Clash of Chefs VR Review: Virtual Burger Time

Clash of Chefs serves up a decent VR cooking game, though there’s room for improvement on the menu. Read on in our Clash of Chefs VR review.

Video games involving cooking have a long history, dating right back to the 8-bit microcomputers and continuing to this day. This time, developer Flat Hill Games presents players with the chance to see what life is like behind the kitchen counter of a busy restaurant with Clash of Chefs VR.

Clash of Chefs VR opens to present four different food options to choose from, American, Italian, Japanese and Mexican. The aim of the game is to prepare the requested food items and present them to your waiter, who delivers them to the waiting customers, who provide feedback on your performance in the form of little emojis. As you might expect, the orders gradually ramp up in complexity, making activity ever more frantic.

Things start out fairly simple in the American kitchen. Your first job involves making burgers; throw a patty on the grill, set out the buns, add cheese if needed and present the plate to your waiter. As you progress, more elements are added, such as salad, fries and drinks. The challenge is how best to manage your time to make sure orders are completed accurately and efficiently. The Italian kitchen likewise begins with the fairly simple task of making pizzas before ramping up the difficulty, but the Japanese and Mexican kitchens require a bit more finesse and provide a further challenge to players who have become master chefs of American and Italian cuisine.

Helpfully, there are tutorial videos that give the player beginner advice on how to start preparing each food item. These initially show at the start of each level, but this is actually the worst time to watch them, as the pace of the game dictates that you get cooking right away. The tutorials are also available to view via the options menu.

Clash of Chefs VR Review – The Facts

What is it?: A VR cooking game where you try to prepare the best meals as fast as you can with single-player and multiplayer.
Platforms: Quest, Steam
Release Date:  Out Now
Price: $19.99

The visuals have a chunky, cartoonish appearance, which does mean there isn’t much visual clutter to spoil your frantic search for the right knife or ingredient, and the graphical cues to inform the player if a food item is ready or if it has spoiled are solid and easily understood. Each restaurant has its own theming to match the style of cuisine on offer, with the American kitchen having a retro diner-style, while the Italian restaurant has a marble countertop and checked tablecloths on the tables. The graphical simplicity and use of bold colors can make things look a bit flat, but since you will be focusing largely on the task at hand, graphical realism and fidelity is hardly a high priority.

Similarly the music is subdued, with appropriate ambient music being played for each restaurant style. The sound effects are nice and crisp and give a good indicator of performing the task correctly; such as the chopping sound of slicing through cucumber or sushi roll, or the sizzle of beef patties on the grill. The music and background chatter of restaurant patrons fades from your mind with the frenetic pace of gameplay, particularly in the higher levels, but the lack of a solid, immersive soundscape to drive the action is a shame.

clash of chefs

The kitchen layouts are logical, and everything you need is accessible without moving too far in any direction. There are some issues with the game recognizing when you want to grab an item, as sometimes you will just fail to pick something up, or it will inexplicably fall out of your hand to fall to the floor, or into the nebulous void and become unreachable. Important items like your knife or cheese grater will respawn after a few seconds, but these small problems can add up over a long play session. In addition, it is difficult to use both hands at once, as the game will only seem to recognize one action at a time, adding to the frustration, particularly at higher levels.

With four different food styles to master across twenty levels each, there’s a fair amount of content to get through in Clash of Chefs VR. There’s also a good chance you will spend a while trying to get the perfect score or maximizing your workflow before feeling secure in moving on to the next level. Each restaurant can take over an hour to complete, easily providing four or more hours of content depending on how you play. There is also a competitive multiplayer mode, where chefs are pitted against each other in a race to see who can complete their orders first, with the option to throw knives or plates at your opponents to disrupt their preparation and give yourself an advantage.

Clash of Chefs VR Review – Comfort

Since Clash of Chefs VR is mostly a game about standing still and grabbing things, there are few comfort options included. Players can raise or lower the work counter to a suitable height. There is an option to turn the haptic feedback in the controllers on or of, but that’s about it.

Core gameplay for Clash of Chefs VR basically boils down to time management. The ability to be methodical and being able to plan and anticipate is a crucial skill as your advance through the levels for each style of food. Once your get into the flow, it becomes an oddly Zen experience, the movements needed burning themselves into muscle memory. This is particularly true in the endless mode, where you can just keep dishing up food to all comers and attempting to get your name on the leaderboards. The pace of gameplay is so fast there is no room to simply play around with the environment, and there’s no time to try and juggle knives, mess around with the physics or even have a proper look around.

