Working 2.8 Hours Later
Over the last four years we've played 2.8 Hours Later in several different cities and have watched it evolve and grow from strength to strength into the impressive city wide chase game it has become today. When it was announced that the new incarnation - 2.8 Hours Later: Asylum was coming to Birmingham and were looking for Zombies to help spread the infection, we thought we would like to see it from the other side.
Please note that we have tried to keep any spoilers about the new “Asylum” version of the game to a minimum, but please stop reading now if you want to experience the show total unaware as to what could happen.
Before being accepted as a zombie we had to take part in zombie school and just 2 weeks ago we found ourselves at a small community centre on the outskirts of Birmingham city centre. Zombie School is an intensive and important training session necessary to take part in the game. Over the next few hours we were schooled in the art of being a zombie, given lots of tips and tricks, and tested to see if we up to challenge of chasing 500 people on a busy night in a large city, not to mention keeping them safe (a huge priority for the show)
After an initial overview, the first section of Zombie School got right down to business and had us focus on how to be a zombie. After our warm ups we were taught how to sound and move like the undead whether that be as a type 1 shuffling Romero Zombie or one of the type 2 running zombies. Everyone found their individual zombie style which they favoured and before long we were getting some very curious looks from passers by.
The key rules underlined keeping everybody safe. That is paramount and as a Zombie you must be able follow rules and be able to work as a team to help keep the players safe. After a couple of team building games we were split into groups ready for the real test of Zombie School, some fast paced games of capture the flag. Zones were identified where we were not allowed to run through or run near which would signify unsafe roads. Run near or on any of the roads and you'd get a mark against your name, three marks and you'd fail zombie school and not be allowed to work as a zombie for the event.
Nobody wanted to lose and it cemented just how difficult it can be to focus on a goal, whilst in character and abiding by set rules. Luckily, we graduated with flying colours and had two weeks to prepare ourselves for the challenges that lay ahead.
We arrived at the production base for 2.8 Hours Later at a secret location in Birmingham. As a regular competitive runner I had my sights set on being a Type 2 runner in the kill zone at the end of the game. We nervously queued up to find out our roles for the evening. It turned out that I'd landed the part of a type 1 zombie in zone four but with some interesting interaction with some police officer actors. My wife was given the part of a Scanner Marshal at the start of the game.
Intrigued, I went and met with Tim our Zone manager for the evening who gave me my costume and asked me to head over to the makeup team. I was told that my makeup would only be applied to half of my face, the reason would become apparent later. I met the rest of the zone four team which included 2 security members, three actors and another fellow zombie, Hollie. We made out way into a briefing which was short and sweet but did help reinforce the basics of zombie school but before we knew it we were packed into a mini bus along with our many props for the evening and heading across the city in the warm sunlight.
Once on site our roles were explained properly. Hollie and I would be swapping roles through the evening. Only one of us would be visible to the crowds but hidden by a sleeping bag. A temporary salvation army soup kitchen was set up which would be the disguise for somebody who was harbouring the undead. Nothing quite goes to plan and the police show up on site and spot the homeless person sitting opposite in a doorway. They go over to investigate, they realise something is very wrong but by then it's too late, the infected homeless person crawls across the floor and chases the players down the street at which point the other zombie appears and tags as many of the players as possible. We set everything up excitedly and walked up and down the street assessing any potential safety risks we should be aware of. At the bottom of the street a small crowd gathered watching to see why there were two police officers at the top of the street, and more importantly why were there two people covered in blood!
We were given a pen with which we could mark anyone who we infected and discussed various tactics. We did a couple of practice runs but all too soon the radio call came through and we were hidden through ready for our first live audience. My heart raced from underneath the sleeping bag as I struggled to hear the scene panning out. Before I knew it, I heard my cue and in seconds I was chasing ten or so terrified people down the short stretch of street.
For three hours we chased group after group, often with a very short turn around time and not once did it feel stale. The dialogue changed throughout the night from the talented actors who were a pleasure to work with and provided some great entertainment both during and between takes. It went to show that no two games remain the same. From a zombie point of view the night was incredible and passed by far too quickly. To have the power to get such a terrified reaction from the players is one hell of a feeling and I can certainly see the attraction of it all. By the end of the evening, my throat was like sandpaper and I felt shattered but I was on top of the world. Back at the production base we gave back our costumes and made our way over to the Zombie Disco at the Custard Factory's Warehouse, an incredible venue which really encompassed the theme of the event. I met up with my wife and shared our experiences. She'd also had a fantastic night in her more spoken role, giving the players all kinds of abuse along with the first set of co-ordinates and sending them on their way a little more terrified than when they started.
As I write this, three days on, my muscles still ache and yet I can't wait to do it all again in a couple of months time. The aching muscles really drive home just how hard the actors in pretty much every scare attraction around the country work to keep their guests screaming on a daily basis and just how difficult (but rewarding) the job can be.
We would seriously recommend volunteering at one of the events especially if you've played the game. You'll see a whole new side to the game as well as developing an appreciation of the hard work that goes into creating such an exciting experience.
