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Showing content with the highest reputation on 09/20/25 in Posts

  1. Fright Nights 2025

    JoshC. and one other reacted to Mattgwise for a post in a topic

    2 points
    I'm not really feeling it for FN this year, normally by now there is a bit of excitement, and although I think that trailer isn't bad I can't put my finger on it as to why i'm not feeling it. We shall see!
  2. Fright Nights 2025

    Inferno and one other reacted to JoshC. for a post in a topic

    2 points
    So let's dissect this a bit more / share some of my thoughts... I really like that they're making Lucifer a central figure this year. I've said repeatedly that this is something that park should look to do - have a headline character who is prominent in both marketing and on park. When the park introduced the Director character in 2013 and 14 (and even the Governor character in 2012), it was a nice touch. It didn't necessarily fully hit the mark as there was a lack of consistency due the character (naturally) having to be played by different actors. And the on-park character didn't quite marry up with the marketing character. But the park have had form there, and it worked. One criticism that occurred in 2015 was that the Figaro Bros were featured so heavily in marketing, but had no on-park presence (even in the original Big Top), which is why the park veered away from central characters. They've slowly reintroduced the concept of headline characters with "Fear" in 2021, the Locksmith in 2022 and the Toymaker in 2023. Again, they featured heavily in marketing. But aside from the Toymaker (who was only used for a special BTS tour of Stitches), had no physical on-park presence. Lucifer's Lair - in my opinion - has been the highlight of the past two Fright Nights. And given the plan to have the stage on the Beach this year, it wouldn't be surprising if they were hoping to turn that zone into a bigger thing this year. Having Lucifer has that central figure just works for the current Fright Nights set up. As a slight critique (possibly even a long-term suggestion), I'd rather the park have an 'original' character, as opposed to 'just' the devil, but they can make it work. I've banged on about this enough times on here, but if you look to Walibi Holland, their Eddie the Clown character has been a headline character for much of the park's Halloween event's history. Eddie the Clown and Walibi are synonymous now. And it leads to great marketing (and more recently, merchandise) opportunity. Thorpe can recreate that, in their own way. Now, the actual event. Upfront, I'm not enthused by Purgatory Town. It's being marketing as an 'interactive' scare zone, or a speak-to-characters zone. I'm getting a bit of a Swarm Invasion vibe, in that I expect there will be minimal theming and minimal actors, and guests will 'get out what they put in'. That is, you can walk through the zone and have basically no interaction with the actors, or you can spend time chatting with them and find out their story and lore and build up from there. The key difference is Swarm Invasion had an actual coaster with a backstory to help it, whereas Purgatory Town has...well, no pre-existing lore. Another issue is that Fright Nights has become quite...passive. A common discussion point on here, at the very least, is that the mazes are like walkthroughs of very well-themed sets, with less actual engagement. I'd argue Stitches and Trailers highlight that extremely well, but even DeadBeat has its moments. Now whether that's a good thing, a bad thing or just a thing is almost a mute point. If the reason the park are creating these passive experiences is because that's what guests enjoy and respond best to, then creating a scare zone which is the opposite to that is a hard sell to guests. Again looking to Swarm Invasion, that didn't exactly light the world on fire, and that could be because of the high engagement level required. The fact we're less than two weeks from the event starting and we have no theming or build is also telling of what to expect on that front (ie: not a lot). I'm certainly not writing it off, as we don't really know a lot about it still. But all signs point to this being little more than a nice experiment for the park to try. However, it is great to see Fright Nights further spread out across the park. Next thing to note is Survival Games changes. Hard to know what expectations should be, but the video and promo image make it look like the characters in the maze will be different at the very least: There's mentions of a "toxic twist", and any part of the marketing related to Survival Games does feature a strong electricity motif too. Trailers getting two new scenes is perhaps not unexpected given the new posters that appeared. A little excerpt from the park's press release gives us a bit more on what to expect... Evil experiments could be Experiment 10 (which could be the X poster seen) Forbidden Forests could be a Blair Witch throwback I hope that - unlike last year - the new scenes are more than just a redress of existing scenes. I know it's a less-common opinion, but I'm fine with a quieter year with no major new attractions as a one off. I'd argue that Purgatory Town isn't even necessary this year. But we'll see what happens!
  3. Fright Nights 2025

