The Virtual Arena: Defining the Next Phase of Immersive LBE (Part 1.)

The Virtual Arena

Covering the immersive location-based entertainment (LBE) scene for VRFocus as part of his latest Virtual Arena column, industry specialist Kevin Williams returns with the first of a two-part series of observations made while many of the LBE VR venues remain in lockdown. He examines how the commercial entertainment VR scene is still at work, charting new developments in the rental of VR tech, the licensing of VR arcade content for consumer deployment, and new partnerships.

While the whole of the business sector has been on enforced lockdown globally for over nine weeks, developments both to adapt to the situation, as well as prepare for the new normal have been underway, as this considerable business adapts and evolves for life #AfterLockdown.

LBE Venue
One of the many furloughed LBE facilities during May. Image credit: KWP

While some cynics attempted to paint the demise of the enterprise entertainment industry in the face of the global pandemic, the reality has been far more positive. While the industry has been bowed (as all) by the enforced voluntary closure of their operations, the interest to re-open and revigorate what has been one of the few burgeoning aspects of this latest phase of VR adoption, has not diminished.

There has even been an interest to attempt to capture in a bottle, those aspects of the location-based entertainment VR scene and recreate them for consumer adaptation – hoping that the success of LBE VR content can be made to work for the encumbered consumer userbase. One such example of this was revealed from studio Golf Scope; the AR and VR entertainment developers, in partnership with Topgolf Entertainment Group, which is widely known for its technology-driven golf entertainment venues. Together the operation launched Pro Putt by Topgolf on Oculus Quest – offering simple VR golfing action, that including a branded recreation of the popular putting action – encapsulating the venue action in one of a series of digital games. While many of the facilities may still be temporarily closed, VR allows the brand to continue.

Pro Putt by Top Golf experience
The virtual recreation of the Topgolf experience. Image credit: Topgolf Entertainment

Another such example of capturing the Out-of-Home entertainment has seen the launch from start-up Adventure Lab, a group of VR developers, who created what they have described as the “World’s first VR live hosted escape room”. The platform currently supports Oculus Quest hardware, allowing players to register online to take part in a connected 40-minute VR escape game, with a live “game master”, acting as host to help players. The first title Dr. Crumb’s School for Disobedient Pets is in early beta, charging $100 for up to four players. The commercial VR escape gaming scene has been incredibly popular before lockdown, and this move hopes to capitalize on the interest from isolated players, bring remote users together, and even supplying captured scenes to share on social media.

Adventure Lab

The VR Arcade Scene

Another developer hoping to build off of commercial VR popularity, repackaging for consumer consumption, was German-based VR Nerds – the company famous for Tower Tag, a highly competitive PvP capture-the-flag VR experience, played by over 1,000,000 players in arcades worldwide, reportedly available to some 1,300 VR arcades since its launch in 2018. Licensed by Springboard VR, along with porting to the Hologate arena and seeing success in the Japanese VR scene with CA Sega Joypolis installing several units. In May VR Nerds announced that the title would now be accessible for consumers, available on Steam and Viveport for all the leading consumer VR headsets. The ability to relieve the exciting multi-player shooter as it was released in arcades was supported with the developer providing 3D-printable STL files to recreate the gun controller from the game.

Tower Tag - VR Nerds
Example of the weapon in the ‘Tower Tag’, and the new 3D printed controller for the Quest. Image credit: VR Nerds

The need to feed the interest in VR to an audience that is in lockdown has been a consideration for VR arcade operators with hardware sitting unused. One remedy attempted was seen from The Park Playground. One of the first European VR arcade operations, with their sites temporarily shuttered the company decided to launch a new service. The Beta service, called ‘VR in Home’, is only currently available in the Belgium city of Antwerp – interested players use the operations web page to request loans of an Oculus Quest with appropriate game content, for a minimum four-day rental. What has been nicknamed “the Uber VR arcade!” – the use of hardware as a rental business is not an entirely new idea during the pandemic. In Spain, the Canary Virtual business started a similar service in March including a PC as well as standalone platforms for rental – and all specially cleaned and populated for this service. However, the use of the Oculus Quest in commercial applications has come with its own issues.

Park Playground VR
The Park Playground VR arena in full swing at the Antwerp location before lockdown. Image credit: The Park Playground

But there have been developments in thinking during this changeable time for the Oculus Quest – one of these has been the re-emergence of ‘Oculus for Business’. Finally unveiled with its commercial machine and supported pricing with a yearly subscription, at the same time saw the removal of any of the “Colocation” firmware facility. A facility that had been teased to so many commercial developers only to be removed some 12-months later. It is expected that many developers will continue with their standalone free-roaming release plans, but now deserting official support, (see out previous coverage if this scene). 

