I have been down many different mines, one of which was an extremely deep, dark Welsh coal mine. The experience of underground is truly unique and amazing. I thought at the time how great it would be as the basis for a themed attraction, and for a moment it looked like Sub Terra would offer that experience.
In that sense, Sub Terra totally fails to convince that I am underground. There are many more ways of simulating the experience beyond rocky walls and fake lifts. The ride feels kind of uninspired, like it's too busy making people jump with age-old effects to focus on the experience. I think people would be much more convinced, and therefore more receptive to the effects, if there was a stronger atmosphere of being underground. In fact, it could have been amazing.
Another limitation is the ride's pushy shovy approach to introducing the Phalanx. Why is there a highly equipped, international security force (or whatever) operating in Forbidden Valley? The only context we get of the Phalanx is a boring, generic and poorly produced queueline video. The designers put little effort into characterising this organisation - therefore the public has little reason to invest in the idea.
Maybe they should have not bothered explaining the background at all. I mean, who actually finds the Phalanx interesting? What is Merlin's obsession with organisations, companies and research groups anyway?! Sub Terra could have been a blatantly frightening romp through the dark caves of Forbidden Valley; instead, it's all just "scientific research" that goes wrong. Boring!
[The only time I have ever found an "organisation" theme interesting is the X-Sector organisation, because... basket case.]
What's more, for a ride that uses Nemesis in its name, Sub Terra lacks the character and soul of the real Nemesis altogether. All through Forbidden Valley we see broken machinery, rusted objects and quarried rocks, giving an atmosphere of decay and mythicism. Sub Terra totally clashes with the imagery of the area, with its generic TV screens, 'high-tech' equipment and snazzy lifts.
I think it would have been much
more entertaining to have a humorously
disorganised military team
unsuccessfully fighting Nemesis; using rusty, old and malfunctioning equipment; sending riders down in precarious, rickety mineshafts (as it is in reality) - which would also give reason to the unexpected drop when the egg hatches. Also, instead of relying on the tacked-on scare corridor to act as the finale, there could have been a frantic chase through a dark cave tunnel with a brief encounter with the Nemesis monster itself (before the second lift perhaps), to really take advantage of the underground setting.
Dave said:
Considering the link tunnel between the first lifts to the main room is not a place guests stay in you would be shocked maybe to consider how good the actual theming is there.
That area should be been integral to the theme. It's the first time you see where you are underground, yet nothing is made of it. Sure, there is some nice "theming" there, but it doesn't really have much effect. It's not like a real cave: where's the slowly dripping water, the uneven stone floor, the claustrophobic silence (could be achieved by dampening the walls)? And it doesn't have much fictional merit either - they totally missed the opportunity to have an underground blood-red Nemesis waterfall!
Nemesis Sub Terra surprised me, and have to agree it is a fantastic filler attraction. I never expected them to even attempt a Forbidden Valley dark ride, which was a nice surprise. It's still
very amateurish for a park that previously pulled off Hex and Haunted House, for example, but enjoyable nonetheless. When I had my first ride, I enjoyed it thoroughly and I left feeling thrilled. But, as with most Merlin rides, it's a whole heap of missed opportunities.