Review: Ace Combat 7: Skies Unknown – VR Missions

The long awaited, frequently delayed Ace Combat 7: Skies Unknown has finally launched, bringing with it a selection of PlayStation VR exclusive challenges. Known as the ‘VR Missions’, this gameplay feature has been a hot topic of discussion amongst the virtual reality (VR) community for several months, and now we can finally say that the quality of the experience delivered has been worth the wait.

Ace Combat 7: Skies Unknown screenshot

It would be remiss not to begin by adding a significant caveat to the opening statement in that while the gameplay is indeed top notch, it is very short lived. The rather diminutive VR campaign – engrossing as it is – will likely take just a single evening to complete for the first time. Additional playthroughs are of course encouraged by way of the ranking system, but nonetheless Ace Combat 7: Skies Unknown’s VR element is most certainly an addition to the core videogame, opposed to feeling complete in its own right.

The VR Missions are structured very similarly to that of the core campaign, as you might expect, but aren’t necessarily intended to follow after. The opening mission presents enough hints in its gentle introduction that players could very well jump straight into the VR Missions without needing to head through the basic tutorial, though doing so may see a few downed planes or ally bases being caught unawares. The increase in difficulty is harsher than that of the non-VR campaign due to its brevity, but the core Ace Combat audience will undoubtedly revel in having a new way to experience a real challenge.

Using the DualShock 4 controller the standard non-VR gameplay offers two control schemes aimed at casual players and ‘experts’, but in the VR Missions segment of the package only the latter is available. It may seem like a strange design decision but is undoubtedly due to the first-person default, more immersive nature of the VR gameplay. Of course, there’s always the option of utilising Thrustmaster’s T.Flight Hotas 4 flight control stick, but VRFocus will save jumping in-depth on this for another day.

Ace Combat 7: Skies Unknown screenshot

It’s that added level of immersion that the VR Missions capitalise upon. All of the cockpits you will enter have been specifically redesigned from the ground-up to make full use of the PlayStation VR; simulating aspects of flight control that would otherwise be impossible on a videogame console. The attention to detail is simply phenomenal, and certain encounters will undoubtedly get your heart racing at times; collisions with enemy craft or the first time you experience cloud bursting.

In addition to the missions themselves, which are offered at three difficulty settings, Ace Combat 7: Skies Unknown includes two other VR modes unlockable through continued play: Free Flight and Air Show. These are simple additions that present further gameplay opportunities but lack the depth of the core experience. Worthwhile as contenders for showcasing VR to aeronautical enthusiast friends and relatives, these gameplay modes remain unlikely to hold your attention for too long beyond the basic assortment of missions. Inherent to the package, then, the VR Missions are most definitely an add-on opposed to a core principle of the videogame.

Ace Combat 7: Skies Unknown screenshot

Ace Combat 7: Skies Unknown is a wonderful addition to the PlayStation VR’s software catalogue, but is undeniably limited. Those who had already decided to purchase this latest edition of the beloved series will find the VR Missions a perfect accompaniment to their non-VR experience; however, it would be extremely hard to recommend that anyone purchase Ace Combat 7: Skies Unknown based on the strength of the VR element alone.

60%

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  • Verdict

Hands-on with Mario Kart Arcade GP VR: Leave Your Red Shells at Home

It’s a common belief that modern virtual reality (VR) needs the power of IP to succeed. In the world of approachable videogame entertainment, few franchises come as highly regarded as Mario Kart. For more than 25 years mushrooms, plumbers and princesses have been charging across varied landscapes and attacking one another with shells and banana skins trying to reach that pole position, and now you can join the action in VR.

Mario Kart Arcade GP VR is the first step into VR for the Mario Kart franchise, though not in the out-of-home entertainment sector. There have been three previous Mario Kart Arcade GP releases, all of which have been developed by Namco Bandai Games under license from Nintendo. Mario Kart Arcade GP VR doesn’t break this rule, but of course the experience you’ll get when entering the lifesize kart replica is wholly different.

