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.

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.

It’s Time to Save the Day in Crisis on the Planet of the Apes VR

Yesterday FoxNext and Imaginati Studios launched the first ever virtual reality (VR) experience based on the rebooted Planet of the Apes franchise, Crisis on the Planet of the Apes VR. Supporting PlayStation VR, HTC Vive and Oculus Rift (which VRFocus used) it time for another gameplay video to give you a brief look at the first part of the experience.

The videogame is set in the new Planet of the Apes universe between Rise of the Planet of the Apes and Dawn of the Planet of the Apes films. In it you play one of the apes which has been captured by military personnel and taken to a heavily armed base, as humanity search for a cure for the Simian Flu which as killed millions.

Crisis on the Planet of the Apes VR is all about using your evolved ape skills to escape the base with a few of your buddies, clambering up walls, swinging from pipes and taking down a hostile helicopter with a machine gun that’s been left laying around (handy that!).

As you’ll see, the gameplay video features the first half of Crisis on the Planet of the Apes VR so not to spoil the end action sequences. This is all about learning those walking and climbing controls – there’s no teleportation here – where you have to swing your arms to walk, both together to jump and climbing is well climbing – so long as the ledge/pipe is highlighted then it’s good to grab.

Crisis on the Planet of the Apes VR screenshot3

As you’ll see in the video – and VRFocus noted in the review – Crisis on the Planet of the Apes VR is very linear. Don’t expect to free climb wherever you damn well please, the developers have a story to tell and there’s no way round that. On the other hand you’ll soon be gunning down hostiles with your M16 or shotgun – both of which attach to your hairy back in someway – in no time.

Crisis on The Planet of the Apes VR is available to purchase now for PlayStation VR, Oculus Rift and HTC Vive, being sold for £11.99 GBP on PS Store, £10.99 on Oculus Store and on Steam there’s a 33 percent discount, dropping the price from £11.39 down to £7.63. For any further updates on Crisis on The Planet of the Apes VR, keep reading VRFocus.

Review: Crisis on the Planet of the Apes VR

Blockbuster films and videogame collaborations have never had any easy history, generally because the content is rushed together in the hope of being a cash cow for all involved, resulting in some below average (horrendous) titles coming to market. Even with virtual reality (VR) still in its infancy there has already been some good and some not-so-good experiences seeing the light of day. The latest comes from FoxNext and Imaginati Studios with Crisis on the Planet of the Apes VR, and it’s safe to say this is one of the better ones.

With 20th Century Fox rebooting the Planet of the Apes franchise Crisis on the Planet of the Apes VR sits in between Rise of the Planet of the Apes and Dawn of the Planet of the Apes films. So the Simian Flu has wiped out a massive portion of humanity with those left living in little pockets of the globe. Of course there’s a military base somewhere still performing experiments trying to find a cure by rounding up evolved apes to test on. This is where the Crisis on the Planet of the Apes VR starts, entering the base, with the only goal being to escape its confines.

For the first half of the experience Crisis on the Planet of the Apes VR is all about getting used to being an ape and the various running, jumping and climbing all of that entails. While the climbing sections are fluid and easy to navigate, with highlighted ledges and pipes to traverse the same can’t be said for the other two. The title is as linear as you can get in a VR experience, there’s no exploration with multiple routes or any puzzles to solve as the walking mechanic is a mixture of point-to-point teleportation and arm swinging – like that found in Sprint Vector. A white ape silhouette will appear which you then have to swing your arms to move to. While its design is crafted around helping you tune into the character its actual operation is far clunkier than it is fluid – especially in the latter sections being chased by a helicopter. And if you’re not exactly on the right spot the next highlighted location doesn’t appear until that extra inch or so is moved.

Thankfully in the action oriented latter sections where you get an assault rifle and shotgun this system is replaced by a red ape silhouette which can be quickly dashed to. This is great for jumping from cover to cover, grabbing new ammo magazines and continuing the fire fight. Another neat little feature is the ability to grab cover to hide – good for those players with bad knees – so you can dip in and out with relative ease.

