Lander 23 by Punchdrunk
Punchdrunk have a reputation for beautifully immersive productions, so we were excited when they originally announced Lander 23. The promo and website all gave off Alien vibes, and with the announcement coming on the same day that the Alien Earth TV series launched, we were hoping for a genre cross over.
Unfortunately this turned out to be wishful thinking, and this production is a stand alone story that sends groups of "ground team" onto a mysterious planet to locate valuable resources. Their only assistance being their "drivers" back on the space ship, who can track them on a screen and give them directions to the resources or away from the enemy guards.
The first thing to really mention is that there really is no new set for this attraction. Apart from the "Lander" unit that is used as the main base, the unknown planet is just the set of Burnt City - Punchdrunk's last production. It works well as somewhere unusual to visit and the labyrinth type layout is perfect for this game, but it also just reminds you of how impressive and immersive Burnt City was and how less immersive Lander 23 actually is.
Promoted as a Live Action Video Game, We certainly had a great time in both the the different roles (guests get to swap roles halfway through so everyone gets a chance to guide as well as explore the planet.) The tension and scares are certainly more prevalent on the ground team roles, as there are masked hunters with lights patrolling the area. Therefore, as well as taking instructions through the headphones, we were also hiding and trying to evade capture. It did make things a bit hard to control at times, as sometimes the team would scatter in different directions to escape, whilst the drivers would have to work hard to reconnect them (sadly there is no way to tell which dot on the screen is which person, so we had to sometimes just rely on guesswork!)
Tech wise - the screens give off an authentic 8 bit ethic, which fits in with many of the sci- fi movies of the 80's and 90's, and there are enough flicky buttons and switches to enhance the experience. One criticism would be that the volume on the headphones was quite low and at times it was difficult to hear instructions over the ambient noise and music on the planet set.
But in essence we had a lot of fun. We didn't top the leader board (there are about 10 different teams playing in the space at any one time) but we evaded capture throughout!
Lander 23 is currently booking until May 2026.
Unfortunately this turned out to be wishful thinking, and this production is a stand alone story that sends groups of "ground team" onto a mysterious planet to locate valuable resources. Their only assistance being their "drivers" back on the space ship, who can track them on a screen and give them directions to the resources or away from the enemy guards.
The first thing to really mention is that there really is no new set for this attraction. Apart from the "Lander" unit that is used as the main base, the unknown planet is just the set of Burnt City - Punchdrunk's last production. It works well as somewhere unusual to visit and the labyrinth type layout is perfect for this game, but it also just reminds you of how impressive and immersive Burnt City was and how less immersive Lander 23 actually is.
Promoted as a Live Action Video Game, We certainly had a great time in both the the different roles (guests get to swap roles halfway through so everyone gets a chance to guide as well as explore the planet.) The tension and scares are certainly more prevalent on the ground team roles, as there are masked hunters with lights patrolling the area. Therefore, as well as taking instructions through the headphones, we were also hiding and trying to evade capture. It did make things a bit hard to control at times, as sometimes the team would scatter in different directions to escape, whilst the drivers would have to work hard to reconnect them (sadly there is no way to tell which dot on the screen is which person, so we had to sometimes just rely on guesswork!)
Tech wise - the screens give off an authentic 8 bit ethic, which fits in with many of the sci- fi movies of the 80's and 90's, and there are enough flicky buttons and switches to enhance the experience. One criticism would be that the volume on the headphones was quite low and at times it was difficult to hear instructions over the ambient noise and music on the planet set.
But in essence we had a lot of fun. We didn't top the leader board (there are about 10 different teams playing in the space at any one time) but we evaded capture throughout!
Lander 23 is currently booking until May 2026.
Viola's Room by Punchdrunk
Off the back of the hugely successful Burnt City, Punchdrunk have resurrected one of their earliest creations, to create a fever dream experience that has had critics wanting more. Narrated by Helena Bonham Carter, the show is described as an experience where audiences feel their way through a labyrinthine installation as an unseen narrator reveals a story of innocence lost and obsession unleashed.
Although it does not follow the same structure as previous Punchdrunk shows, we were intrigued on the concept as we entered. Equipped with a set of headphones, the audience was guided through the story by the narrator and led through the incredible show space by following the light in each room.
We really do not want to give too much away, as we went in completely blind and are very grateful for it. We felt completely entranced, stepping into someone else’s dream and leaving all of our thoughts and worries at the door (along with our shoes!)
Whilst this isn’t a scare attraction, the nature of the experience is particularly creepy, playing on feelings of foreboding and dread. One scene in particular gave us a shock where a beautiful reveal, suddenly turned sinister. This led on to one of our favourite elements of the attraction, the lighting design. Our eyes were never allowed to adjust to the darkness, which allowed for reveals that made us feel as if we were in a movie. Sometimes we were eased into pitch darkness, making it feel almost comforting, whereas at other times we were suddenly plunged into total darkness, making us feel exposed and vulnerable. This all complimented the stunning sets and intricate set dressing beautifully. We wish we had more time to take in the detail in each room, which sometimes even had us side-tracked from listening to the story!
In a unique concept, the audience enters the show barefoot. This added another layer of vulnerability as well as complete immersion. At one point we felt we were actually outside, and the changes in textures were also used to create unease at unnerving moments.
All in all, Viola’s Room was a puzzling but captivating show, completely enchanting and mystical, yet creating undertones of malevolency. Was this a fairy-tale or a nightmare? Who knows?
Although it does not follow the same structure as previous Punchdrunk shows, we were intrigued on the concept as we entered. Equipped with a set of headphones, the audience was guided through the story by the narrator and led through the incredible show space by following the light in each room.
We really do not want to give too much away, as we went in completely blind and are very grateful for it. We felt completely entranced, stepping into someone else’s dream and leaving all of our thoughts and worries at the door (along with our shoes!)
Whilst this isn’t a scare attraction, the nature of the experience is particularly creepy, playing on feelings of foreboding and dread. One scene in particular gave us a shock where a beautiful reveal, suddenly turned sinister. This led on to one of our favourite elements of the attraction, the lighting design. Our eyes were never allowed to adjust to the darkness, which allowed for reveals that made us feel as if we were in a movie. Sometimes we were eased into pitch darkness, making it feel almost comforting, whereas at other times we were suddenly plunged into total darkness, making us feel exposed and vulnerable. This all complimented the stunning sets and intricate set dressing beautifully. We wish we had more time to take in the detail in each room, which sometimes even had us side-tracked from listening to the story!
In a unique concept, the audience enters the show barefoot. This added another layer of vulnerability as well as complete immersion. At one point we felt we were actually outside, and the changes in textures were also used to create unease at unnerving moments.
All in all, Viola’s Room was a puzzling but captivating show, completely enchanting and mystical, yet creating undertones of malevolency. Was this a fairy-tale or a nightmare? Who knows?
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