The most obvious change is one of perspective, of course. Mario Kart Arcade GP VR puts the player into the kart in first-person, with a full range of head-movement perspective offered by the HTC Vive that is coupled with every kart. The player chooses their character – Mario, Luigi, Princess Peach or Yoshi – and once in the HMD can see the position of their virtual hands thanks to Vive Tracker pucks which are attached via a velcro strap to each of their real hands. This is a surprising but important aspect of Mario Kart Arcade GP VR.

As will be familiar to any fans of the Mario Kart franchise, the player is tasked with getting around the track as fast as possible while racing through landscapes themed around the Super Mario titles. Mario Kart Arcade GP VR does only offer one course, but it includes a range of locales such as Bower’s Castle, Kamek’s Laboratory and Donut Plains, separated by boost ramps that fade into cloudy whiteness. A variety of dangers exist in the course – potholes, Thwomps, Piranha Plants and Bullet Bills, to name a few – and of course Mario Kart Arcade GP VR features some weaponry to assist your efforts to gain first place.

Mario Kart Arcade GP VR screenshot

Sadly only three weapons have made the cut: the banana skin, green shell and a hammer. These weapons are no longer confined to question mark blocks however; as mentioned earlier the player wears Vive Tracker pucks on each hand which allow them to reach out and grab the chosen item from balloons drifting across the track. The banana skin and green shell can then be used similarly to every other edition of Mario Kart (however the effort to accurately throw the item in the desired direction seems to be replaced with a rather inaccurate approximation) while the hammer allows you to bash opponents close to you with physical swings of your hand. This of course is the most entertaining item available.

Elsewhere Mario Kart Arcade GP VR differs from the chosen formula of Mario Kart a little too much to be taken seriously by avid fans of the series. While lacking the commentary of Mario Kart Arcade GP 2 and Mario Kart Arcade GP DX, there are no powerslides or boost tricks in Mario Kart Arcade GP VR and in fact no real reason for a brake pedal. The rubber banding of opponents is extreme in all instances (a design for tension rather than fairness, no doubt) and the impact of weapons realistically has no effect on the outcome of a race until the final straight.

Mario Kart Arcade GP VR screenshot

For more casual players however, Mario Kart Arcade GP VR is certainly going to offer a welcome step into the world of VR. The visual quality is almost parallel to that of Mario Kart Arcade GP DX – a decidedly bright and colorful world perfectly recreating the Super Mario aesthetic seen in more than 100 videogames, cartoons, books, clothing and other paraphernalia across the years – and the VR optimisation is without flaw. It’s a simple and intuitive experience designed to welcome anyone, and in that Mario Kart Arcade GP VR is certainly a proficient piece of content design.

Essentially, Mario Kart Arcade GP VR could never be everything to everyone, and so the development team has opted for a light-hearted and enjoyable – if forgettable – adaptation of a beloved franchise into VR. Fans of Mario Kart will certainly enjoy a flirt with the experience but are unlikely to become too involved, and so too are those who may have purchased one-or-two of the home videogames but never found themselves wishing for a recreation of their favourite Mario Kart 64 track. Given the high asking price for a single three-and-a-half minute experience (£7.99 GBP at the time of going to press) that might well be a good thing.

What to Expect at E3 2018: VR Games from the Biggest Names

This year’s Electronic Entertainment Expo (E3), Los Angeles, is rapidly approaching, with expectations of the next wave of virtual reality (VR) videogame entertainment riding high. The success of the PlayStation VR and revamped, untethered offerings from both Oculus VR and HTC Vive have breathed new life into the slowly maturing industry, and so VRFocus has taken the time to consider what could be coming next from each of the key videogame publishers.

Call of Duty: Black Ops III screenshot

While the likes of Rockstar Games, 2K Games, Bandai Namco Games and Activision could well be producing more VR videogames and experiences, it’s difficult to predict exactly which route they’ll take; will they continue adapting or expanding existing franchises into VR? Or will they follow Ubisoft’s bold move of creating brand new IP?

