Escapes Rooms Go Augmented With The Lockdown

Escape Rooms have become pretty popular, with several small businesses dedicated towards them, and of course several virtual reality (VR) escape room experiences have appeared. Dutch Bank ABN AMRO have been working with developers to create an augmented reality (AR) twist on the escape room idea.

The AR escape room, called The Lockdown posits a near-future cyberpunk world where the player is recruited to help track down cybercrime.

The future of The Lockdown is one in which all money has become digital, and is secured in a system called ‘Lantern Wallet’. But this system is not as secure as some would like to believe, so you are called on to help track down a hacker who is causing massive damage to financial systems.

The player forms part of a team that works through a complex series of AR puzzles in order to track down the hacker and save the economy. The puzzles are themed around topics such as Blockchain or information security, with different difficulty levels depending on the path the player chooses.

The Lockdown escape room app forms part of a recruitment campaign from ABN AMRO, who are on the lookout for people with the necessary talents in information technology and cybersecurity: “The demand for digital talent has increased enormously in recent years. We have invested in order to be relevant to this target group as a bank. A distinctive approach is required for this”, says Maarten Bokhoven, Head of Employer Branding at ABN AMRO. “Innovation is extremely important to us. IT specialists face fundamental challenges and have a major social impact. These are all elements that also appear in The Lockdown.”

ABM AMRO worked with creative digital agency Code D’Azur to create the app. Jeroen Thissen, Creative Director at the agency explains: “At the bank, as an IT professional, you are engaged in challenging digital innovations. However this is not yet necessarily how IT professionals perceive it. Therefore we had to come up with something that would make us stand out to them. We know these professionals love challenges and are interested in technological innovation. We combined this in the app. ABN AMRO placed their trust in us to develop the escape room of the future. And we are extremely happy they did.”

The Lockdown is available on iOS and Android, and further information can be found on the official website. Further coverage on new and upcoming AR apps will be here on VRFocus.

There Is No Escape In Space Panic VR on HTC Vive

Most escape rooms make it difficult to, well, escape. No surprise there. But what would be the most difficult possible escape room to make it out of? Whatever you’re thinking, you’re probably wrong, unless you said it’s a room in space. Because that would be correct, and Space Panic VR is going to bring that experience to you thanks to virtual reality (VR).

The new sci-fi escape room videogame released today on Steam for HTC Vive owners. Set aboard a space station, players will have to investigate their environment and solve puzzles in order to make their way out.

One of the best parts of the experience might be the view – being able to look out of the windows and see planet earth below is mesmerising.

The game is room-scale, so you’ll need a fairly large play space, as HTC Vive owners will already know. You’ll also be able to teleport around the room – so those with smaller spaces are still catered for.

Exploring the space station and interacting with your environment is the main activity of course, solving puzzles along the way, as you can see in the trailer below. The space station takes on a sterile white environment – as you might expect – and puzzle stand out in the other clinical surroundings.

The only thing we think they might’ve missed here is the possibility for anti-gravity gameplay, as currently it seems this space station has advanced gravity technology. Though, this is Early Access, so there’s still time for the game to grow and add much more.

For everything you need to know about Space Panic VR, check out the game on Steam and watch the trailer below. For everything on the latest VR videogames, make sure to keep reading VRFocus.

Breakescape Games Launch Canada’s First VR Escape Room

Escape rooms have been all the rage lately, with those themed after your favourite franchises popping up in major cities everywhere. Escape rooms aren’t new in virtual reality (VR) either, but Breakescape Games are bringing true multiplayer escape room puzzles to Canada.

Breakescape Games is a new virtual reality startup that launched recently, with the three founders, Qi Hu, Alex Wong and Ramsay Jackson all very excited at the prospect of their new venture.

Wong believes in the power of enjoying VR with friends; “We started this company together to bring the escape room aspect to VR and have it be multiplayer and be social.”

