in the finale, Greed. Consequently, there is more of a display of showmanship on Se7en than on any of the other mazes, and subsequently it is a reliable maze in terms of scares.

For those who like their scares served with a side dish of unpredictability, then the actors can use the elaborate set pieces to hide (such as on Sloth) or even hang from the ceilings.

While Se7en may seem too well rehearsed, and, compared to the other mazes, restrained, it perfectly compliments The Asylum and Hellgate, and is another twist on an already popular concept, while not straying too far away from the elements that make Thorpe’s mazes popular in the first place.


MS 24 October 2005

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