Rockstar Games’ hugely successful adaptation of 2011’s L.A. Noire into 2017’s L.A. Noire: The VR Case Files suggests there’s room in older titles for VR to breathe new life into them, however Bandai Namco Games’ perpetually delayed Ace Combat 7: Skies Unknown conversely states that new titles with VR gameplay included can bring about new invention just as easily. Whether or not the former will have anything new for VR to show at this year’s E3 – especially given the upcoming Red Dead Redemption II launch – remains unknown, however the latter will surely offer another playable outing for their aerial combat experience.

And then of course there’s Sega and Nintendo; the once ardent rivals both taking a very different approach to VR. While Sega has been cautiously optimistic – slowly introducing popular b-list brands into the VR fold – Nintendo has constantly downplayed the capabilities of modern VR in achieving the company’s gameplay agenda. Some would suggest they’re right to do so, while other might remark that this is simply a casual avoidance of the fact that the Nintendo Switch isn’t powerful enough to deliver a compelling VR experience.

Nintendo Switch

Below you’ll find discussion pieces for each of the major player in VR that are likely to give us something new to talk about, whether it be revisiting old worlds or challenging entirely new genres. VRFocus will of course be on the show floor throughout E3; bringing you all the latest VR news as it happens.

Slider: PlayStation VR What to Expect at E3 2018: Sony’s PlayStation VR After two strong years, expectations for Sony’s PlayStation VR showing at E3 are high.
Eagle Flight key art What to Expect at E3 2018: Ubisoft’s VR Games Ubisoft still have two announced VR titles coming, will we see any new reveals at E3 2018?
Oculus from Facebook art What to Expect at E3 2018: Oculus VR With new hardware out the door, surely we can expect a grand showing from VR pioneer Oculus?
Bethesdaland E3 2017 logo What to Expect at E3 2018: Bethesda’s VR Games Bethesda is likely to expand upon its VR success in 2018.
HTC Vive Pro What to Expect at E3 2018: HTC Vive Will we get a Vive Focus North American and European launch date announcement?

Ace Combat 7: Skies Unknown Skips E3 2018

First announced at the PlayStation Experience event way back in December 2015, Ace Combat 7: Skies Unknown has become one of the most highly anticipated virtual reality (VR) compatible titles coming from a AAA publisher. The PlayStation VR exclusive gameplay mode was expected to be part of Bandai Namco Games’ Electronic Entertainment Expo (E3) showcase next month, but according to a representative of the publisher, the videogame won’t be making an appearance.

Ace Combat 7 screenshot

Ace Combat 7: Skies Unknown has featured in Bandai Namco Games’ line-up for many events in the two-and-half years since it’s unveiling, including last year’s E3. The videogame is the next title in the hugely popular Ace Combat series that began back in 1992 as an arcade series, with a console debut on the original PlayStation in 1995. Since then, Ace Combat (occasionally known as Air Combat) has enjoyed more than 15 subsequent editions.

VRFocus got hands-on with Ace Combat 7: Skies Unknown at last year’s E3, stating in a preview: “In its present state Ace Combat 7: Skies Unknown promises high octane flying action for PlayStation VR players that’s sure to encourage legions of fans to try the VR compatibility. As long as Bandai Namco manage to provide enough content to satisfy then PlayStation VR is likely to have another killer exclusive title when the videogame finally arrives next year.”

Ace Combat 7: Skies Unknown is still expected to launch later this year, including the said PlayStation VR compatibility, with pre-orders already available via Amazon. However, no specific release date has yet been announced and the lack of a demonstrable version at E3 may cause fears that the title could slip again.

Ace Combat 7 screenshot

The news that Ace Combat 7: Skies Unknown won’t be part of Bandai Namco Games’ E3 showcase is obviously going to be a significant disappointment to many. There remains a chance that Sony Interactive Entertainment (SIE) themselves may feature the title in some capacity, but that looks unlikely at this point in time. VRFocus will of course keep you updated with all the latest details on Ace Combat 7: Skies Unknown and other forthcoming PlayStation VR titles.

Preview: Ace Combat 7: Skies Unknown – Top Gun for VR

The Ace Combat franchise has been a highly successful series that’s going to spawn its seventh iteration in 2018 with Ace Combat 7: Skies Unknown for PlayStation 4, Xbox One and Steam. In addition to the standard console and PC versions Bandai Namco has developed a virtual reality (VR) component which will be exclusive to PlayStation VR, and during the recent Electronic Entertainment Expo (E3) 2017 in Los Angeles, VRFocus got some hands-on on time with the experience, taking to the skies in the latest fighter jets.