Hu hopes VR will open up new possibilities for escape rooms; “It’s definitely the biggest and most ambitious project we’ve done for Room Escape so far[…] There’s just so many cool things in VR that we can’t do in an escape room.”

De-Composed is the VR puzzler designed for Canada’s first multiplayer VR escape room, and works with up to 6 players. In the trailer below we can see players shackled to their seats, solving puzzles together, and even wielding weapons against foes.

De-Composed looks like a truly unique VR experience, and is sure to be plenty of fun with a group of friends. The Oculus Touch offers an extra level of immersion – essential to the experience.

Hu is confident in De-Composed’s ability to be one of the best VR experiences available; “Any time you have brand new technology you have to be the best, and you might not be the best for that long, because technology moves so fast, but right now we’re confident this is the best multiplayer VR game out there.”

For more on De-Composed, take a look at the trailer below.

For all the VR news you can read, stay on VRFocus.

Source: Ottawa Community News

Update: Ubisoft Might Be Working on an Assassin’s Creed VR Game

Update: Ubisoft Might Be Working on an Assassin’s Creed VR Game

Update: Matt Stenquist, the designer of the icons uncovered yesterday, has taken to Twitter to explain that his work was a collaboration between Ubisoft and his university, and not an official project. No Assassin’s Creed VR yet, then.

Original story: Ubisoft’s Assassin’s Creed series roots its fiction deep in virtual reality within the game world, but could we soon see a new entry in the franchise for today’s real-life headsets?

Judging by a recent post on design website Dribbble, the company could at least be working on something tied to the series internally. UI and UX designer Matt Stenquist recently posted images of logos and icons for what he described as “an internal Assassins Creed escape room game.” Stenquist says he “Led the UI/UX” for the project, apparently for Ubisoft Paris. Going by the descriptions for the images, the project was developed for the HTC Vive and Oculus Rift using Unreal Engine 4. It’s also a multiplayer experience.

We’ve included the images below (click to enlarge). The first shows the game’s logo, though it doesn’t feature any kind of subtitle. Another shows icons used, some of which Stenquist noted were dated as they weren’t “optimised for VR”. The final set of icons is a series of heads players use to communicate with others.

We’ve reached out to both Ubisoft and Stenquist to ask about the experience, but neither has responded at the time of publication. We’ll let you know if we hear any more details.

Even if the game is real, it might never see the light of day. An “internal” project could mean that Ubisoft is simply trialing such an experience and has not given it the greenlight. You might remember, though, that the publisher showed off a prototype of Eagle Flight at E3 2015 before it was confirmed as a full game later in the year, so its possible it could grow into a product too.

Even if it does come to fruition, it sounds like this game would be quite different to the full, third-person, open world games that we see in the main series. Escape room games are popular in the VR industry, and usually involve locking players in a room and tasking them with solving puzzles in order to escape. Still, Assassin’s Creed is no stranger to spin-offs, and the series’ penchant for time-swapping stories presents some interesting opportunities for the genre.

We have already seen one cinematic Assassin’s Creed VR experience, tying into the recent movie, but fans would surely welcome a full-blown VR game.

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Exclusive: VR Goes Noir With Private Eye: Escape, Watch The First Trailer

Exclusive: VR Goes Noir With Private Eye: Escape, Watch The First Trailer

Okay, before we begin, a bit of a history lesson. Private Eye was one of the first VR games I ever reported on all the way back in early 2014. I think I spotted it on the show floor of an indie developer event, back at a time when there might be only 5 or 6 Oculus Rifts at a show, and not the hundreds of various makes of VR headsets you’d find at them today. It was at a small booth, lined up next to other experimental games, run by a small team of developers.

Though I don’t think I personally played the game at the show, it stayed in my mind thanks to its devotion to the murky noir atmosphere, and promising story in which you play as a wheelchair-bound Detective trying to recall the accident that cost him his legs. It was one of the first examples I’d seen of a developer designing around the limitations of VR, taking a measured approach to what the Oculus Rift’s first development kit, which didn’t even feature positional tracking, could really do for gaming.

