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St. Lucifer's Haunted Asylum: When inmates cut loose

St. Lucifer's Haunted Asylum: When inmates cut loose

Walking up to the entrance to St. Lucifer's it is clear something is not quite right. The grounds seem in disarray, with vines seemingly reclaiming the land as theirs. Heading inside the house, a welcoming nurse gives the nurse. It is in here that it becomes clear that coming inside may have not been the greatest idea. It is too late to turn back however, and soon you are pushed onward into the depths of the nuthouse. What follows if a fantastic house filled with disturbing environments and strong actors.

From the moment you step on the Hellevator, it becomes clear that this house will use its space to creep you out. The theme of an asylum taken over by the crazies is well done through out, from the entrance, to the ramp signaling your escape at the end. Immersion is so strong, that is easy to forget that most of the house is outside. Whether it be a demented dentist office, or a darkened morgue, the set design keeps you involved. Everything gives off a feeling of being decrepit, and long since used, at least properly. It creates a strong sense of dread throughout. Set's are designed in such ways that actors are able to come from all sorts of directions. Props are also used concurrently with actors to give some great misdirection. However, it does feel like maybe one or two rooms could use a scare or two, since there is a tiny bit of dead space. It is not a big issue though, since it is only for a very short amount of time, and even these areas are still creepy enough to keep the heart pumping.

The actors of this house are perfectly psychotic. Throughout the house, characters manage to grab scares, each finding the best location to remain hidden before making their move. Beyond just scares, most actors are able to improve on an impressive scale. The “dentist” Mona creeps you out enough to concern you about your next teeth cleaning. An inmate we were told to call on by another one was called Play Time, and the way he talks concerns you that his idea of play is very different then yours. Something that is very commendable is that directions on where to go, or where to watch your step are given in character, and keep the immersion going. We have never seen this one before, and it a nice touch. It must be said that some of the actors who did attempt improvisation were new to the concept and just did not quite have it down. However, attempting it at least shows the willingness to learn, and expect them to be great next season.

St. Lucifer's is a strong house with many great assets going for it. Issues with small dead areas, and some actors still getting used to handling their roles is something that will improve, and we fully expect this house to be even better next year, and we can not wait to return. There is a second attraction, Prison Break, that we unfortunately could not do due to time restraints. We look forward to giving that a try next year.

 

4.5/5

Exit 13: Taking the wrong turn

Exit 13: Taking the wrong turn

Erebus: Time Traveling Terror

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