Well just one plane to be more precise. The demo available to attendees equated to around 10-15 minutes of gameplay starting on an aircraft carrier. From here the demo fired you into some sunny, cloud filled skies, above some exotic looking islands. There was no time to waste looking at the pretty scenery as you were instantly put into a dogfight with several hostiles.

Ace Combat 7 E32017

If you’ve played flying experiences like EVE: Valkyrie you’ll be instantly at home with Ace Combat 7: Skies Unknown. Cocooned in the cockpit – decidedly less roomy than the space title – you can instantly see every knob, dial, button and instrument panel, recreated in fantastic detail even though you can’t use any of them. It’s your heads-up-display (HUD) that gives you all the info you need, most importantly when your missiles are locked on to take out those pesky enemy fighters. There were two different sets of missiles available, depending on your range, as well as machine guns for that up close and personal touch – really only useful for expert pilots or for those that waste all of their missiles.

Being an Ace Combat title, it’s all about arcade action in the skies – its not trying to be a simulator – so all the flight control were handled by the left stick, with the face buttons and triggers for firing weapons and activating the afterburner. All simple and self explanatory, it only takes a couple of minutes to get the hang of the basics and you’ll be flying (almost) like a pro in no time. The initial dogfights don’t present too much of a challenge, once you’ve got a target lock-on just let the missiles do their job but you do need to keep the enemy in your sights just in case they manage to evade.

The real joy in Ace Combat 7: Skies Unknown – and any VR cockpit-based title – is the ability to properly look around for those targets. While they do become highlighted in your HUD, flying at thousands of feet above sea level whizzing through the clouds hunting down opponents really does immerse you in the combat. The title provides just the right amount of control to make you feel like a Top Gun pilot without being super realistic and overwhelming.

What wasn’t clear in the brief demo is how much VR gameplay there is to enjoy. As VRFocus has previously reported Ace Combat 7: Skies Unknown will feature a separate VR off-shoot from the main campaign featuring portions of the main title as well as specific VR features, but as yet they’ve not been fully announced. With what’s already been shown it would be a shame if the VR portion only included small gameplay segments rather than a fully realised videogame.

In its present state Ace Combat 7: Skies Unknown promises high octane flying action for PlayStation VR players that’s sure to encourage legions of fans to try the VR compatibility. As long as Bandai Namco manage to provide enough content to satisfy then PlayStation VR is likely to have another killer exclusive title when the videogame finally arrives next year.

The Virtual Arena: From Silver Screen to Silicon Dreams! (Pt 2)

In the second part of his feature, (click here for part one) looking at the impact that the movie business and prominent Intellectual Properties (IP) have in steering new commercial entertainment VR business. Digital Out-of-Home entertainment (DOE) industry specialist Kevin Williams charts the major develops shaping this emerging new sector. One of the technologies gaining a strong interest from the deep pockets of this sector is the untethered backpack VR experience (Arena-Scale VR). The technology seen as the perfect medium to immersive the guest in the selected movie IP like-never-before, even some investors seeing this as a natural successor for the representation of the movie experience.

One of the most promoted developers of this approach has been The VOID, championing their ‘Hyper Reality’ concept. After many twists and turns the company opted to enter the race by presenting their technology within the Ghostbusters: Dimension attraction. Sony Pictures in partnership with operator Madame Tussauds investing in a walk-through waxwork attraction with a backpack virtual reality (VR) experience in support, commissioned from The VOID. The whole experience created as part of the marketing effort for the reboot of the famous Ghostbusters franchise, with the 2016 film.

The opening of the New York venue, though critically acclaimed and reported as seeing crowds, has yet to see the proposed roll-out at other Tussauds venues; but The VOID has opened a standalone Ghostbusters: Dimension attraction at JBR’s The Beach in Dubai. With a third installation charted for their new flagship entertainment facility in Utah, Nevada, scheduled to open to the public in July.

