The Virtual Arena: The New Drive for Out-of-Home VR (Part 1)

What a difference a month makes! We enter June to a cacophony of announcements regarding major LB-VR projects and new hardware using powerful Intellectual Properties (IP), deployment aimed squarely at virtual reality (VR) and the digital out-of-home entertianment (DOE) scene. Industry specialist, Kevin Williams continues his retrospective of developments in this emerging market.

Anyone that tried to ignore or label the Out-of-Home application of VR as an unimportant niche, has had to concede their folly. Following an avalanche of news stories, and investment, regarding brand-new Location-Based VR development. We have followed many of these projects from their inception some years ago and seeing them reach fruition is a vindication of the investment that big IP are willing to bet on DOE VR implementation; all this, while the consumer VR scene seems to be at a major crossroad.

Dave & Buster's VR SimulatorOne of the largest social entertainment brands, caused a rash of mainstream media headlines with the announcement that they would be installing, what has been called the “World’s largest commercial multiplayer VR attraction, at over 110 Dave & Busters (D&B) locations. The attraction called Jurassic World: VR Expedition – has been developed in partnership with pioneering developer of turn-key large-scale, multiplayer, free-roaming commercial VR attraction systems, VRstudios. The four-player VR attraction incorporates a motion platform and uses HTC Vive headsets and controllers, to immerse players in the Jurassic World environment in a fast-paced virtual experience.

D&B had previously carried out several experiments with early VR technology, considering the best deployment that meets their exacting needs and audience demographics. The company having a history in incorporating VR into their mix, being one of the major supporters of the technology back in the last heyday of VR amusement in the 1990’s. This new VR attraction builds on lessons learned and incorporates what VRstudios has named their VRcade Attraction Management Platform (AMP) to operate and manage the new attraction across the D&B sites.

It was revealed that HTC is taking the new D&B project so seriously that they signed an agreement with the social entertainment venue that will see over 500 HTC Vive headsets deployed to D&B locations across the USA and Canada. This is one of the largest mass deployments of this VR headset into the Out-of-Home entertainment scene in the West; while HTC has already signed other large deployment partnerships – as we reported in our AAA’18 coverage, in affiliation with developer VR LEKE.

Beyond the motion platform approach to VR entertainment – we have seen an explosion of investment in VR free-roaming (Arena-Scale) experiences, also driven by major IP that have garnered many of the big headlines in recent weeks. One of the biggest was the announcement of Terminator Genisys – Time Machine – again based on a major cinematic universe. This Arena-Scale VR experience has been conceived by SPACES, a Californian based immersive entertainment developer, in partnership with IP holder Skydance Media.

Terminator Genisys

It is important to understand that SPACES, a relatively new operation, comprises a strong talent pool of skilled specialist in the creating of immersive attractions – the company including ex-DreamWorks executives with film and attraction experience and is supported by a major investment chain that includes the likes of Songcheng Performance Development Co., Ltd, (one of the world’s biggest theme-park and performing arts companies), Comcast Ventures and GREE, to name a few.

The first of the corporation’s immersive VR attractions sees groups take part in elements taken from the cinematic universe of Terminator – but along with more familiar game elements, there is a team interaction and puzzle solving, as well the overall experience incorporating the personalization of the experience with scanning of the players, and a repeat visitation element. The company partnering their attraction with established location-based destinations (theme parks, tourist destinations, theaters and malls).  All aspects driving the innovation of LB-VR into the mainstream.

Not all the major IP being deployed into the commercial entertainment scene comes from Hollywood – recently opened in Japan, we saw the first VR deployment of the popular consumer game brand Dragon Quest. The latest installation within BANDAI NAMCO’s VR ZONE at their Shinjuku facility, the specially developed Dragon Quest VR – that sees four players taking on the unique roles within a virtual representation of the Square Enix RPG.

This Arena-Scale experience supporting up to four players, utilizing unique interfaces such as swords, shields, and staffs, but also the ability for certain characters to cast spells with their wands. The game, concluding with a boss fight, where the party must learn to work as a team to succeed. BANDAI NAMCO have stated that they look towards leveraging more IP into their VR experiences, seeing this as a strong platform to create compelling experiences building on their amusement experience. We have already seen a previous free-roaming VR experience launched by the company based on the Ghost in The Shell anima series.

Free-roaming VR technology is not just driven from Asian and American developments – great strides in innovation have been seen in Europe, such as with Swiss based trueVRsystems announcing a few weeks ago their sixth arcade installation in Stockholm, Sweden. Installing a modular 2 x 150m² system that offers groups of players with VR backpacks the chance to explore virtual experiences. The system one of only a few that can support up to 10-players, using full bodying tracking and deploying interfaces such as the StriverVR weapon system.

Another company building on their cinematic universe, to create compelling VR attractions, recently opened the doors to their first test location. 20th Century Fox (FoxNext Destination group) partnering with iP2 and Pure Imagination Studios to develop and launched their ALIEN: DESCENT experience; opening for the first time at The Outlets, at Orange in Orange County, South California. A shopping mall retail unit converted into become a dedicated VR entertainment venue.

