The Virtual Arena: Defining the Next Phase of Immersive LBE (Part 2.)

The Virtual Arena

Covering the immersive Out-of-Home entertainment scene for VRFocus, in his second and concluding part of his latest Virtual Arena column, industry specialist Kevin Williams continues the observations made while many location-based entertainment (LBE) venues remain in lockdown. This section looks at the growth in Arena Scale immersive entertainment and investment towards the sector’s future after lockdown. 

While many of the venues are in lockdown, the continued investment in the entertainment business has seen the development and launch of new products that will drive the investment in a sector of VR that has benefited from a strong audience appetite.

Viveland
Players try out the new motion-seat dinosaur experience at Viveland: Image credit: Viveland/Kocpc

One of the first territories to see their VR arcade business emerge from lockdown was Taiwan. In this sector, HTC has opened its chain of Viveland sites. A cross between a VR park and a showroom, these have also expanded into “HTC Viveland XR Super Somatosensory Paradise” – a new popup variant. And it was at one of these sites that Fantahorn Studio debuted ‘Dinosaur Age XR’ – a prehistoric VR motion seat experience. Post-lockdown audiences flocked to try the attraction, underlining the considerable interest still seen in this deployment of the medium. 

The VR Free Roam Scene

Following on from the last report and speaking of the new distributors of free-roaming (Arena Scale) platforms, its time to look at the considerable popularity of this application with the entertainment audience pre-pandemic. One of the first and leading providers of this application was Australian based Zero Latency. Not allowing the current global crisis to impact their continued investment in developing its platform, the company used May to announce the launch of its latest title. Called Undead Arena VR, the videogame planned to be installed across their 45 Zero Latency venues internationally, (subject to when each will resume business).

The game offers from one to eight players the chance to play as a team in a post-apocalyptic world, part of a retro 80’s TV game show. Fighting off hordes of zombies to gain the high score and become a celebrity. The developers have jokingly defined the game as Smash TV meets The Hunger Games. Deployed on the latest free-roaming backpack PC platform, the company recently adopting the HP Reverb headset for their latest system. This coming as HP rolls out its new HP Reverb G2 (supported by Valve and Microsoft), offering a strong platform for LBE consideration.   

Zero Latency
The latest version of Zero Latency in operation at MeetSpaceVR in London. Image credit: KWP

A new free-roaming entrant into the market revealed its platform recently. YULLBE is an advanced backpack VR system, developed between Vicon Motion Systems, VR Coaster and MackNeXT (media development specialists in the Mack Group of companies). The platform supports up to 32 players, fully-body tracked in large arenas, employing Vicon’s advanced camera-based architecture, (architecture already used by Arena Scale operations such as Dreamscape and SandboxVR). The YULLBE system will see its first outing for summer 2020, in Germany, as an attraction next to the Europa-Park and the Rulantica waterpark. Seen as a new fully immersive form of VR entertainment, it is targeted at a broader audience than before. VR Coaster having previously partnered with SPREE Interactive on the Roam&Ride attraction ‘Eurosat Coastiality’.  

Recommencement of LBE VR Business

All this preparation is to ready for the staggered re-opening of VR entertainment businesses internationally, as reported in the first part of this feature. There has been even greater scrutiny paid to the safe and appropriate operation of VR technology in the commercial entertainment environment #AfterLockdown.

One of those leading the charge is also one of the largest providers of VR entertainment systems internationally having sold some 400-units of their Hologate Arena tethered enclosure platform. The company has amassed a wealth of experience in best practise of operating and cleaning VR in commercial settings, compiling all this knowledge into a simple guide for operators and developers across the market. The Hologate Hygiene and Safety Standard condensing the essential practice towards checking, operating, and cleaning this technology as well as the wider requirements regarding operating VR simulator rigs. The guide shared with the whole of the industry offers support to all to ensure a common practice in providing the best experience to the paying audience, as the industry emerges from forced hibernation.

Hologate

Another aspect of Hologate’s support of the impacted VR amusement scene is to backup struggling operators beyond advising them on the best practice in operating their hardware. The company announced that it would be offering two months subscription-free to owners of their hardware to take effect as soon as their venues reopen. This was intended to help ease some of the stresses that hard-pressed facility operators were experiencing as they prepared to reopen their businesses after such a long period of disruption.

