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Ryan

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    Ryan reacted to JoshC. for a blog entry, Why Thorpe shouldn't have left at the Dead End.   
    With Fright Nights, Scarefest and all other things Halloween drawing ever nearer, I guess it's time for some Halloween-themed blog entries!
    Dead End was seemingly a one-off scare zone that hit Fright Nights in 2010, and Thorpe's first attempt at a scare zone since about 2002 / 2003, when the event first started out. Located on the pathway next to Zodiac and The Crust, it was perhaps a typical Merlin scare zone, in the sense that it wasn't technically a scare zone, but rather a set route with a very specific entrance and exit. In essence, it was basically a specific scare path, which was possibly one of the reasons for it's bad public response, but more on that later...
    Dead End had a rather interesting theme, revolving around a ride graveyard where a contagious virus struck, leaving the undead lurking in the shadows. For a scare zone, that in itself is rather in depth, and even when you compare it to some mazes (Asylum and Se7en, for example), the back story is a bit more detailed.
    Lasting only one season, it quite obviously just wasn't popular enough. The theming used was perhaps inappropriate for a scare zone, varying from an old Zodiac ride car to old Thorpe Farm signs and Miss Hippo Fungle Safari statues. There was also some other bits and bobs, such as Sun Scream theming. As anyone can tell, none of this is particularly scary - yet, it does work well with the whole 'ride graveyard' thing. However, one of the issues with this is that most of the general public probably will not appreciate this. For a guest who walks up to the scare zone's entrance, and sees a sign saying 'DEAD END TERROR ZONE', along with loads of 'keep out' signs and fake barbed wire around, they will not expect to be walking into a sort of graveyard full of old rides. This in turn means that guests may laugh at the idea itself, and when you make guests laugh at and not with an attraction, it spells trouble.
    Another thing was the idea of it all. This scare zone was not a scare zone; it was a scare path - much more like a very short scare maze. This is something that the UK Merlin parks (I'm unsure about other Merlin parks) seem to not understand - a scare zone should not have a set path! The word zone suggest a form of area, a plaza or extended walkway region, which you are free to explore as much as you like. However, with Dead End, it was not like this. It was very much like a scare maze, in that you get told when you could and could not go in, and there was little chance to explore - you had to follow the very restricted path and were pushed through the pathway. This idea gives mixed messages about the whole attraction. If it is meant to be a scare zone, and that's what you go in expecting, how do you feel when you get pretty much ushered through a pathway like a very short maze? Short changed is the likely answer. This in turn lead to many criticisms that the attraction was "too short". Perhaps it might be me, but surely a zone should never have a criticism of being "too short", but rather "too small"? What I'm trying to get at is that, simply put, Dead End was too much like a maze, and compared to the other mazes and how it was marketed, it never stood a chance in comparison, no matter how much or how little people enjoyed it. Yes, I except the issues with space and fitting in a chicken run and all the other logistical reasons, but Dead End seemed to not bother to try and be a zone, but instead just accept that it should try and be as much like a maze as possible.
    No doubt that people in general just weren't very impressed with it either. The actual given back story didn't make much sense with the actual attraction (yes, there was old stuff from 'dead' rides and attractions, but there's no virus outbreak it seems, and why would people be there anyway?). The layout itself was just like a cattlepen pretty much - walking from side to side, and turning, which perhaps left itself to be rather samey after a while, and lead to predictable scares. There was no real highlight which everything could say 'Wow, THAT bit was amazing!" after they left. Dead End was just sorta there and didn't have a defining feature which is needed by any scare attraction really.
    So, I've highlighted a couple of reasons why it may not have been liked, and no doubt critics of the attraction will likely agree with at least one of these points. However, I again seem to go against the general consensus and was quite a big fan of Dead End, despite being very sceptical about it. Here's my original thoughts after going in the scare zone on opening night:
    A highly positive review. Though perhaps I'd retract the "better than any of the mazes" bit, it was a very enjoyable experience. The attraction utilised LOADS of smoke, especially at the beginning section, making it rather difficult to see to say the least. This meant that the first scare moment was achieved more by being disorientated more than anything else, which is a great way to start any scare attraction in my mind - just look at Experiment 10 for example. There was also a lot of flashing lighting as well; again, it worked incredibly well as it helped create a sense of disorientation throughout the experience, whilst also keeping it dark - which is half the point of the thing.