    JoshC. reacted to Cal for a post in a topic

    1 point
    ^ I'm not either, in fact I've only just watched that trailer for first time which shows my excitement level. I don't think thats a this year only thing though, for me Fright Nights was good in the old days of the stronger mazes and being able to lap them till 10pm free of charge. I don't have an interest in the dance shows, scare zones, or paying money to stand in queue to get a weak runthrough in a maze. I miss the old intense Fright Nights days, getting locked in cupboard in experiment 10 and having actors in queue lines etc.. I do appreciate that times change though and theres clearly a market for what they do now though, and I do think that Fright Nights is in a much better place now than it was a good few years ago. Its a strong lineup again this year so I hope they have another successful year. I will still go to Fright Nights this year multiple times for the longer hours for rides and general atmosphere. I might give the odd maze a try if it has no queue and I'm with someone that wants to, but certainly won't be going out of my way to do so. I do get the vibe that they've just added this scarezone for the sake of having something new this year. I'll reserve my judgement until we see what it is but its a shame if that is the case, as everything else on the lineup is of high quality and will be a shame if they've just added this for the sake of it. Would rather they just use them actors and have a couple in Swarms area and SAWs queue for example. Would add more than a weak scare zone IMO. On another note, I do hope they make more of an effort with ride soundtrack overlays this year. They've been redundant for a good 2-3 years now which is a shame.
  4. Stealth

    Matt N reacted to Mattgwise for a post in a topic

    1 point
    Stealth has been run very well the last two seasons! 1:13 is not the best they have done as I have seen plenty of launches around the minute mark and on occasion even 40 seconds! You can see near 40 seconds on this video I took on my Tik Tok page (would be great to get a few follows guys) https://vm.tiktok.com/ZNdpHUhut/
  5. Stealth

    Matt N reacted to Cal for a post in a topic

    1 point
    You turned down a rollback 😱 Stealth and Hyperia are both operated exceptionally well most of the time, they have great teams. For comparison, I’ve just got back from a few days at PortAventura. They were averaging about 1 min 30 secs a dispatch on Red Force, 480 people an hour. They have no seatbelts to check and less seats. One thing I did notice though, they don’t advance the train from offload into load until the train has cleared the top hat. On Stealth they advance it as soon as it’s ready.
  6. Stealth

    Matt N reacted to planenut for a post in a topic

    1 point
    That's good news Matt. It always amazes me when someone who's been queuing for ages gets to the platform, then delays getting on, annoying.
  7. Stealth

    Cal reacted to Matt N for a post in a topic

    1 point
    For those interested in such matters, I have to say that Stealth is operating phenomenally this morning; my throughput average across 10 readings was 975pph, or a train every 1m 13s, which is as fast as I’ve ever seen on here! I’ve been witnessing dispatches as fast as 70s or lower, and quite frequently, the staff have been outpacing the 40s dispatch timer on the platform (something which I’d have said was largely redundant in past years gone by). 80s is a slow interval today! It’s way faster than I’ve ever seen Rita operate, and it made an advertised 40 minute queue fly by in 15 minutes! In the current absence of Hyperia (it’s on a “delayed opening”), it’s also definitely my favourite coaster at Thorpe, so as I liked it so much and the queue is moving so quickly, I’ve decided to hop straight back in the queue for another go!
  8. Stealth

    Cal reacted to planenut for a post in a topic

    1 point
    At TP today, as the weatherforecast was so good. Luckily got to ride Stealth and thought it was a little slow going over the top, so (as I am familiar with the them) I mentioned it to the team. I observed the next twelve launches, thought that the transitions over the top were getting even slower, and again expressed my concern. The team offered me a ride and I informed them that I would not, as I believed the next launch would rollback. They launched, and it rolled back, I went for lunch.

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