The growth in interest in movie properties having their own backpack VR experience was evident during CinemaCon 2017. New start-up Nomadic is an immersive entertainment company creating tactile VR adventures, and promoted at the conference their backpack VR experience (Arena-Scale), aiming to occupy a 20-foot-by-30-foot space. Not only seen as “Lobby Entertainment”, but targeting the existing screening rooms (auditorium), to be appropriated as standalone entertainment offerings with their own recurring revenue stream.

Major movie IP’s that have embraced Arena-Scale VR technology have started to reveal their plans thick-and-fast over the last few months – major movie studios such as 20th Century Fox, through their theme park arm (FoxNext Destinations) revealed that they are in the process of developing a 2,000 sq.,ft., multi-player VR experience based around the Alien movie franchise. FoxNext working to develop a ‘free-roaming’ VR experience undergoing secret testing. This new development building on the work creating a free cinema pop-up 360-degree VR journey called Alien: Covenant in Utero; the promotional lobby entertainment developed by FoxNext VR Studio in partnership with AMD Radeon and DELL.

Another major movie franchise receiving VR attraction investment was revealed to be in develop in partnership between Hasbro and DMG Entertainment, (through the recently established DMG VR division). The planned Transformers Experience Center is based on the popular Transformers IP that over the last 30-years has expanded to include comic books, animated series, films, video games and consumer products, the recent film properties generating $850 million internationally. The first interactive Transformers digital simulation experience center, scheduled to open in China this summer.

The application of arena-scale VR has been charted beyond the cinema landscape, with already Zero Latency establishing a growing number of locations for their multi-player backpack VR platform. The game system complimenting family entertainment centers and karting locations. A constant iterative process the operation launching their last multi-player backpack experience called Singularity with a play duration of 30-minutes in this space station exploration narrative. While at the same time announced that they were working on eight-player simultaneous experiences – while also planning to open the largest free-roaming virtual arena in America in the Boston-area later this year, and Philadelphia in 2018.

As previously reported the Asian amusement scene has jumped into out-of-home VR applications with both feet, in Japan investment in this approach has increased and Zero Latency, saw the first commercial installation of their system through a deal with SEGA at their JOYPOLIS site. Building on this, and a new location for Arena-Scale VR experiences opened within the brand new ‘SEGA VR Area’ location – taking over the top (6th) floor of the famous Club SEGA Akihabara amusement venue in Tokyo. The venerable Japanese amusement factory the latest to dip their toe into the waters of dedicated VR based out-of-home entertainment.

The first VR installation in this new space sees SEGA partner with Korean based Skonec Entertainment installing their new Mortal Blitz For Walking Attraction – a three player, backpack VR shooting experience, (using the Pimax 4K headset), opened to the public at the end of May. This destination facility approach following the work that the other amusement powerhouse BANDAI NAMCO Entertainment achieved with their first VR Zone: Project i Can temporary installation; BANDAI announcing that they will be opening a second version of their temporary VR Park in a matter of months in the Tokyo area. (Editor’s Note: For more about this check out two recent VRFocus stories about the experiences on offer including ones based on Mario Kart, Neon Genesis Evangelion, the Gundum franchise and Dragon Ball Z.)

Underlining the interest in using VR as an audience experience akin to a movie theatre or planetarium approach, and Japan has seen the launch of the VirtuaLink. A pop-up paid entertainment experience that has multiple guests sharing a virtual space, with a specially created 360-degree 3D video. Several locations around the Tokyo area will be turned into viewing theaters accommodating some 26 special seats (Wonder Pods) – the VR experience presented on Sony Interactive Entertainment (SIE) Playstation VR head-mounted displays (HMDs). The concept the closest seen to being a ‘virtual-planetarium’ experience, constructed by Konica Minolta Planetarium Corporation.

From those commentators entrenched outside of the out-of-home entertainment business, we have seen some wild and contradictory statements regarding the perceived impact of this business on the application of their hopes for VR – statements ranging from if VR is confined to public spaces there is a risk of stunting the growth of the medium, too comments that state to love to see these types of themed [VR] centers popping up around the world. A level of ignorance of the DOE market revealed in superficial research of the scene.