Another operator of VR venues, as well as a developer of hardware for this sector, has restructured its operation. European based Neurogaming has been known for the RevolVR tethered enclosure VR experience, as well for its PolygonVR free-roaming multiplayer platform, operated in several venues. During May the company announced the signing of a lucrative licensing deal that will see Estonian start-up NeverBored; who will develop a brand-new version of the four-player PvP Western shooter (RevolVR) for the location-based entertainment sector. At the same time, the new developer has started work on a special consumer version of the videogame that will be launched on the Oculus Quest later in the year, bringing the LBE action to consumer players. Additionally, NeverBored will now take on the role of European distributor for the Neurogaming range of LBE hardware including its free-roaming platform. Operations will be restructured to be ready for the reopening of these businesses internationally.

RevolVR
Players competing in the Wild West blaster ‘RevolVR’. Image credit: KWP

This is the end of the first part to this exclusive coverage of the developing immersive commercial entertainment industry. The second part, looking at the new trends moving into reopening and the future of the scene, follows shortly.

Adventure Lab Launches VR Escape Room Service Guided By Live Hosts

A new VR experience by Adventure Lab will see up to four play remote players take part in a cooperative VR experience similar to an escape room that’s guided by a live host. Similar to physical escape rooms, users will be able to buy tickets for a designated session time that lasts around 40 minutes and should cost around $100 total for four players.

This offering from Adventure Lab is available from today and aims to bring the physical experience of working together in an escape room to virtual reality platforms. The first experience on offer is called Dr. Crumb’s School for Disobedient Pets and will see players solve puzzles at a range of difficulties, mixed in with live entertainment hosted by a real person hired to run each session. 

The Adventure Lab experience is available from today on the Oculus Quest for up to four players. Support will be expanded in the near future to include PC VR as well, such as the Oculus Rift, HTC Vive and Valve Index headsets. Only one option, Dr Crumb’s School, will be available at launch but more are planned.

adventure lab oculus quest vr escape room

The company comprises several staff with history at companies like Pixar, Google, Oculus and Facebook. Co-Founders Maxwell Planck and Kimberly Adams both were at the now-shuttered Oculus Story Studio — an experience Planck said he saw as a stepping stone to developing Adventure Lab’s new offering.

“We needed to go through that process to figure out what the medium was going to be great at,” he said, speaking to UploadVR earlier this week. “Story Studio is one of these stepping stones in figuring out what VR is going to be great at.”

While the current pricing sits at around $100 total for four players — a price the founders say was targeted as being less than a physical escape room — with 40 minutes of playtime for a full journey. The goal is to have multiple ticketed experiences on offer with different hosts available across the service. Sessions for Dr. Crumb’s School for Disobedient Pets are available from today for Oculus Quest. There’s also discount code for a limited time “OG-LAB-RAT” that’ll knock 50% off the price.

We’d love to take Adventure Lab for a spin soon but we’ve had a super busy week here and haven’t had a chance to make an appointment just yet. Still, it is interesting to see experiences like Supernatural and now Adventure Lab testing out new pricing models for at-home VR content that provide a more personalized experience.

The post Adventure Lab Launches VR Escape Room Service Guided By Live Hosts appeared first on UploadVR.

Dr. Crumb’s School for Disobedient Pets is the First Live Escape Room for Oculus Quest

Adventure Lab

The last couple of years saw physical escape rooms surge in popularity, great for a birthday outing with friends or corporate team-building exercises. There are several virtual reality (VR) titles devoted to this particular puzzle genre, but none have managed to mix the two until now. Today, VR studio Adventure Lab has launched its first product, a multiplayer experience called Dr. Crumb’s School for Disobedient Pets.

Adventure Lab

This isn’t your average escape room videogame as Dr. Crumb’s School for Disobedient Pets is built around bringing that traditional physical escape room experience into your living room. This means you actually have to book your adventure and select a time slot, because each session will feature a live host.

Suitable for between 2-4 players, the host will initially guide players, showing them how the various mechanics work before the main gameplay starts. The host will then take the role of the story’s central villain, talking to the group to make the experience interactive and individual, repeated sessions will see different hosts appear.

In Dr. Crumb’s School for Disobedient Pets, you’ll play as newly recruited secret agents for the Virtual Intelligence Agency, with the mission being to investigate Dr. Crumb disguised as animals. You and your team will then have to complete a succession of rooms in an allotted time to succeed, having a maximum of 40 minutes to finish it all.

Adventure Lab

Dr. Crumb’s School for Disobedient Pets is the brainchild of Adventure Lab co-founders Maxwell Planck (CEO), a 10 year Pixar veteran and the technical co-founder and CTO of Oculus Story Studio, and Kim Adams (COO), a producer at Pixar and Head of Production at Oculus Story Studio.

“At Oculus Story Studio, we experimented with VR as a great storytelling medium. We now believe VR is better for making shared memories through adventure,” said Planck in a statement.

Currently supporting Oculus Quest, to book time slots for Dr. Crumb’s School for Disobedient Pets head to Adventure Lab’s website. Due to the live nature of the presentation, currently, only one slot is available each day which costs $100 USD, so for the best value make sure all four places are filled.

Adventure Lab plans on expanding the experience by adding support for Oculus Rift, HTC Vive, and Valve Index, more performers and puzzles in the near future. VRFocus will continue its coverage of the studio, reporting back with its latest updates.