Crisis on the Planet of the Apes VR screenshot3

It’s easy to see the high production values in Crisis on the Planet of the Apes VR. Levels look impressively grim and dilapidated, and the animations on both the humans and apes certainly help to make it a suitably immersive experience. The same goes for the audio, with the final helicopter section of particular note as it sweeps around overhead.

Crisis on the Planet of the Apes VR is by no means one of the best VR experiences out there, but as a film tie-in it certainly sets the bar high. Because it’s so closely linked with its film brethren is the possible reason for the linearity, playing out as an interactive movie sequence. There also seems to be no additional extras involved, nothing to find or keep you coming back for more, so once completed – it shouldn’t take any longer than two hours to finish on normal – that’s your lot. If you’re a fan of the Planet of the Apes franchise then Crisis on the Planet of the Apes VR is certainly worth checking out, everyone else may find it too constrained and short lived.

60%

Awesome

  • Verdict

PlayStation VR Offers Pre-Order Discount for Crisis on the Planet of the Apes VR

A couple of days ago 20th Century Fox announced virtual reality (VR) experience Crisis on the Planet of the Apes VR for PlayStation VR, Oculus Rift and HTC Vive. Scheduled to launch in April 2018, for PlayStation VR owners at least, pre-orders are now available offering a 33 percent discount. 

Crisis on the Planet of the Apes VR screenshot2

The discount on PlayStation Store is open to all PlayStation owners – not just those with PlayStation Plus – dropping the price from $14.99 USD down to $10.04. There’s one small cravat, the offer only seems to be listed on the US store, currently there’s no listing on the European store.

Crisis on the Planet of the Apes VR is based on the new rebooted version of the iconic franchise, set between Rise of the Planet of the Apes and Dawn of the Planet of the Apes films. If you’ve seen the films you’ll know that the Simian Flu wiped out half of humanity over five years whilst evolving primates. In the videogame players take control of an ape with advanced intelligence, captured and held prisoner in a heavily guarded scientific facility as mankind desperately searches for a cure.

Known only as Specimen 139, they’ll need to free themselves and their fellow apes in a bid to return home to Caesar,  climbing, jumping and shooting their way through the chaos of this newly created apocalyptic world. As you play an ape you’ll also get to move like one. Imaginati Studios has created a system where players will need to swing their arms in the real world just as an ape might move. And that also goes for combat, grabbing a piece of cover with hands to move in and out of cover..

Crisis on the Planet of the Apes VR_screenshot

“The Apes franchise supplies the perfect opportunity for players to become part of an apocalyptic world from the perspective of a different species for the first time ever,” said Martin Alltimes, CEO, Imaginati Studios. “We wanted to balance visceral combat with a plot-driven narrative that leaves you questioning your innate allegiance to humanity.”

As for the PC version, Crisis on the Planet of the Apes VR is listed on Steam and Oculus Store but there are no pre-order options available. If they do appear, VRFocus will let you know.

Crisis on the Planet of the Apes VR Coming This April

Last year 20th Century Fox’s Foxnext VR Studio and UK-based Imaginati Studios announced a virtual reality (VR) project based on the Planet of the Apes franchise. Today, the companies have revealed the first details alongside a gameplay video for Crisis on the Planet of the Apes VRwhich is scheduled to launch in April 2018.

Crisis on the Planet of the Apes VR_screenshot

Supporting HTC Vive, Oculus Rift and PlayStation VR, Crisis on the Planet of the Apes VR is a first-person experience set between Rise of the Planet of the Apes and Dawn of the Planet of the Apes films. With the Simian Flu wiping out half of humanity over the previous five years whilst evolving primates, players take control of an ape with advanced intelligence, captured and held prisoner in a heavily guarded scientific facility as mankind desperately searches for a cure.

Players will need to climb, jump and shoot their way through the chaos of an apocalyptic world, escaping with your fellow apes in a bid to return home to Caesar.