Hologate at EAG 2020
VR teamwork in the latest blaster from HOLOGATE. Image credit: KWP

The reopening of the LBE VR scene has started to gain momentum, in Asia, several venues have thrown open their doors – and with the applying of new health measures has still seen strong interest from the playing audience to enjoy VR. As we mentioned previously, HTC has been promoting its Viveland operation – the company is one of the leading VR headset providers to invest considerably into a lucrative commercial entertainment strategy. While consumer VR has proven a slow burner, the commercial deployment has proven a more productive business model, that others now hope to emulate. Last year the company also pointed to wireless multiplayer LBE VR as “the next big thing”. This was part of a drive to establish the company’s Focus Plus standalone mobile VR platform that had been first to prove the genre. 

Vive Focus Plus - Nolan Bushnell

Looking to the future of LBE deployment, the next phase of VR development has supported this growth of interest on arena-scale VR applications. Beyond the conventional backpack PC approach, we have seen the investment in standalone systems. Initially, this approach was popularized by the HTC Focus Plus, but it has been dominated by interest in the Oculus Quest. However, the restrictions of the platform have impacted some plans for Commercial Entertainment application. But the standalone enterprise market will soon be flooded by a new phase of systems. As revealed by Qualcomm and its new XR2 architecture powering the ‘XR Viewer’ series. Amongst these VR and AR 5G enabled headsets are a number of enterprise-focused systems that point to the future of new arena-scale deployment, with a much higher quality of immersion, pointing to the next phase in mobile VR application.

Qualcomm - XR Viewers

Now towards the reopening of the shuttered LBE VR businesses, and the recommencement towards the new normal. How the scope of impact that the global health crisis has had on the business of immersive entertainment, and if encumbered head-mounted displays, or the development of unencumbered immersive projection systems will spell the next chapter in the deployment of out-of-home entertainment.

Vive Studios Titles to see Arcade Distribution via Synthesis VR

Studios need to get their projects out to as many customers as possible to gain revenue, doing so by supporting multiple headsets as well as appearing on numerous sales platforms. Location-based entertainment (LBE) is another avenue has proved fruitful for a number of virtual reality (VR) studios. Today, Vive Studios has announced a partnership with Synthesis VR to distribute its content VR management and licensing platform.

Front Defense: Heroes image

Synthesis VR is a dedicated LBE VR platform designed to help VR arcades with online and offline booking, customer retention via customer management features, gift card and membership functionalities; cater to multiple experiences and also capture and stream real-time gameplay.

With Vive Studios now onboard, titles such as Front Defense and Front Defense: Heroes (developed by Fantahorn Studio) will now be made available to any entertainment venue using the Synthesis VR system. Both of these titles will have their different use cases in a VR arcade. Front Defense is a WWII-era first-person shooter (FPS) with a single-player campaign. Originally released in 2017 for HTC Vive, Front Defense puts you in the role of an Allied Forces hero defending a fictional European town against an entire Axis armoured division.

Front Defense: Heroes, on the other hand, is a multiplayer experience offering 5 vs 5 multiplayer, with multiple maps to fight on and the option to play as the Allies or the Axis powers. Game modes include Capture the Flag, Death Match and Defense Mission. VRFocus reviewed the title in 2017, giving it three stars, noting: “In comparison to Front Defense, Front Defense: Heroes is certainly a step up, offering a far more dynamic experience than its single-player sibling, it’s just not quite the standout experience it could’ve been.”

Vive Studios has helped to publish several other titles including Jam Studio VR, Super Puzzle Galaxy, Arcade Saga, Operation Apex and Knockout League. All of which could come to LBE venues thanks to the collaboration.

Synthesis VR has also revealed a studio partnership with Dutajaya Media, offering a pay per play (PPP) licensing option to LBVR operators through the platform. Two videogames will be available, Dimensions 13, a 2-4 player co-op, and Verxus, a 4-6 player PvP experience. For further LBE VR updates, keep reading VRFocus.