    Perhaps it was the fact I had low expectations for this that I rate it highly, as it really did keep me entertained. Even if I wasn't scared, which some may argue should be how a scare maze is judged, but let's not go into that this entry, I did appreciate everything that happened. Also, as said in my original 'review', I had a very enthusiastic actor on both of my first goes, which always helps. The fact that she recognised me on my second go and singled me out does make me think she knew I wasn't particularly scared by any stretch of the imagination, but knew I enjoyed it, and helped make me experience better. This is what a scare zone should be about it my mind - people having freedom to explore, but actors being there to stop you / ensure you only explore certain parts. I remember being at the end of attraction for a good minute at least (perhaps longer than the entire attraction lasted!) on my second go, due to a great attraction with that specific actor, whilst she still did interact with others.
    Dead End, for me, had two downfalls in the end. The first is the size, meaning it wasn't able to cope with the numbers. Being a pathway, and a small-ish one at that, it wasn't meant to be enjoyed by the masses all at once. It's for a few people at a time. I do think one of my fears came true, in that when it's busy, it just wasn't as affective. Many times during the busier days, people had to wait to go in, which for a scare zone - in my mind - should just not be the case. Again, this perhaps create in people's mind the view it will be more 'maze-like' than anything else. Had it being a literal zone, when people could go in and out whenever they wanted and have been free to explore, it would have been much more preferable.
    Another downfall, which really disappointed me if I'm honest, was how in later days of Fright Nights, the actors wore cheap-looking monster masks. It added literally NOTHING to the theme, nothing to the story and perhaps made the actors worse - they could try and use the mask to shock people, as opposed to try and scare people. No scare attraction at Thorpe should have to resort to using cheap and tacky masks which look like they can be brought at Poundland, as it makes it feel like zero effort has been put in. Not only that, but it isn't scary, it's laughable.
    So, when it comes down to it, I really enjoyed Dead End. It had its flaws, yes, but doesn't everything? Perhaps from my over-cynicism before going in, I was setting myself up to be pleasantly surprised, but many others with low expectations felt that they weren't met, which I guess is the way the cookie crumbles.
    I just now wish that Thorpe would create another scare zone. Dead End was a very cheap attraction; I don't think that can be doubted. I just wish, however, that Thorpe would perhaps not be too scared to do another. Put in the time and effort, and they can create something which will be enjoyed by the majority, as opposed to the minority. Last season, and quite probably this season, there's roaming actors around the park, which is a great touch. Even if they don't scare most, many people enjoy them - for example, the clowns were a HUGE hit last season, and really helped create a nice atmosphere on park. Hopefully this season we can see escaped prisoners and such roaming around, causing havoc and what not.
    But why stop there? Why not have a dedicated zone specifically where certain prisoners and criminals are lurking around? Why not have a few 'prison cells' together, where we see prisoners get locked away, only to escape yet again? Perhaps some sort of 'base' for the actors as well, it would create a very nice zone where there's lots of interactivity and a good chance for scaring. Perhaps do it near the Lost City flats, and there's some space there which can lead to creating a zone to be explored, whilst giving enough opportunity for a chicken run or whatever else.
    Perhaps this specific example isn't realistic enough. However, the general idea of a scare zone with some thought in should not be. Mazes are great at a Halloween event, and roaming actors are also brilliant, but a scare zone specifically designed to be explored more in detail than the rest of the park with actors is the way forward to creating a overall, high quality Halloween event at Thorpe Park.
  2. Like
    Ryan reacted to JoshC. for a blog entry, Why Saw is actually a really good coaster.   
    Back in 2009, we were graced with arrival of a new coaster at Thorpe, yet again breaking the overall investment the park had spent on one attraction - £13.5 million, beating Stealth's £12 million (which, as we know, has now been beating again by The Swarm's overall investment).
    Before Saw - The Ride opened, fans were buzzing from excitement, and were hoping that the ride would perhaps be the park's best themed attraction, or at least the best since Tidal Wave opened in 2000. After all, Euro-Fighters are relatively cheap ride systems, and £13.5 million is a lot of money to spend. To top it off, the ride featured a dark section, and although many would've known about the surprises inside from the ride's plans and construction, everyone was hoping for something 'special'.
    Now, many people don't like Saw, for one reason or another. I am not one of those people; from my first ride, I loved it. It's by no means perfect, and it's not going to win any awards for the best roller coaster in the world - heck, it wouldn't win best coaster in the country. However, that doesn't mean it's not good; in fact, it's really good. But why do I think that?
    Firstly, the layout. The UK is often criticised for having short coasters, and whilst Saw isn't exactly long, it has a decent length and ride time. Not only that, but it is well paced - it's not a ride where everything happens at one point in the ride, then the rest of the ride is a bit of a filler. There's something interesting and exciting during the whole of the course.