Please note that we have tried to keep any spoilers about the new “Asylum” version of the game to a minimum, but please stop reading now if you want to experience the show total unaware as to what could happen.
Before being accepted as a zombie we had to take part in zombie school and just 2 weeks ago we found ourselves at a small community centre on the outskirts of Birmingham city centre. Zombie School is an intensive and important training session necessary to take part in the game. Over the next few hours we were schooled in the art of being a zombie, given lots of tips and tricks, and tested to see if we up to challenge of chasing 500 people on a busy night in a large city, not to mention keeping them safe (a huge priority for the show)
After an initial overview, the first section of Zombie School got right down to business and had us focus on how to be a zombie. After our warm ups we were taught how to sound and move like the undead whether that be as a type 1 shuffling Romero Zombie or one of the type 2 running zombies. Everyone found their individual zombie style which they favoured and before long we were getting some very curious looks from passers by.
The key rules underlined keeping everybody safe. That is paramount and as a Zombie you must be able follow rules and be able to work as a team to help keep the players safe. After a couple of team building games we were split into groups ready for the real test of Zombie School, some fast paced games of capture the flag. Zones were identified where we were not allowed to run through or run near which would signify unsafe roads. Run near or on any of the roads and you'd get a mark against your name, three marks and you'd fail zombie school and not be allowed to work as a zombie for the event.
Nobody wanted to lose and it cemented just how difficult it can be to focus on a goal, whilst in character and abiding by set rules. Luckily, we graduated with flying colours and had two weeks to prepare ourselves for the challenges that lay ahead.
We arrived at the production base for 2.8 Hours Later at a secret location in Birmingham. As a regular competitive runner I had my sights set on being a Type 2 runner in the kill zone at the end of the game. We nervously queued up to find out our roles for the evening. It turned out that I'd landed the part of a type 1 zombie in zone four but with some interesting interaction with some police officer actors. My wife was given the part of a Scanner Marshal at the start of the game.
Intrigued, I went and met with Tim our Zone manager for the evening who gave me my costume and asked me to head over to the makeup team. I was told that my makeup would only be applied to half of my face, the reason would become apparent later. I met the rest of the zone four team which included 2 security members, three actors and another fellow zombie, Hollie. We made out way into a briefing which was short and sweet but did help reinforce the basics of zombie school but before we knew it we were packed into a mini bus along with our many props for the evening and heading across the city in the warm sunlight.
Once on site our roles were explained properly. Hollie and I would be swapping roles through the evening. Only one of us would be visible to the crowds but hidden by a sleeping bag. A temporary salvation army soup kitchen was set up which would be the disguise for somebody who was harbouring the undead. Nothing quite goes to plan and the police show up on site and spot the homeless person sitting opposite in a doorway. They go over to investigate, they realise something is very wrong but by then it's too late, the infected homeless person crawls across the floor and chases the players down the street at which point the other zombie appears and tags as many of the players as possible. We set everything up excitedly and walked up and down the street assessing any potential safety risks we should be aware of. At the bottom of the street a small crowd gathered watching to see why there were two police officers at the top of the street, and more importantly why were there two people covered in blood!
We were given a pen with which we could mark anyone who we infected and discussed various tactics. We did a couple of practice runs but all too soon the radio call came through and we were hidden through ready for our first live audience. My heart raced from underneath the sleeping bag as I struggled to hear the scene panning out. Before I knew it, I heard my cue and in seconds I was chasing ten or so terrified people down the short stretch of street.
For three hours we chased group after group, often with a very short turn around time and not once did it feel stale. The dialogue changed throughout the night from the talented actors who were a pleasure to work with and provided some great entertainment both during and between takes. It went to show that no two games remain the same. From a zombie point of view the night was incredible and passed by far too quickly. To have the power to get such a terrified reaction from the players is one hell of a feeling and I can certainly see the attraction of it all. By the end of the evening, my throat was like sandpaper and I felt shattered but I was on top of the world. Back at the production base we gave back our costumes and made our way over to the Zombie Disco at the Custard Factory's Warehouse, an incredible venue which really encompassed the theme of the event. I met up with my wife and shared our experiences. She'd also had a fantastic night in her more spoken role, giving the players all kinds of abuse along with the first set of co-ordinates and sending them on their way a little more terrified than when they started.
As I write this, three days on, my muscles still ache and yet I can't wait to do it all again in a couple of months time. The aching muscles really drive home just how hard the actors in pretty much every scare attraction around the country work to keep their guests screaming on a daily basis and just how difficult (but rewarding) the job can be.
We would seriously recommend volunteering at one of the events especially if you've played the game. You'll see a whole new side to the game as well as developing an appreciation of the hard work that goes into creating such an exciting experience.
Links
2.8 Hours Later Bristol 2011 Review
2.8 Hours Later Bristol 2012 Review
2.8 Hours Later Leeds Review
Official 2.8 Hours Later website
2.8 Hours Later Bristol 2012 Review
2.8 Hours Later Leeds Review
Official 2.8 Hours Later website
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