Alien Descent

This themed VR experience, incorporates a 2,000-sq ft. free-roam space with groups of players navigating virtually rendered darkened corridors, and blasting Xenomorphs, in a full virtual experience. The platform has been in secret test for several months as the company’s perfected their vision of the best VR experience. Using the Samsung Gear VR as their immersive platform, married to a force feedback weapon – again using the StrikerVR gun.

It is great to see StrikerVR, one of the early developers in this latest phase of the VR landscape, making headway, though aspirations in the consumer sector have pivoted to a wholly commercial entertainment business model. Some of the new projects launching in recent months deploy the StrikerVR system – which has completed an arduous evaluation and testing phase to become a dominant brand in this sector.

One of the leading lights in the deployment of Arena-Scale virtual attractions, The VOID announced nine additional locations, bringing the company’s total footprint to 18 venues. This growth marks the progression of The VOID to establish their unique “Hyper Reality” experience that launched back in 2016 with their first location at Madame Tussauds in New York (partnered with Sony Pictures and Merlin Entertainment). The process of doubling its locations comes as the company closed a very successful Series A round of investment.

THE VOID - Star Wars
“Move along…”

Las Vegas recently saw the opening of the latest VOID location (now partnered with Walt Disney), placed within the Venetian Casino Resort – the latest installation of their VR backpack experience based around the cinematic universe of Star Wars. The VOID started with another of their games based around the Ghostbusters IP – and is looking to continue this path of innovation while emerging the guest in an interactive film like narrative.

This opening in Las Vegas last month coincided with several VR openings in this entertainment capital. Several major LV casino resorts incorporating a VR offering to appeal to the “Millennial audience”, looking for a new draw beyond the gaming floors of the casinos. One such example was seen at New York-New York casino resort, who have augmented their popular rollercoaster by added VR Coaster technology. Riders wearing Samsung Gear VR headsets that supply a sweeping VR ride experience to the twists and turns of the coaster.

New York-New York Casino VR Coaster

Watch this space for the next and final part of this latest coverage into DOE, coming soon to The Virtual Arena and VRFocus.

Hands-On With Alien: Descent — A New Take On VR Attractions

Hands-On With Alien: Descent — A New Take On VR Attractions

A new kind of VR attraction opens today in Orange County, California, with Alien: Descent offering a trip to LV-426 overrun with dangerous Xenomorphs.

I’ve previously visited location-based VR attractions from companies like The VOID, Dreamscape Immersive, and VRStudios. This system, put together by Pure Imagination in partnership with Fox, brings together different VR technologies in a whole new way.

Technology

The Pure Imagination solution employs a Gear VR fitted with a cover that’s tracked by OptiTrack cameras overhead for full walk-around freedom. There’s a Striker gun, too, themed so it resembles the powerful rifles fans know from the Alien movies. You also strap accessories to your forearms and shins so your full body can be represented in VR.

The Alien: Descent location at The Outlets in Orange also includes railings and walls where you expect them to be, as well as impressive floor haptics and powerful wind and heat effects. For sound, I wore a pair of over-the-ear HyperX headphones.

Experience

As it stands now Alien: Descent lasts a little more than 10 minutes, with a few minutes more to get strapped into the headset and gear. The lobby is themed to resemble one of the hulking ships from the movies, with a short video briefing before embarking on the trip. The strap-in process adds to the immersion because it is presented like you’re getting prepared for a long cryogenic sleep.

I wasn’t sure they were using Gear VR until I saw it, and the moment I set my eyes on the headset I became concerned about the quality of the experience. This isn’t what a phone and Gear VR were meant to do. Headset on, I started testing the tracking quality by moving my head forward and back in quick, small, bursts. It didn’t feel great and a slight headache started to build.

Once I was let out of this short sleep, though, and I started to move my whole body, my other senses took over and I forgot most of the discomfort that had been building up. Striding down a high catwalk, the wind from being in a high-up place whooshing all around, I held the gun tightly to my shoulder and walked with confidence out into the xenomorph-infested facility. I felt empowered.

I was paired up with another person in the same physical space. So we moved through multiple floors of the facility together and, theoretically, watched each other’s back. Another pair of people went through the experience simultaneously but they loaded up in their own area and had a separate space to explore.

This was a very interesting design choice because it meant we could wave or shoot in the direction of the other people going through the experience with us. But we also couldn’t hear them nor did we have to worry about bumping into them. While The VOID can put you almost uncomfortably close to three other people in Ghostbusters or Star Wars, Alien: Descent effectively divides you up into two groups for better management of space and sound.

Conclusion

The sound and haptic effects I experienced inside Alien: Descent were some of the best ever. Without sharing too many spoilers, the creators of this experience did an incredible job giving you the sense of the position of these creatures all around you by providing specific thumps on the floor in the right spots. Combined with fantastic audio and other environmental effects, the creators have done a lot of work to try and do the most they can with a cell phone at the center of their experience.