This confused speculation, illustrates the disquiet by some as their promised consumer sector slows, in the shadow of the growth (and revenue generating) out-of-home adoption; best illustrated by the growing numbers of consumer platforms pivoting to destination application. Along with HTC, we see OSVR (The VOID, Zero Latency) and StarVR (IMAX VR) deployment in VR arcade settings; it was recently announced in Japan of the new Virtual Gate platform developed by Techno Blood; allowing VR content to be enjoyed at the countries host of Internet Cafes, the platform partnered with the once consumer facing FOVE eye-tracked HMD – already operational at 33 net cafes in the country.

The commercial entertainment industry has proven an uncomfortable enigma to many that had previously invested in a promised consumer approach to VR. To educate and promote, the Digital Out-of-Home Entertainment (DOE) sector has invested in a unique conference in September, partly supported by my consultancy (KWP) and a major exhibition organizer. Based in Las Vegas, the Future of Immersive Leisure convention will bring together operators of the latest immersive entertainment technology, as well as developers of the hardware, and investors shaping the latest developers.

This new event will be the launch-pad where several new projects will reveal their thinking behind entering the commercial entertainment against previous interest in consumer investment. It is the ability to have direct access to the revenue stream, and a believable business model that has drawn both established operations and new start-ups to the DOE business for VR. Expect reports on the build-up to this event and industry developments in following columns.

Bandai Namco Invites You To Take To The Air Again In Ace Combat 7: Skies Unknown

Being a pilot requires a great many skills, such as lightning quick reflexes, keen eye-hand co-ordination and an ability to be cool, calm and collected under pressure.  For fans of Bandai Namco’s Ace Combat series though they may well feel the need to also add “plenty of patience”. VRFocus first reported on the next title in the series, Ace Combat 7 – now more fully known as  Ace Combat 7: Skies Unknown – back when it was announced in December 2015.

Ace-Combat-7-Skies-Unknown_2017_05-16-17_001Since that time there has been the occasional trailer and screenshot drop, but still no sign of a release with the videogame being pushed back even further last month to 2018.  With E3 just around the corner however the publisher has released a new trailer just in time for the event inviting would-be pilots to get ready to jump into a cockpit once again. This time, of course with support for the PlayStation VR as well as regular PlayStation 4, Xbox One, and PC.

In Ace Combat 7 you join the familiar faces and places of the ‘Strangreal’ universe, and a world plunged into war. Bitterness flourishes and blood runs hot in an all-out battle for supremacy of the skies. Bandai Namco promises to deliver “heart-pounding action, a gut-wrenching storyline, and the most advanced visuals to ever grace an Ace Combat game”

You can watch the trailer below. For more updates, reviews and previews from this year’s E3 check back frequently to VRFocus.

The Virtual Arena: The Growing VR Out-of-Home Entertainment Dimension – Part 2

In the second part of his three-part feature, Kevin Williams continues his coverage of the development in the VR industries involvement in the Digital Out-of-Home Entertainment (DOE) sector. In this report looking at the American, Japanese and Dubai amusement trades interest in the technology. (You can find Part 1 here.)

Amusement & Attraction Embraces VR

Moving to the Western territories, and the American amusement trade had a major exhibition in Dallas during March; the Amusement Expo saw the usual gathering of traditional amusement pieces, but also new virtual reality (VR) investment. Previously mentioned Universal Sales (UNIS) also made the trip to the American event to show their OMNI Arena VR platform.

This was also held in partnership with the Laser Tag Convention, and one of the new VR systems being presented offers an approach likened to “VR Lasertag”, Zero Latency. The world’s first free-roaming, warehouse-scale, multiple player VR game arenas, (using VR back-packs to create the Arena-Scale experience). Currently successfully in operation on four continents, while seeking to announce its first signing in the UAE. And one of the first commercial versions of the Arena-Scale experience from the company was in Japan, installed in the SEGA JOYPOLIS facility.