    The indoor section is very good; for many, it's their favourite part of the ride. The hidden drop catches everyone off guard - even when I knew it was coming on my first ride, it still surprised me; the steepness of it! It's an element which really does pack a punch. After a quick MCBR, the barrel roll is highly enjoyable. Going through it rather slowly is a key to it's success; not only does it give you a chance to see the theming (talked about later..), but you really do 'feel' the inversion; you are lifted out of your seat, and put against the restraints, only to be plonked back on your seat. My trouble with many inversions is that they aren't always memorable, or that you don't realise you've been inverted. This is really one of those inversions which I do like.
    As for the outdoor section, it is completely different. Euro Fighters (and Gerstlauer in general) are known for quick, brash and intense ride experiences; this is exactly what you get. The trademark vertical lift is something I like, and can discomfort those who have never experienced one before. My least favourite part of the ride is actually the drop; the beyond vertical gimmick doesn't do it for me; every ride I feel as though I'm experiencing a 90 degree drop, followed by a 10 degree drop, followed by a curved drop in a matter of a second or two. It just doesn't feel worth it, especially for the roughness and head banging that occurs from it. The Immelmann loop and following turn are good elements which demonstrate the effective use of the 2x4 cars which work so well. The air time hill is my favourite one I've been on thus far; you really do feel the forces and the air time on it; much more than any of the other (few) coasters I've been on. Following the next MCBR comes my favourite part of the ride. The drop of the MCBR is amazing; gets me every time! Even though you can see it coming, it catches me off guard; which is why I enjoy it much more than the indoor drop. The dive loop is completely insane as well.
    Then you've also got the theming and effects. The station building is meant to be a derelict warehouse, and that's exactly what it looks like. Sure, it's the typical 'We're going to build a derelict, ruining theme so we don't have to maintain it', but it does work in this case. The outdoor queue section is okay, though the traps themselves are pretty uninspiring if I'm honest. The overgrown plants, however, are a touch which works well with the theme. The indoor queue wreaks of missed opportunities in my opinion; there's chance for much more than a couple of messages from Jigsaw. The station building is nicely styled I would say; but the major trouble with it is there's too much natural light. From where the cars come in after the ride to the slits between the panelling; too much natural daylight comes through. It ruins the effect and theme, which I think is a shame.
    The effects during the ride are good as well, when working. An effect which is probably not intentional, and possibly the same on many Euro Fighters is the 'safety lights' going out when the cars leave the station. If you're in the second row, for front row of the second car, you see the 3 green lights, which show that the restraints have locked, go off. If I'm honest, it worried me a bit - I was not expecting it to happen and thought there was a fault for a split second... The Billy puppet is good and scares people who recognise him, and the swinging axes and needle pit are brilliant. The shooting arrows feel like a bit of a wasted opportunity in my opinion; they're boring, and distract people who could be listening to Billy's pre-talk. I do love Jigsaw's dead body squirting warm water; first time riders are always shocked by that! One thing which I think lets the ride down is the audio, or lack of. Thorpe normally get audio for rides right, but I think they did fail a bit on both this and Saw Alive.
    So, why is Saw disliked by so many?

    The 'roughness'. The most common complaint of Saw I hear from both enthusiasts and the public is that the ride is 'rough'. Now, I personally have no trouble with it; I don't even think it's rough - Colossus is MUCH rougher.. I would call Saw intense, but is that an issue? Some coasters are smooth and elegant, some are intense; it just depends. I would say that the bottom of the main drop certainly does cause head-banging, but from someone who has had neck issues in the past, in all the rides I've had, I can safely say that only once have I had an issue with it. People have different thresholds for intense-rough, and have different likes in what they want their coaster to have, but I would never be able to call the ride 'rough'.
    The hype. At the time, everyone was expecting an epicly themed roller coaster and a truly immersive experience. We unfortunately did not get this, but instead got a 'ride of two halves', with a themed indoor section, and a pretty much unthemed outdoor section, which both offer different coaster experiences. People don't seem to like that for one reason or another, and therefore don't actually concentrate on what they've got..
    The IP. There are many different views on IPs, from not liking them outright, to thinking they do wonders. The trouble is, the Saw IP is dying, perhaps already dead, and there's not that much Saw stuff directly linked in - they couldn't even get Tobin Bell to voice Jigsaw for goodness sake! I think many people who were also disappointed because they thought having an IP will inject loads of extra theming and such into the ride, when in fact it was a rushed idea which basically allowed the use of a name.

    So, I'm actually cutting this a little short if I'm honest. Maybe a part 2 or some sort on continuation will arise in the near future. Basically, long entry short, Saw is actually a really good coaster, despite the fan-hatred. It's only this season that I've realised just how much I like it, and it sits as my second favourite coaster, only behind Swarm. That's right, I prefer Saw to Nemesis Inferno, and just why that is is probably for another entry.
    Saw - The Ride: 7.5/10
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