Clash of Chefs VR Review – Final Impressions

Overall, Clash of Chefs VR is a solid game and one that can provide plenty of entertainment, particularly in multiplayer, but it fails to do anything groundbreaking or extraordinary with the genre and it does have some niggling issues that need to be resolved. If you’re after Overcooked VR, we still say go with Cook-Out: A Sandwich Tale, but this is a decent addition to the genre all the same.


Clash of Chefs Review Points (1)

For more on how we arrived at this rating, read our review guidelines. What did you make of our Clash of Chefs review? Let us know in the comments below!

Vengeful Rites Review: The Legend of Virtual Reality

Vengeful Rites has its issues, but its Zelda-like structure will please VR adventurers. Here’s our Vengeful Rites review!

The majority of modern RPGs have a tendency to act like a helicopter parent, constantly reminding you of your next objective, pointing out save points and marking out routes on your map. Vengeful Rites eschews this approach, and after the tutorial section shoves you out of the door to go and explore the world at your own pace.

Deep Dive Interactive has reached back into the past for inspiration for its action-adventure RPG, building an experience that calls to mind titles such as the early Legend of Zelda games. This nostalgic feeling extends to the graphical style, which uses a bright and colorful palette and simplified, cartoon-style art and animation.

As expected, Vengeful Rites takes the time to explain the core mechanics before setting you off on your adventure. The player takes the role of an apprentice in some sort of magical order, with a disembodied voice putting you through your paces as you adapt to the controls and systems.

Swordplay is the primary way of attacking, and feels very satisfying. The game uses a system of attacks, parries and blocks, with enemies telegraphing their attacks to allow the player to respond with the correct block or parry. Some basic knowledge of fencing or swordplay comes in very handy, as the standard parry positions are very useful. Quick, strong swings are encouraged, but weak flailing will result in nothing more than a glancing blow that does little damage. Unfortunately, the game only recognizes sword swings, so any instinct to use a thrust will not be rewarded.

Pleasingly, there is even a left-handed mode for southpaws. There is also a bow, which similar to the sword, requires something akin to real archery skills in order to accurately hit a target. Stocks of arrows are limited, however so it’s a good idea to take time when aiming and pick your targets carefully. This is especially true since many enemies are surprisingly smart, so having a moment to devise a suitable strategy is wise.

The magic system is impressively in-depth. A medallion is visible on the back of the player’s hand, which is used as a magical focus. In deference to left-handed sword users, whichever hand is not holding the sword can be used for this purpose. There are four schools of magic; Defensive, Destruction, Restoration and Kinetic. You start out with a few basic spells, which can be upgraded and new spells are added as you travel and make new discoveries. The spells are activated using gesture controls, which involves selecting the school of magic you want, then making the correct gesture to cast it such as a turning a key gesture to use a magic shield.

This can take a few goes to get right, and annoyingly, sometimes the gestures fail to activate the spell, particularly when playing in left-handed mode. Most types of magic consume mana, which either restores slowly over time, or can be replenished using mana crystals. One exception to this is kinetic magic, which consumes no mana and can be used to move objects, which comes in extremely useful for solving puzzles and removing obstacles.

vengeful rites

When you finally get out into the wider overworld, it is generally well-realized. Despite the simplistic graphical style, it all meshes well and feels like part of a coherent world. Movement is done through smooth locomotion by default, but the framerate generally stays steady, unless there is a lot of action on-screen at once, in which case it begins to stutter a little. One place where it misses the mark is how empty the world feels.

Apart from the monsters and other enemies, there is little that gives the world a sense of life. Villages and other settlements feel bare, with only shopkeepers there to greet you. A few more NPCs dotted around—or some birds, or sheep and chickens—would make it feel a lot more like a real place.

The empty feeling extends to the sound. The music is minimal and somewhat generic, and the sound levels are inconsistent, with some sounds—such as the river rushing near the starting area that are unnaturally loud while others feel far too quiet. The voice acting is likewise somewhat hit-or miss. The voice of the narrator who guides you through the tutorial is competent, but some other characters sound like they are trying too hard, and the sound quality is variable.

Villain Dragore, for example, has a very muffled sound quality that sounds like he is using a poor quality microphone. Not unexpected for a small company who probably had to have their voice cast record remotely, but it is one aspect that could be improved by some way in a professional recording studio.

