The curtain lifts on a dingey hall which is brought to life by the various characters of the 'Quest' committee on their annual meeting. Each character comes alive through their distinct personalities as portrayed vividly through voiceovers and heightened body language and offering a glimpse into their quirks and quarrels. The precision and caricature quality of their movements, synchronised with the voiceovers, peppers the otherwise dark piece with absurd humour and contrasts with the fluidity and malleability displayed later on. Through spotlighted inner monologues and insecurities, the ensemble’s complementary traits morph into cult-like moments of collective chanting and movement, underscoring their desperate grasp keeping their medieval society alive. As Pite and Jonothon suggest, ‘Perhaps these people needed this story as much as the story needed them’.
The desolation of the community hall, as described by one character, becomes palpable as its significance shifts with each scene. The hall, a character in its own right, serves as a dynamic backdrop, its vastness highlighted by the small looking characters in comparison. The Stranger Thing’s- like tone chills with its eeriness adds depth to the Horror genre as it hints at mysteries beyond its doors.
Pite and Young curate the story with a strong narrative base from which they break down into more surreal and dance-based pieces in the second half. The use of repetition in different context offers fresh perspectives on the unfolding story, keeping the audience intrigued while subtly disorienting them. The story reaches its climax as we reach the dreaded ‘unfinished business’ delivering a surprising yet satisfying conclusion. However, amidst the narrative twists, the piece maintains its lyrical essence, leaving the audience with a lingering sense of the characters' enduring presence within the echoes of the hall.
Enchanting and bold, Assembly Hall captivates its audience with a unique blend of storytelling, style, and creativity that sets it apart from the rest.
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