Vive Studios’ Multiplayer Shooter ‘Front Defense: Heroes’ Exits Early Access

Front Defense: Heroes is a first-party multiplayer shooter from Vive Studios, developed by Taipei-based Fantahorn Studio. HTC today announced that the WWII-themed shooter is heading out of Early Access today with a few updates in tow.

What’s more, HTC is giving Front Defense: Heroes away for free (to keep forever) to Viveport users if you download the title between May 23rd – 30th via ViveportFront Defense: Heroes is compatible with the HTC Vive, Oculus Rift and Windows VR headsets.

We went hands-on with Front Defense: Heroes in our Early Access review, and while its WWII deathmatches recalled some of the fun of Battlefield or Day of Defeat in VR, it was missing a level of polish and precision that would keep us from coming back for more.

Over its year and half stint in Early Access, the game has received multiple updates in response to player feedback however, including new locomotion methods, combat modes, bots, maps, and weapons.

In today’s update, Front Defense: Heroes now includes five new avatar skins, five new weapons, four new maps and a firing range for training. The biggest change however is in the new earnable points which you can gain in battle and redeem for new weapons, weapon skins, and avatars.

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HTC says players will be able to increase their amount of points by 50% by participating in what they call ‘multiplier sessions’. The cap on points is said to reset at 12:00AM PT every night.

HTC says that All Viveport users, not just Viveport Infinity members, can download the title free starting today and ending on May 30th at 12AM PT (local time here).

The post Vive Studios’ Multiplayer Shooter ‘Front Defense: Heroes’ Exits Early Access appeared first on Road to VR.

Review: Front Defense: Heroes

During this past summer, Fantahorn Studio and Vive Studio released WW2 first-person shooter (FPS) Front Defense, a stationary experience that utilised HTC Vive’s roomscale technology so you could hide behind sandbags whilst reloading or prepping grenades as the German army descended on your position. The single-player experience received a lukewarm response, so now the developers are looking to improve upon that first outing with a new multiplayer only title called Front Defense: Heroes.

Seemingly taking a leaf out of Ready at Dawn’s development book with Lone Echo and Echo Arena, Front Defense: Heroes takes the WW2 theme and focuses purely on a five vs five multiplayer, set across a range of maps.

Front Defense: Heroes image

If you’ve played Front Defense then you’ll instantly be familiar with the layout of guns, how they reload, how to use grenades and so forth. As such Front Defense: Heroes retains its siblings less than smooth reloading mechanic where changing a clip involves a couple of button presses – the trigger to grip, then then touchpad to release the clip – which can feel very long winded when under fire. This is partially due to realism Fantahorn Studio is going for, and it’s certainly commendable – and immersive – when popping another missile in the bazooka for example.

As with any multiplayer focused experience, especially VR FPS ones movement is crucial. Weirdly there’s no teleportation system in sight, yeah that’s right, no hopping about point to point. Instead the developer has created what it calls ‘V-Move’, a locomotion system very similar to the one found in Gunfire Games’ From Other Suns, that involves your 3D character running out in front of you. Once stopped you then appear in its place – ok, so it’s a form of teleporting. With this system you can run round corners, or if you’re really good and know the map intimately, sprint round the entire map. Obviously the downside to this is wandering straight into an enemy and getting your head blown off. There’s certainly a fine art to running up to a corner of a building just so, so you peer round cautiously.

Looking round corners, hiding behind low cover and generally using roomscale to its utmost has been heavily implemented by Fantahorn, but you’ll need plenty of space to get the most out of it. Front Defense: Heroes states that it needs a minimum area of 4m x 3m – which is quite significant for players in countries with smaller homes – but the title is still playable in smaller rooms, as this review was played in an area of 2.5m x 2m. You just have to be careful you don’t get too carried away.

Don’t worry if you prefer smooth locomotion. While that’s not yet available, Fantahorn will be adding this movement feature in a future update – it’s a shame it’s not available at launch.

Matches revolve around selecting which server location you’d like to play in – or which areas of the world are most awake – then selecting a match of starting one of your own. You’ll then find yourself in a battlefield lobby, being able to see your team and your opponents. From here you can switch between Allies and Axis, choose your loadout weapon – a selection of WW2 era rifles and machine guns – then head into battle.