Beyond the US shores, the Japanese amusement sector has started to invest in VR initiatives placing investment towards VR as a major component in future expansion. During February’s major Japanese amusement trade event, major corporation BANDAI NAMCO Entertainment revealed that following a VR experimental location, the company would be opening a new and larger version of their VR ZONE in Tokyo. The facility will again be a temportay operation (opening in April and closing in October 2017), the facility designed to house VR attractions specially created by BANDAI NAMCO building on their amusement development skills marrying the latest VR technology.

Other Japanese arcade operators such as TAITO and Capcom revealed that they would be installing the VR Game Stage, powered by HTC hardware. HTC supporting the use of consumer content able to be legally used in commercial entertainment venues through the Viveport Arcade commercial subscription platform for China, and currently on test in Europe and the USA. A similar solution is planned from Valve for SteamVR – while Oculus VR stays opposed to any commercial usage (not prepared at this point to pivot).

But the big development, missed by many in the media was the announcement and reveal of Koei Tecmo, launching their ‘VR Sense’, an experience capsule using a Sony PSVR headset and Move controller (powered by an internal Playstation 4 Pro system). This system was the advance guard on the major announcement that Sony Interactive Entertainment would be creating a specific division to roll out their PSVR platform into the location-based (out-of-home entertainment) sector in several territories. The ultimate example of the pivoting of the consumer approach to VR into the commercial entertainment arena.

Dubai Amusement and Leisure Industry VR Aspirations

Another territory that is embracing the opportunity of deploying DOE VR platforms is the United Arab Emirates (UAE) market, a sector that has seen an incredible investment in theme parks and leisure entertainment venues for their diverse audience. Taking place at the Dubai Entertainment, Amusement and Leisure (DEAL) expo recently, prominent amusement and attraction distributor in the UAE market, gathered the latest new developments to their booth. Veteran distributor and developer ASI showed the Holocube – the multiple enclosure VR game system using the HTC Vive and offering a unique gun interface experience (winner of the Silver Virtual Reality Game BOSA award 2017), and categorized as a “VR Enclosures” approach.

Also on the ASI booth was the WePlayVR system from developers AiSolve, running the VR Backpack experience called ‘The Mayan Adventure’. Also shown was the Yotto Group “VR Game Platform” EXOPLANE an immersive paraglider experience. At the Dubai exhibition, another major distributor in the territory supporting family entertainment center businesses is Warehouse of Games (WOG), the company had on their booth the local developer NUAT’s ‘The VR Cube’ another “VR Enclosures” approach. DEAL exhibitor FUNCO – Fun Entertainment Company, a prominent developer of turn-key solutions for operators wanting to open entertainment centers, partnered with Chinese VR Park developer LEKE VR, showing their full selection of “VR Game Platform” units that were seen foot-foot from the Chinese trade show premier.

Away from the major distributors, several standalone exhibitors showed VR aspirations. These included a “VR Ride Attraction” from Turkish developer AMEGA Entertainment – Cinecoaster 360 VR. This multi-directional motion XD cinema system using mobileVR headsets. Or exhibitor DOF Robotics who showed their HURRICANE 360 VR – a extreme motion platform system using mobileVR systems to represent the virtual experience, (the system a Bronze Virtual Reality Game BOSA award 2017).

Reflecting the interest in the territory to embrace VR in all its facets in the DOE sector, the local developer ImSim, demonstrated a 3DOF racing cockpit with force feedback and a power VR component. Many companies in the West have invested in motor sports network simulator (“Race Room”) ventures – and VR technology seen as a possible replacement to conventional flat screen visualization. American manufacturer CXC Simulations, is another name in this scene, having recently installed a “Race Room” at the Andretti Indoor Karking location in Marrietta. The venue running their latest CXC Motion Pro II VR system, the only VR simulator of its kind in commercial operation in the United States

Returning to the investment made in the UAE market, facilities such as the brand-new Hub Zero have added a major VR element to their interactive entertainment. The wireless multiplayer VR attraction was developed for the facility by VRStudio developer of the VRcade platform (winner of the Gold Virtual Reality Game BOSA award 2017). A leading global VR technology company, located in 11 countries, delivering the first truly wireless, full-range-of-motion, multi-participant, immersive experiences for commercial enterprises.