Vengeful Rites Review – Comfort

Vengeful Rites uses a smooth locomotion system by default, which is best for immersion, but also overs teleportation or head-orientation movement options. Turning is also configurable, offering a 45°, or 90° snap turn, with the option of a fade-out or smooth turning with a speed slider. Vengeful Rites is a fairly smooth game, but those prone to simulation sickness will need to experiment to find the best combination.

Vengeful Rites has a light touch with the story, using a standard ‘avenge your Master’ plot hook as a starting point, but otherwise the player is left to choose their own path and make their own story and adventure. That’s where the real meat of the game lies, in exploration. There are a lot of secrets hidden across the world, and finding them is one of the great joys of the game. The overworld is not quite as expansive as, say, Legend of Zelda: Breath of the Wild, or Xenoblade Chronicles 2, but it still has enough content through its four chapters for roughly 15 hours of play, particularly if you enjoy searching every nook and cranny for hidden secrets.

Vengeful Rites Review – Final Impressions

Vengeful Rites is not a perfect game, but is a solid and engaging Action-Adventure RPG that is ideally suited for those who enjoy combat, exploration and puzzle-solving. Despite the lack of a deep narrative, there’s plenty of room for players to create their own story as they journey through the landscape.

Vengeful Rites Review Points

For more on how we arrived at this rating, read our review guidelines. What did you make of our Vengeful Rites review? Let us know in the comments below!

BNY Mellon Launches AR Exhibition at Asia Society Hong Kong Centre

BNY Mellon has announced the opening of Liminal Encounters – An Augmented Reality Exhibition at Asia Society Hong Kong Center (ASHK), which runs from 7th November 2018 until 6th January 2019. Liminal Encounters is described as one of the first outdoor augmented reality (AR) art exhibitions in Hong Kong.

The exhibition marks the 60th anniversary of BNY Mellon in Hong Kong and eschews the traditional gallery setting in favour of a journey through the museum using immersive technology. Each artwork is viewed at different locations through the museum, and features a unique AR component.

The AR components attached to each artwork can be experienced by using the Liminal Encounters BNY Mellon mobile app. The exhibition features five artworks with have been selected from the BNY Mellon collection, alongside three on-site installations commissioned from local artists.

David Cruikshank, Chairman of Asia Pacific, BNY Mellon said, “With more than a hundred years of serving clients in Asia Pacific, BNY Mellon chose Hong Kong as its first stronghold sixty years ago. We are proud to have played an important role in Hong Kong’s growth as a global financial centre and cultural hub. Liminal Encounters speaks directly to the importance of combining technology and innovation with creative thinking, especially in today’s fast-changing world. We remain committed to serving our clients and further investing in the city’s future.”

S. Alice Mong, Executive Director of Asia Society Hong Kong Center, said, “We are very proud to support BNY Mellon in presenting Liminal Encounters in Hong Kong. We are showcasing three local artists’ artworks and five artworks from the BNY Mellon collection with specific locations in our heritage site as a background. This exhibition is about art, technology and the environment, and provides a unique experience for the visitor. Technology can reshape art, art can provide the creative content for technology, and the environment ties them together. The effect is a wonderful collaboration of art and technology and its emotional transformation.”

Further information can be found on the BNY Mellon website. For future coverage of AR in art, keep checking back with VRFocus.

Review: Resident Evil VII biohazard

Its been a while since I picked up a Resident Evil game. Back in ye olden days of the original grey PlayStation, I, like many, played the original two Resident Evil games and enjoyed them, despite the stiff control scheme, and hilariously ropey dialogue. As the series moved away from survival horror and towards action-adventure, threaded through with an increasingly absurd plotline, there was little to convince me to head back to the series… until now.

In Resident Evil VII biohazard you take the role of Ethan Winters, an ordinary bloke who finds himself caught up in the weirdness after receiving a note from his missing wife, Mia. A set-up that will sound suspiciously familiar to fans of Silent Hill. You arrive at a dilapidated Louisiana plantation, which despite its abandoned appearance is indeed inhabited by a twisted and malevolent clan called the Bakers.

Resident Evil 7 - Family

The plantation manor is a masterpiece of design – a clear throwback to earlier entries in the Resident Evil series, but it successfully takes the best elements of those old games and brings in enough detail, story and innovation, as well as ideas taken from other games, to make it feel like a real – and terrifying place.

In true survival horror tradition, at first you have only a short knife to defend yourself with, meaning that running like hell is your best defence through the early part of the game. You can scrounge around and pick up other weaponry, and though weapons and ammo are not quite a thin on the ground as in some other survival horror titles, its scarce enough to give you cause for concern.