Due to issues like reloading and jumpy nature of V-Move, battles tend to have an inconsistent, fliting nature to them. Maybe after many, many hours of gameplay you’ll find a sweet spot but you may not be so patient. In comparison to Front Defense, Front Defense: Heroes is certainly a step up, offering a far more dynamic experience than its single-player sibling, it’s just not quite the standout experience it could’ve been.

60%
Awesome
  • Verdict

On The Front Lines with These Front Defense: Heroes Screenshots

Earlier this year, developer Fantahorn Studio worked with HTC Vive’s home-grown studio to produce Front Defense, and now the two have partnered again to work on a sequel, titled Front Defense: Heroes. New screenshots show further details of what players can expect.

The first Front Defense was, at its core, a wave shooter that featured authentic historical weaponry as well as some impressive graphics and a heavy focus on realism as players take on the role of a soldier in the Allied forces fighting against the Nazi war machine. While movement was possible, moving from cover to cover, picking up weapons and ammo in order to take advantage of the offered room-scale experience.

Front Defense: Heroes aims to build on the experience by creating a more expansive multiplayer videogame. As before, the experience will be room-scale, offering 5 vs 5 multiplayer, with multiple maps to play on and the option to play as the Allies or the Axis powers. There will be multiple game modes available, including Capture the Flag, Death Match and Defense Mission mode.

Responding to recent discussions regarding locomotion in VR, Fantahorn Studios have created a new locomotion system called V-Move, though full details of exaclty how this will work have not yet been revealed.

Front Defense: Heroes is expected to be released on Steam and Viveport in early December, with a launch price of $4.99 (USD).

The screenshots are are available to view below.

VRFocus will bring you further news on Front Defense: Heroes as it becomes available.

HTC Announces New First-Party Titles, ‘Front Defense: Heroes’ & ‘Super Puzzle Galaxy’

HTC’s internal development and publishing arm Vive Studios has announced two new games coming to Vive in early December. Physics puzzler Super Puzzle Galaxy from 2 Bears Studio and multiplayer WWII shooter Front Defense: Heroes from Fantahorn Studio will both launch with promotional pricing.

As detailed in a recent entry on the official Vive blog, both games are second entries from Vive Studios development partners 2 Bears Studio and Fantahorn Studio, creators of Arcade Saga (2016) and Front Defense (2017) respectively. Although Arcade Saga was updated with Oculus Touch support, both games were originally designed to take advantage of the Vive’s room-scale VR capabilities, and the new games Super Puzzle Galaxy and Front Defense: Heroes have also been described as ‘room-scale’ experiences.

Image courtesy 2 Bears Studio

Super Puzzle Galaxy will be available in early December on Steam with 75% off the standard $9.99 price at launch “for a limited time”. This physics-based puzzler involves terrain and object manipulation and will contain 48 levels and an in-game editor to create more.

Super Puzzle Galaxy was born out of a passion for creating compelling and engaging VR content for the whole family that challenges the player’s problem solving and creative abilities,” said David Sapienza, Executive Producer of 2 Bears Studio. “Adding user-generated content was a core tenet of creating something that empowers the community, and Super Puzzle Galaxy delivers a unique room-scale VR experience. We’re excited to see the levels and Rube Goldberg contraptions the community is able to come up with.”

Image courtesy Fantahorn

Front Defense: Heroes aims to build on the strengths of the first Front Defense title, but with a focus on multiplayer – a feature missing from the original. Launching on Steam and Viveport in early December at a promotional price of $4.99, the new game will feature multiple maps, offering 5v5 multiplayer across capture the flag, deathmatch, and defense mission modes. As described in our Front Defense review, its room-scale game design was the highlight, as you could only physically move around a predetermined space (no artificial locomotion was possible), taking cover behind your virtual defenses. Front Defense: Heroes appears to be expanding on this concept, introducing a new locomotion system called ‘V-Move’, described as “unique” and “innovative” on the Vive blog.

“With Front Defense: Heroes we’ve built upon our experience with Front Defense to engage the community and offer new challenges with every match,” said River Ho, producer at Fantahorn. “As a dynamic multiplayer shooter, Front Defense: Heroes lends itself perfectly to the competitive ethos of VR e-sports, an important feature as VR gaming matures.”