How disconcerting you find the Gear VR and its limited graphics capabilities will change for each person. I’m pretty susceptible to simulator sickness, and I specifically looked to see the limitations of this setup as soon as I got inside. I found those limits pretty quickly, too, and yet the short length of the experience combined with the stimulation to my other senses was enough to make me comfortable overall.

Scare Note

Organizers say you need to be at least 48 inches tall and 10-years-old to experience Alien: Descent. That age seems like a reasonable cut off, though of course your mileage will vary depending whether your kid scares easily.

I will say that a Xenomorph’s tail ripping through my chest in Alien: Isolation using a Rift development kit a couple years ago remains the scarier experience in my mind, but there are certainly some moments in Alien: Descent that get your heart thumping.

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The Xenomorphs Are Out To Play In ALIEN: DESCENT

If you read a post I made earlier post today about Canadian videogame The Station, which is coming to virtual reality (VR) on HTC Vive, Oculus Rift and PlayStation VR you’ll have seen I started it by paraphrasing the classic tagline to the film Alien – ‘In space, no one can hear you scream.’ At the time you might have also thought how awesome it would be to have a VR experience set deep in the heart of the ALIEN universe, one that was a little bit more in-depth than what we’ve had previously. (Mods not withstanding.) Well, if you’re one of those people then we’ve good news – and if you live in or near Orange County in America, it’s even better.

Alien Descent

Pure Imagination Studios has teamed with FoxNext Destinations (a division of FoxNext developing what it calls “themed entertainment destinations”) to present a new free-roaming VR experience called ALIEN: DESCENT that will be coming to The Outlets at Orange in Orange County next week, in the latest example of big licences embracing location-based VR or ‘Digital Out-of-Home Entertainment’ (DOE).

In ALIEN: DESCENT, first teased back in May last year, it’s time to enlist in the series’ iconic Colonial Marines which are being sent off into space to investigate a distress signal from a Weyland-Yutani mining outpost. It seems the ALIEN franchise’s corporate menace has been up to its old tricks again. As before losing contact they reported a strange ‘infestation’. Your mission is, with your squad, to “contain the threat” – which means getting survivors to quarantine and battling everything from face-huggers to terrifying fully-grown Xenomorphs. Using wireless VR and the StrikerVR gun (also used in Arizona Sunshine LB VR Edition), environmental effects, motion platforms and more to help make the experience even more immersive.

The experience is set to open, appropriately enough, on ‘Alien Day’; aka 4/26 as taken from the moon in Aliens – LV-426. Additional locations for ALIEN: DESCENT will be announced soon with tickets already reservable for the Orange County location at the experience’s homepage.

Alien Descent

ALIEN: DESCENT’s story-first approach is at the forefront of the location-based VR experiences that we’re rolling out.” Says co-founder of Pure Imagination Studios, Joshua Wexler. “Our goal at Pure Imagination Studios has always been to push the boundaries of what’s possible — VR attractions are the perfect medium to do just that. Partnering with the forward-thinking team at FoxNext made for a potent combination of storytelling minds and innovative thinking to set a new benchmark for destination entertainment.”

“VR attractions bring together immersive entertainment with social experiences that can’t be replicated in the living room. The rich storytelling opportunities in the ALIEN universe makes it a perfect fit for cutting-edge destination entertainment. Plus, who doesn’t want to battle Xenomorphs and save the world?” Added Salil Mehta, president of FoxNext.

Pure Imagination Studios’ Rob Taylor, who co-created the experience, is excited to see what would-be Colonial Marines make of it all. “We’re thrilled to allow guests the freedom to experience and engage in VR without the need of a cumbersome backpack.  The dream is to allow guests to fully immerse themselves, let loose, and have fun.”

VRFocus will, of course, bring you more news on developments with the DOE title very soon – motion tracker battery life permitting.

Alien: Descent Is A Xenomorph-Slaying Four-Player Location-Based VR Experience

Alien: Descent Is A Xenomorph-Slaying Four-Player Location-Based VR Experience

Calling all Colonial Marines, there’s a new VR experience that you won’t want to miss.

Announced today, Alien: Descent, is the latest in a line of high-profile location-based VR experiences that aims to let fans fulfill their dreams. That is if their dreams are of being torn to pieces by a pack of Xenomorphs. The experience sees up to four friends sign up to become Colonial Marines and then sent off on a mission to investigate a distress signal from a Weyland-Yutani mining outpost. If you’ve seen any of the many Alien movies, you’ll know how that’s likely to go.

Descent is set to use wireless VR tech created by Pure Imagination Studios. The setup allows multiple users to walk around virtual environments without wires to trip over or backpack PCs to weigh them down. Visitors will be armed with a custom-designed weapon and motion-tracking sensors for their arms and legs. Better yet, the installation will utilize environmental effects to make the experience as immersive as possible.

The attraction is set to open at The Outlets at Orange in Orange County, California on April 26. You can book a spot now via an official website with tickets costing $22 per visitor. No other locations have been announced at this time.

Location-based VR attractions such as this have been growing in popularity over the past year. In late 2017, for example, The Void launched its biggest attraction to date in Star Wars: Secrets of the Empire. They allow for experiences consumers simply couldn’t get at home right now.

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