Over the next year or so I continued to run into the Private Eye development team, but in 2016 the game fell off of the radar. I had heard plans for a Kickstarter campaign that never came to fruition, and there was a 2015 Oculus Mobile Game Jam spin-off, but I was beginning to think the project might be dead.

A tease for a new trailer at the end of 2016, then, came as a pleasant surprise and today, we’ve got the full footage for you to watch. What you’re seeing here isn’t the original Private Eye, but instead the first in a prologue series of sorts, tentatively titled Private Eye: Escape. It’s one of the more psychologically threatening trailers I’ve seen for a VR game, with its hazy montage of clips sinisterly concucting a fog of dread. I compare its format to the nightmarish ending of Darren Aronofsky’s Requiem for a Dream, and Creative Director Jake Slack agrees, saying it might have subconsciously had an influence.

Naturally, when I call Slack to talk about the project, I have an immeadiate question: “Where have you been?”

“Essentially, when we first started developing [Private Eye] we were targetting seated VR with a gamepad,” Slack says. “When we first started the project there wasn’t even roomscale VR.”

“Just as we were kind of getting to the point where we felt “Okay, this is a decent slice of game, let’s releases this and see if people like it, enough for us to go to Kickstarter,” I tried Budget Cuts on Vive, and I was just like “Holy shit.””

Neat Corporations’ Budget Cuts is a pretty excellent demonstration of how VR has moved on from gamepad, making full use of the HTC Vive’s room-scale tech. In 2014, we had no idea such an experience would be possible anywhere near as quickly as this. “It felt exactly like what we were trying to do with a gamepad,” Slack says.

“I was just like “Shit, we have been completelty trumped here.””

This isn’t the first time I’ve heard this story from VR devs that committed to the tech early; The Assembly developer nDreams said the same thing about motion controls late last year. VR breakthroughs have come thick and fast over the past few years, and it’s left some teams playing catch up. It’s an unfortunate side-effect of being an early believer in VR.

It’s taken a lot of extra work, then, but Private Eye and this precursor will hopefully be all the better for it. The main game will still feature the same story, but these side-stories, two of which are planned right now, will be set in the fractured mind of Sam Sutherland as he’s wheeled into hospital following his accident. Sutherland will recall one of his earlier cases, only warped by his trauma, transforming it into a surreally bleak escape room-style mission.

As you can see, the game’s now making full use of Touch, Vive wands and, the developer hopes, PlayStation Move too. Slack and co are hoping to release a first look at the prologue on Steam Early Access in late February for a low price to get feedback and shape the rest of it. The complete experience is aiming to launch in late spring or early summer.

The full game, meanwhile, is a little further off, and Slack hopes these earlier releases will help fund it. The seated VR play will remain, but the developer is hoping to create a system in which you create a space for your chair, and then stand up and move around in Sutherland’s memory sequences. It’s an intriguing thought that I’m hoping works out.

After an extended hiatus I couldn’t be happier to see Private Eye still up and running.

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‘SVRVIVE: The Deus Helix’ Review – Can You Survive This Slog?

‘SVRVIVE: The Deus Helix’ Review – Can You Survive This Slog?

If I’d played SVRVIVE seven months ago with my HTC Vive fresh out of its box, me being eager to play just about anything in a roomscale environment, it might have been enough. The simple thrill of walking around in VR and being able to pick up objects with the Vive wands may well have pulled me in for the few hours this experience lasts and enthralled me, even with the often frustrating puzzle solving.

But we’re not in April anymore.

Lots of developers have done amazing things with the hardware. We’ve played online military shooters, built fantastic contraptions, met with Gnomes and Goblins, and more. The simple thrill of using the Vive headset and its controllers isn’t enough anymore, and that makes this escape room puzzler decidedly dated and shallow.

SVRVIVE starts out with promise. In its opening minutes, put simply, you die. But it’s not game over; you’re granted a second chance at life, so long as you can assemble different parts of the Deus Helix. That involves travelling to different worlds and solving a series of challenges. You’ll venture to alien worlds, thick jungles and run-down apartments, exploring every inch of every environment for clues about exactly how you’re meant to proceed.