The post HTC Announces New First-Party Titles, ‘Front Defense: Heroes’ & ‘Super Puzzle Galaxy’ appeared first on Road to VR.

Australians Get a Very Limited Edition HTC Vive Featuring Front Defense

If you’ve been planning on getting into virtual reality (VR) gaming, are keen on purchasing HTC Vive, and happen to live in Australia then there’s a very limited deal available that’s not on offer anywhere else.

HTC is currently a Front Defense bundle that includes the VR system, the videogame, a limited edition HTC Vive protective cover – with the Front Defense logo – for the headset and controllers, and $100 AUD off the regular price. This deal is available now, directly via www.vive.com/au until 11.59am 24th August, 2017.

Front Defense screenshot

There is one small catch however, this bundle isn’t just limited in time, it’s limited in quantity as well. There are only 80 units available if you want one. On the plus side, all the units come with free shipping.

So $100 off and some nifty protective covers might be enough to tempt you into purchasing, whereas Front Defense not not as much. Developed by HTC’s internal virtual reality (VR) development team at Fantahorn Studio, VRFocus reviewed the title, only giving it 3-stars saying: “Front Defense is an experience that leaves you wanting. It’s one of those titles in which you can see bags of potential in the individual elements but ultimately it just doesn’t fit together as a perfect whole. You’ll play it a few times, complete it, but then never be drawn back to face another wave of Axis forces.”

VRFocus will continue its coverage of HTC Vive, reporting back with the latest announcements.

Review: Front Defense

World War first-person shooters (FPS) have always been massively popular in the videogame community, putting players inside one of the darkest periods of recent history. That becomes even more pronounced using virtual reality (VR) with one of HTC’s internal development teams, Fantahorn Studio, focusing on the period for its first title, Front Defense, exclusively on Viveport. Putting you directly in the heat of the action, the experience feels like a safe bet for a platform filled with these sort of titles.

So lets get one thing out the way first, Front Defense may be set in WW2 and feature authentic weapons of the period but at its core it’s a wave shooter. That needed to be said as quite a few of you may just stop reading at this point, because frankly you’ll be thinking ‘if I’ve played one wave shooter I’ve played them all’, and for the most part you’d be right.

Front Defense screenshot

Front Defense pits you as the Allied forces against the German army, supplying you with a set roster of weapons that don’t really change through the videogame. At your disposal is an automatic rifle, a rocket launcher, grenades and a mounted machine gun. On the third stage you also given a .50 cal machine gun to take down aircraft, but that’s your lot.

There’s a heavy focus on realism with the rifle and bazooka both needing to be reloaded in the appropriate fashion. This realism also extends to the level design and look, with each stage set in a fictional European village that look like you’re really back in the 1940’s. Explosions are constant, with holes being ripped into buildings and the sounds of aircraft and sirens fill the air for dramatic effect.

HTC is heavily promoting Front Defense as a roomscale experience fully utilising the technology to make you move about the area as much as possible. You find yourself behind a sand barrier throughout the levels, going from one side to the other picking up ammo or the appropriate gun depending on the enemy. There’s just one little cravat, you’ll need an area at least three metres squared. That’s a significant amount of area needed to play the title, and will surely hamper players decisions on purchasing the title. If you don’t have that minimum area then quickly grabbing at any of the inventory – most of it is on the edges – then becomes a battle with whatever furniture or walls are in the way, significantly impeding the experience.

Then there’s longevity, Force Defense has just three stages. It’s the usual last as long as you can whilst killing as many enemies as possible for a nice big score which can then be shown on some global leaderboards. As previously mentioned you’re defending a post behind a sand barrier so there’s no teleportation or other movement mechanics to worry about – you’ll be doing a lot of kneeling to survive – and that doesn’t alter through each area. So you’ll have to carefully pick your moments to stand up and release an onslaught of bullets to reach the higher scores, just don’t stand up for too long or you’ll get shredded.

Front Defense screenshot

The other issue with it being a wave shooter is that enemies don’t tend to be overly dynamic. They’re all aiming for your one location so predicting where they’re going isn’t too difficult. Thankfully if they run across open ground and find cover it’ll be used, but at points you’ll see them shooting from balconies or elevated windows, just stood there waiting to be shot. Things do get a little more tense if you let yourself become surround by troops and a tank arrives, but by that point it just becomes a barrage of gunfire in your direction with little hope of success.