The pacing is all but flawless. The tension ramps up steadily, as you learn more about the plantation, the family that have trapped you and the history of both, it slowly becoming clear that this is not just a bunch of mad inbreds you are dealing with… there is something more sinister at work.

Gameplay involves just as much puzzle-solving as it does fighting. There are some great callbacks, such as finding themed keys to open specific doors. Some of them are simple and straightforward, some are multi-layered escape room puzzles that take logic and persistence to solve – all the while looking over your shoulder, frightened of what is coming up the corridor after you.

Resident Evil The Experience

The use of VR takes it to a different level. Though Resident Evil has traditionally been third-person, the use of first-person in this setting feels natural. You start to feel a real connection with Ethan as you both pant with terror, hiding from whichever member of the demented Baker family you are currently hiding from. You can also use VR to hunt down hidden secrets by peeking around walls, or in shadowed corners. In immediacy of VR also means that the horrors that leap out at you are entirely enough to make you jump out of your skin.

Unlike many more modern VR titles, Resident Evil VII biohazard handles entirely using the dual shock 4 controller. Full locomotion is the only way to move – no teleporting here. Though Capcom have been kind enough to include a range of comfort options, such as rotation speed, FOV dimming and a few others. For those who suffer from motion sickness, it might be a bit much, especially in some of the faster-paced sections. For those like me who are lucky enough to not suffer from motion sickness, it is great and adds to the immersion.

Its the atmosphere that is the truly impressive part. Though the colour palette is heavily weighted towards green and brown, emphasising its gloomy, diseased and rotting nature, the manor nonetheless feels like a real place. There are places where mild graphical glitches can spoil the effect somewhat, but it isn’t enough to ruin it.

ResidentEvil7 screenshot mia_5

Resident Evil VII biohazard is a definite return to form for the Resident Evil series, and still holds up extremely well despite being one of the earlier titles on the PSVR. Those who get motion sick might face some trouble, but for fans of survival horror, it is an absolute must.

The VR Waifu Problem

There is a commonly cited ‘fact’ that the VHS format won the home videotape format wars because it allowed pornography to use the format, while Betamax would not. This is actually an apocryphal story, but nonetheless feeds into the idea that any new form of video storage and distribution will, inevitably, be used for porn. Inevitably, pornography has begun to appear in virtual reality (VR) and even augmented reality (AR). Along with that has come another trend, something I have dubbed ‘Waifu Simulators’.

The most famous of these is Summer Lesson, the PlayStation VR title which had the premise of the player giving lessons to a young woman over the Summer break. As the VRFocus preview noted, this often led to the player being put in awkward psuedo-romantic situations, with the sense of immersion giving the feeling that you are invading the personal space of someone you barely know – this is especially cringe-worthy if the player is much older that the depicted age of the character in Summer Lesson.

Summer Lesson Screenshot
Don’t stand so close to me… please.

There was, predictably, a lot of people commenting that the reviewer, our own Kevin Joyce, didn’t ‘Get’ the videogame and the culture that created it. While they might have a point regarding different cultural viewpoints, there are a number of ways this type of videogame can be described as awkward at best and downright creepy at worst.

There are quite a number of these ‘waifu simulators’ around. Many of which take popular characters from videogames like Shining Resonance, or vocaloid character Hatsune Miku and let players view them in various poses, in different outfits or go on stilted ‘virtual dates’.

Firstly, its notable that the characters featured in these types of videogames are almost always very young, often teenagers. Considering the average age of a PlayStation 4 users is 35, this does raise some red flags.

Secondly, these type of videogames always seem to make an uncomfortable number of assumptions about the player – namely, assuming that they are A) Male B) Straight.

Megadimension Neptunia VIIR new VR-Scenes-9

This was particularly odd in Megadimension Neptunia VIIR. Like a lot of RPGs, the Neptunia series draws a lot of female fans, and there are also a lot of LGBT fans of the series. Why then, does its first VR title revert to this straight male default, when its audience is considerably more diverse?

The assumption seems to be that players view these female characters as surrogate girlfriends at best, and objects at worst. There doesn’t seem to be an option to just make friends with these characters, such as the systems in titles such as Persona. Instead you sit through excruciating ‘flirty’ dialogue or accusations you are perving on the characters.

Dating simulators have their place, and when used cleverly the systems in them can even be fun, or even frightening (see Doki Doki Literature Club for an example… or don’t if you are of delicate constitution) but the use of female characters as ‘bait’ to draw in a specific audience feels deeply uncomfortable and regressive.