The range of locations makes SVRVIVE a tonally strange game. In the first level, where I stepped on creaky floorboards and searched in the dark, I was convinced that this was a survival horror experience. When no scares came and in the next level I found myself in an elaborate neon city, I thought it was sci-fi. On one hand, the random locations made it fascinatingly unpredictable, as I was always guessing where I was going to go next.

But there’s also a certain drabness to the environments that make them utterly uninteresting to explore. Everything looks like it was taken from the Unity asset store, for one thing. Textures are plain and hurt what could have been some interesting art direction in some of the more imaginative environments. Despite the variety in design, it’s all lackluster and uninspired.

Sadly, those are two terms that fit the gameplay pretty well too. SVRVIVE essentially consists of walking around environments, picking up objects, and finding some use for them. It’s trial and error gameplay at its most tedious. In the first level for example, you’ll find an axe but won’t be able to cut open the vent holding the item you need, just the door to the screw driver that will unlock it. In the second you’ll find a series of strange objects that slot into holes in a wall. There’s no difference between them, it’s just a case of trying each item with each hole until they slot in place.

Making matters worse is the fact that many environments are just simply too dark. I often felt like I was just stumbling around squinting for hints, and I found progress-halting bugs that I could replicate by doing things out of the order they were meant to be completed in.

At one point, I stood for what must have been half an hour trying to replicate a musical pattern. It sounded simple but I just didn’t have any success no matter how much attention I paid to the tune. I just wasn’t having any fun.

SVRVIVE doesn’t have any ingenuity to its puzzles, it just has a lot of random obstacles that you’ll spend a long time time to solve before you progress. Perhaps there’s an audience for that type of product, but I’m willing to bet most that try their hand at SVRVIVE will leave as frustrated and bewildered as I was.

Final Score: 4/10 – Forgettable

Escape room games are relatively popular in VR, but SVRVIVE is one of the most frustrating and inessential I’ve played. With puzzles that frustrate in their obscurity, environments that are murky and joyless to explore, I can’t find a good reason that anyone would want to play this disappointing game unless the escape room concept is too appealing to ignore for your personal tastes.

Read our Game Review Guidelines for more information on how we arrived at this score.

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‘Haunted Rooms’ Is A Visually Impressive Escape Room VR Game For Cardboard

‘Haunted Rooms’ Is A Visually Impressive Escape Room VR Game For Cardboard

Amidst the launch of Daydream, mobile developer Rabbit Mountain is doubling down on Google Cardboard with the launch of another new game this week.

The studio today launched Haunted Rooms, an episodic escape VR game, in partnership with Zariba. As you can probably imagine, the story sees you wake up in a locked room with no memories or clues as to how you got there. As you explore and progress further into a house, you’ll uncover the story of what appears to be a serial killer that leaves his victims in the building. The twist? They’ve come back as ghosts and are out to get you. Expect VR jump scares aplenty, then.

The game mixes traditional puzzle solving mechanics with hidden object challenges. As you can see from the exclusive gameplay footage above, it’s graphically impressive for a Cardboard game, and Rabbit Mountain plans to bring it to other headsets like Daydream and “high end” VR headsets too. Speaking to UploadVR, the developer stated that it was looking at the Oculus Rift and OSVR Hacker Dev Kit (HDK) as potential release platforms. It’s also playable without a VR headset.

Haunted Rooms Episode One is available on iOS and Android for free. More episodes will be available later on down the line and will continue the story started here.

Rabbit Mountain previously confirmed to UploadVR that the game was being monetised through in-app advertisements, similar to the developer’s previous two games, Jurassic VR — which saw 3 million downloads — and its sequel. This model is clearly bringing the developer some success. It’s going to be interesting to see how it might be adapted for other headsets on platforms where this kind of monetization isn’t as prevalent.

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