While Fantahorn Studio seems to have gone for a VR by the numbers approach there are nice flourishes of gameplay design. Grabbing a grenade for example, you need to bring it to your face to pull the pin – as if pulling it by your teeth – or when you get to call in an airstrike you have to select the area and time the drop for maximum effect.

Front Defense is an experience that leaves you wanting. It’s one of those titles in which you can see bags of potential in the individual elements but ultimately it just doesn’t fit together as a perfect whole. You’ll play it a few times, complete it, but then never be drawn back to face another wave of Axis forces.

60%
Awesome
  • Verdict

Review: Front Defense

World War first-person shooters (FPS) have always been massively popular in the videogame community, putting players inside one of the darkest periods of recent history. That becomes even more pronounced using virtual reality (VR) with one of HTC’s internal development teams, Fantahorn Studio, focusing on the period for its first title, Front Defense, exclusively on Viveport. Putting you directly in the heat of the action, the experience feels like a safe bet for a platform filled with these sort of titles.

So lets get one thing out the way first, Front Defense may be set in WW2 and feature authentic weapons of the period but at its core it’s a wave shooter. That needed to be said as quite a few of you may just stop reading at this point, because frankly you’ll be thinking ‘if I’ve played one wave shooter I’ve played them all’, and for the most part you’d be right.

Front Defense screenshot

Front Defense pits you as the Allied forces against the German army, supplying you with a set roster of weapons that don’t really change through the videogame. At your disposal is an automatic rifle, a rocket launcher, grenades and a mounted machine gun. On the third stage you also given a .50 cal machine gun to take down aircraft, but that’s your lot.

There’s a heavy focus on realism with the rifle and bazooka both needing to be reloaded in the appropriate fashion. This realism also extends to the level design and look, with each stage set in a fictional European village that look like you’re really back in the 1940’s. Explosions are constant, with holes being ripped into buildings and the sounds of aircraft and sirens fill the air for dramatic effect.

HTC is heavily promoting Front Defense as a roomscale experience fully utilising the technology to make you move about the area as much as possible. You find yourself behind a sand barrier throughout the levels, going from one side to the other picking up ammo or the appropriate gun depending on the enemy. There’s just one little cravat, you’ll need an area at least three metres squared. That’s a significant amount of area needed to play the title, and will surely hamper players decisions on purchasing the title. If you don’t have that minimum area then quickly grabbing at any of the inventory – most of it is on the edges – then becomes a battle with whatever furniture or walls are in the way, significantly impeding the experience.

Then there’s longevity, Force Defense has just three stages. It’s the usual last as long as you can whilst killing as many enemies as possible for a nice big score which can then be shown on some global leaderboards. As previously mentioned you’re defending a post behind a sand barrier so there’s no teleportation or other movement mechanics to worry about – you’ll be doing a lot of kneeling to survive – and that doesn’t alter through each area. So you’ll have to carefully pick your moments to stand up and release an onslaught of bullets to reach the higher scores, just don’t stand up for too long or you’ll get shredded.

Front Defense screenshot

The other issue with it being a wave shooter is that enemies don’t tend to be overly dynamic. They’re all aiming for your one location so predicting where they’re going isn’t too difficult. Thankfully if they run across open ground and find cover it’ll be used, but at points you’ll see them shooting from balconies or elevated windows, just stood there waiting to be shot. Things do get a little more tense if you let yourself become surround by troops and a tank arrives, but by that point it just becomes a barrage of gunfire in your direction with little hope of success.

While Fantahorn Studio seems to have gone for a VR by the numbers approach there are nice flourishes of gameplay design. Grabbing a grenade for example, you need to bring it to your face to pull the pin – as if pulling it by your teeth – or when you get to call in an airstrike you have to select the area and time the drop for maximum effect.

Front Defense is an experience that leaves you wanting. It’s one of those titles in which you can see bags of potential in the individual elements but ultimately it just doesn’t fit together as a perfect whole. You’ll play it a few times, complete it, but then never be drawn back to face another wave of Axis forces.

60%
Awesome
  • Verdict