VRStudio has taken their wireless head-mounted experience into the realms of “VR Dark Ride”. Signing major theme park partnerships with Universal Orlando and most recently with Knott’s Berry Farm and parent company, Cedar Fair – towards opening in South California a specialized VR experience at the park.

The concluding feature covering recent developments in the UK, America and the interest from the Gaming industry on VR based Out-of-Home entertainment, follows shortly.

Excited for Summer Lesson? Pre-order to Win Hikari Miyamoto Figurine

The news that Bandai Namco Games Ltd. will be releasing a version of the forthcoming PlayStation VR exclusive, Summer Lesson, with English language subtitles has got the virtual reality (VR) early adopters in a bit of a stir. One of VR’s greatest curiosities will be available for all to play, and import specialists are working to ensure the international audience are aware of this.

Summer Lesson Screenshot

The first chapter of the videogame, Summer Lesson: Hikari Miyamoto, casts the player as a tutor set about helping a young girl with her language lessons. The English language version of the videogame will include four downloadable content (DLC) packs as standard, but has been revealed as featuring just the one girl: the titular Hikari Miyamoto.

One of the most well known videogame import specialist retails, Play Asia, has launched a new competition for those who pre-order Summer Lesson: Hikari Miyamoto. All pre-order customers – including those who pre-ordered prior to today’s announcement – will be entered into a competition to win one of five 1/8 Scale Hikari Miyamoto figures from Figuarts Zero.

The competition is limited to one version of the videogame, the Physical & English full release of Summer Lesson for PSVR. Summer Lesson: Hikari Miyamoto is set for release on 27th April 2017, exclusively for PlayStation VR, and VRFocus will keep you updated with all the latest details.

Summer Lesson Play Asia Competition

Preview: Summer Lesson – Summer Lovin’ is Awkward as Hell

The physical media PlayStation VR version of the highly anticipated Summer Lesson is quickly approaching. The recent confirmation of a release date and the revelation that certain editions of the videogame will be made available with English language subtitles has the western world in a spin, as Summer Lesson – despite the suggestion that there may be a chance international localisation – is not the kind of videogame we can typically expect to see a western release.

Summer Lesson Screenshot

And for good reason. While Summer Lesson appeals to eastern ‘otaku’ culture, in the west the premise will undoubtedly be seen as creepy by many. The player acts as a tutor to a series of girls attempting to learn a foreign language, but invariably becomes a bit too close for comfort. As a videogame that fits most comfortably in the dating sim genre, Summer Lesson is a videogame which doesn’t hold back from teasing the sexuality of attractive girls without pretending there’s any deeper context than titillation.

In VRFocus’ hands-on time with Summer Lesson we met with a blonde American trying to learn Japanese. However, there was little in the way of tutoring as the young lady began telling the story of her reasons behind the decision to learn a new language, her part-time job and her other studies. She also appeared to be very easily distracted, asking the player about their favourite flowers, pastimes and more. Indeed, there was even a moment in which she insisted on grabbing her guitar and performing a gentler acoustic song while frequently making eye contact.

The player’s input consists solely of nods and headshakes for agreement and disagreement, and gaze-control for multiple-answer questions. Depending on the responses given the in-game character will react in a different way. However, whatever reactions you choose to give it seems almost impossible that she won’t grow to ‘like’ you, and as such moments where she feels comfortable enough to stretch out across your lap and touch your face are inevitable.

Summer Lesson Screenshot

Summer Lesson is officially billed as ‘VR Character Communication’, however in practice it’s much more of an experience designed solely for titillation. This isn’t relationship building nor is it an exercise for developing social skills; Summer Lesson is a fantasy. It’s an opportunity to exercise your suspension-of-disbelief to achieve a goal that you may not otherwise be able to. It’s a cynical piece of software targeting a stereotype, but for those in the western world it’s also a chance to experience a small piece of alternative culture from an alien custom.

Set for release on physical media next month, Summer Lesson will be available in a region-free edition with English subtitles. VRFocus will be bringing you more details on the release of Summer Lesson in due course.