VR videogames can do so much better than this when it comes to creating relationships with fictional characters. We don’t need them to pose in skimpy outfits to feel close to them.

Social VR Platform Agority Acquired by Spinview

The social aspects of connected virtual reality (VR) are something that is being explored by a number of companies, most notably Facebook with Facebook Spaces. Now Spinview, a company that concentrates on VR for business use has purchased immersive social platform Agority as part of its continued expansion.

The aim of the purchase is to offer businesses a new way to communicate and collaborate, letting teams inhabit a virtual area together, even if they are miles apart.

Agority was created to offer an effective environment for learning, remote working and team engagement than 2D video conferencing. Spinview says that the purchase of Agority will allow Spinview to offer a deeper experience to its customers.

The software will allow 360-degree video to be combined with social VR functionality, allowing entire teams to meet in a shared virtual space, even though they are far seperated geographically. Spinview have taken note of feedback from Agority users that has shown that being in a VR space and using an avatar, complete with the ability to communicate with voice and gesture and creates a far greater sense of presence and connection.

Co-founder of Agority and now current CTO of Spinview, Greg Roach said: “Agority was designed as a tool to remove friction points within businesses by creating as close to real life connections as possible within a virtual environment. We believe that by showcasing the value of Agority within Spinview, the goal is for it to be used as easily and as regularly as the mouse or mobile phone on your desk. This will complement, not dominate everyday working operations, and offer the right tool for the right job at the right time.”

Spinview CEO Linda Wade comments: “Fundamentally we are all social animals, therefore the science behind the work that Agority have done to create something as close to our natural social interactions as possible is incredibly powerful. As businesses become more environmentally conscious but do not want to compromise on the quality of their work, Spinview can now provide a cost-effective but highly valuable solution across a whole host of industries. We’re incredibly excited to see where this will take us as a business, and feel very fortunate to have Greg alongside us for the journey.”

For future coverage on new developments in VR business, keep checking back with VRFocus.

High Fidelity Launches Virtual Reality Festival FUTVRE LANDS

High Fidelity has become known as a premiere social virtual reality (VR) platform where users can come together to enjoy live events like concerts in the virtual company of like-minded fans. Now High Fidelity are aiming to scale up that experience with plans to host its first festival completely in VR.

The festival, titled FUTVRE LANDS, will be entirely in VR and will feature, contests, giveaways and a VR live music show. The event will take place on 17th November, 2018. Fans can watch virtually through the FUTVRE LANDS domain or in-person by visiting High Fidelity’s VR Studio in San Francisco.

The company says that hosting a festival in VR comes with a number of advantages, as fans don’t need to worry about long queues, sudden changes in weather, heat or injuries in crowded front-row areas.

Since the experience will be free and open to the public, it will offer those who have not yet taken the plunge with VR the opportunity to try out a VR social experience. Anyone will be able to access FUTVRE LANDS by using a VR headset, desktop PC or Google Daydream-compatible Android smartphone.

“Our goal is to make High Fidelity an Internet-scale technology that allows anyone to create and share their VR experience in real-time,” said Philip Rosedale, CEO and founder of High Fidelity. “At FUTVRE LANDS, we’ll bring more people in VR together at the same time than ever before. For VR newcomers, it’s a fun way to dive into virtual reality to see what’s possible beyond video gaming. For our community of VR creators, it’s a chance to celebrate VR’s rapid progress toward more mainstream users.”

High Fidelity is presenting FUTVRE LANDS as part of ‘Virtual Reality Day’, a 24-hour series of VR and AR events which is being held in over 50 cities and countries around the world.

High Fidelity

For future coverage on new VR-related events, keep checking back with VRFocus.

Air Canada Brings VR Experience to Washington D.C.

If you were to do a survey of ‘Things Canada is famous for’ the dish Poutine is quite likely to appear on the list. For those not in the know, poutine is chips (french fries for our American friends) covered in cheese curds and gravy. To promote its service, Air Canada is bringing this iconic dish along with a special virtual reality (VR) experience to Washington D.C.

The pop-up Poutinerie by Air Canada will open in the Washington D.C. area from 9th November as part of an effort by the company to entice customers to explore the world on its airline.

In order to give visitors a taste of ts various destinations in Canada, Europe, Asia, the Middle East and South America, Air Canada is offering global twists on the classic Canadian dish of Poutine, such as the London Corner Fish n’ Chips, which consists of malt vinegar over chips, crispy fried cod, dill & caper tartar gravy, or Soa Paulo’s Sweet Chimi-Churrasco, which combines sweet potato fries with grilled carne asada, green chimchurri and queso blanco.

