Friday, June 10, 2016

Review: "Justice League: Battle For Metropolis," Six Flags Great America

Inside the Hall of Justice (Cyborg in foreground)
I've got a score for you to beat: 192,106. That's the score I racked up on Six Flags Great America's new 4D interactive thrill ride, "Justice League: Battle for Metropolis." This type of indoor ride, although new for the Gurnee, Ill., location, is the latest trend in amusement park marketing--a physical video game experience that feeds into the instant gratification, competitive youth culture.
I've experienced Walt Disney World's similar "Toy Story" attraction, and Six Flags' version amps up the superhero/comic book violence over Disney's more child-centered ride.
The backstory to the ride is this: Superman, Batman and Cyborg need help rescuing Wonder Woman, Supergirl and Flash from Joker and Lex Luthor, along with their henchmen and killer Lexbots. Rider "volunteers" travel through a simulated indoor video game: tracked, self-moving carts holding six riders each whirl around corners and zip in front of video screens. There, riders use "electromagnetic pulse blasters" to take out the bag guys and rescue the good guys and gals. Each rider's score, based on what they hit with their laser pistols, is recorded. The hope is that riders will want to come back again and again to better their scores.
The action of the carts is sufficiently jarring to simulate explosions and other disasters that come riders' ways. The 4D effect is achieved when Joker's laughing gas is sprayed at each cart, and riders can feel the heat of real flame at one point when something blows up. But the best part of the ride occurs when the carts get positioned close to big video screens. There, with the help of 3D glasses, simulated movement is almost too real as riders seemingly zoom down subways and through other inner city locales, all the while letting the lasers fly. Lexbots aggressively approach and exploding virtual debris flies everywhere. It's a genuine thrill.
Joker entertains waiting riders.
The Hall of Justice indoor waiting space for the ride is the most fully realized fictional space in the park. Video cartoons, colorful placards and even an animatronic Cyborg indoctrinate waiting riders to the objectives of the upcoming mission. 
That said, the line is long. I experienced the attraction on Thursday, June 9, 2016, an overcast rainy day. I got into line with my 8- and 10-year-old at 11:30 and we got on the ride at 12:45. On that ride, the lasers, audio and most video screens did not work. We were whisked through the indoor space puzzled by the technical difficulties. Upon getting off the ride, a Six Flags employee allowed us to wait at the front of the line for the glitches to be fixed. Thirty minutes later, we were back on and racking up the points. In all we waited nearly two hours for a short ride.
Oh, and my score (192,106) registered as the 50th percentile score, so you've got a great chance to best me. Good luck.
(Link to my review of Six Flags' Goliath roller coaster)
Hall of Justice


No comments:

Post a Comment