“The #AirCanadaFliesThere initiative is designed to connect Washington DC travelers and their spirit of adventure to iconic destinations in Canada, Asia and Europe,” said Lisa Pierce, Air Canada Senior Director of US Sales. “As we showcase Air Canada’s flight offerings from the US Capital region, we hope to inspire everyone to explore these remarkable destinations, and beyond. We are especially pleased to serve all three Washington DC Metro airports. Most recently, we added direct flights to our hub in Montreal from Dulles and BWI airports. We are truly honored to be a growing part of the Washington DC community, and proud to support the work of Martha’s Table by donating all of the proceeds of the poutinerie to the organization.”

After having a bite to eat, visitors will be able to take part in an Air Canada flight using VR. The on-board experience will let visitors find out what it is like to fly aboard an Air Canada jet. There will also be opportunities to win two tickets to Air Canada destinations.

For future coverage of new VR content, keep checking back with VRFocus.

ABC Uses 360 Degree Video and AR For Election Coverage

Politics touches almost every aspects of our lives in some way. It is therefore no surprise that so many tune in to see live coverage of elections as votes roll in on Election Day. As the US mid-term elections begin, many TV stations are drawing on advanced technology to help viewers understand how the race is progressing.

ABC News will be covering the 2018 midterms by using a custom-made 360-degree stage as well as specialised augmented reality (AR) technology. A 360-degree behind-the-scenes tour of the set is also available to view on the ABC News Facebook page.

The AR content is said to have taken a full year of planning, designing and development, with an estimated 700-1000 hours devoted purely to data testing to ensure everything will be all right on the night.

The expansive and specialised set, meanwhile, too six months to design and build, and seven weeks to fully assemble in the studio. According to ABC News Senior Production Designer Seth Easter, the entire thing will be taken apart and put into storage only seven days after the conclusion of the election. “The goal was to create a set that both the viewer and the presenters … could understand visually [as depicting] a very important election,” he said.

ABC News Director of Graphics Operations Tamar Gargle and Creative Director Hal Aronow-Theil led the development of the AR experience that lets audiences watch ABC Experts on the set, while simultaneously learning about the election and the results tally in a visual way.

“There’s great potential for creative, interactive storytelling to help the viewer better understand complex information,” Gargle and Aronow-Theil explained. “We have had consultants from three vendors: Astucemedia, who are our graphics and creative consultants; Vizrt, for the graphics engines and graphics tracking; and Mo-Sys, the camera-tracking system,” Gargle added.

The ABC News coverage on the election will begin at 8pm on Tuesday 6th November, 2018. For future coverage on new AR content, keep checking back with VRFocus.

League of Legends Championship Opens with AR K-Pop Concert

League of Legends remains incredibly popular both for players and for those who are fans of e-sports. As such, the League of Legends Annual World Championships draws a huge crowd, which this year celebrated its opening ceremony with a special K-Pop performance enhanced with augmented reality (AR).

The K-Pop performance was created specifically to promote the four new K/DA skins, which were recently introduced into League of Legends. To celebrate the launch, developer Riot Games teamed up with K-Pop group (G)I-DLE as well as American artists Madison Beer and Jaira Burns.

Riot Games decided to create a fictional K-Pop group called K/DA, which features hero characters Ahri, Akali, Evelynn and Kai’Sa as members. For the opening ceremony, Riot Games decided to bring fiction and reality together by having its fictional band perform alongside a real one.

The song Pop/Stars by (G)I-DLE was performed on stage, accompanied by the four K/DA skins through the power of AR. The AR skins emerge from the air and then glide across the stage, dancing and strutting to the tune of the song as the audience cheers in appreciation.

As well as the on-stage performance, there is also an accompanying animated music video for Pop/Stars which features all four of the K/DA skins. The music performance was designed to kick off the World Championships, taking place in Incheon, South Korea, in style.

The K/DA skins have been released in the League Store. One particular skin, the K/DA Kai’Sa Prestige Edition skin also comes with a unique loading screen, splash art and VFX, but is only available until 19th November, 2018. The Pop/Stars song cal also be purchased from Google Play and iTunes, among others, priced at $1.29 (USD).

This is not the first time that Riot Games has used AR for its big live events, as the 2017 World championships saw an AR dragon zooming around the Beijing National Stadium.

For future coverage on new uses of AR technology, keep checking back with VRFocus.