“VR has always held the promise of bringing together the cinematic storytelling of film and the deeply immersive interactivity of games. ‘Crisis on the Planet of the Apes’ VR takes this potential to the next level,” said Foxnext VR Studio senior VP and GM Brendan Handler, reports Variety. “We set out to give the fan a lead role in this dark Planet of the Apes world – to feel the ape’s strength, power and movement as he fights his way to safety.”

Crisis on the Planet of the Apes VR screenshot1

This isn’t the first VR experience from Foxnext, with the studio having released Alien: Covenant In Utero in 2017 and The Martian: VR Experience during 2016. More recently Foxnext is behind the Isle of Dogs VR experience in collaboration with Felix & Paul Studios which is getting an exclusive release on Google Pixel and Pixel 2 via Google Spotlight Stories.

Crisis on the Planet of the Apes VR will be released through the usual channels for HTC Vive, Oculus Rift and PlayStation VR on 3rd April 2018. For any further updates on the videogame, keep reading VRFocus.

‘Planet of the Apes VR’ Launches Today on PSVR, Rift & Vive, Launch Trailer Here

20th Century Fox’s VR game division FoxNext VR Studio today launched their Planet of the Apes-themed game for PSVR, HTC Vive and Oculus Rift. Called Crisis on the Planet of the Apes VR, the first-person action-adventure game takes place between the events in Rise of the Planet of the Apes (2011) and Dawn of the Planet of the Apes (2014), where you play as an intelligent ape imprisoned in a heavily guarded scientific facility.

Update (04/03/18): ‘Crisis on the Planet of the Apes VR’ is now out, and with a fresh launch trailer to boot – linked above and at the bottom of the article. The original article announcing the game follows below.

Original Article (02/27/18): Produced in partnership with Imaginati Studios, the game takes place during the throws of the deadly strain of Simian Flu which has decimated the human population. You, an ape with human-level intelligence, are tasked with escaping the testing facility by banding together with your fellow primate test subjects, and returning to Caesar, the series’ intelligent chimpanzee leader. Yes, you’re an ape with an M-16 and a grudge.

Crisis on the Planet of the Apes VR is slated to arrive on all supported VR platforms on April 3rd for $15.

“The Apes franchise supplies the perfect opportunity for players to become part of an apocalyptic world from the perspective of a different species for the first time ever,” Martin Alltimes, CEO, Imaginati Studios. “We wanted to balance visceral combat with a plot-driven narrative that leaves you questioning your innate allegiance to humanity.”

FoxNext had a hand in several VR experiences including Alien Covenant: In Utero VR Experience (2017) and a 360 behind-the-scenes look at the making of Isle of Dogs (2018) film made with Felix & Paul Studios, but Planet of the Apes VR is FoxNext’s first VR game as such. The studio’s second VR game based on the Alien franchise is also currently in production.

The post ‘Planet of the Apes VR’ Launches Today on PSVR, Rift & Vive, Launch Trailer Here appeared first on Road to VR.

New Alien Game In Development, May Have VR Support

New Alien Game In Development, May Have VR Support

Empty out the cupboards for hiding, grab an extra pair of underwear, and prepare to face off against the Xenomorph swarms once again: a new Alien game is in development. The new game, which is currently untitled, was announced yesterday by way of 20th Century Fox’s new publishing house, FoxNext Games, and developer Cold Iron Studios.

According to an email from a PR representative that includes the press release, the FoxNext Games division is led by “industry veterans” that specialize in new entertainment experiences “across mobile, console, PC and VR.” The “About FoxNext” section of the press release even specifically mentions “FoxNext VR Studio” overseeing Alien and Planet of the Apes cinematic VR content. Interesting that they’d make sure to include those distinctions, no?

We don’t actually know very much about this game at all, but we think it’s a safe bet that it will have VR support of some kind. Creative Assembly’s excellent Alien Isolation never got full, official VR support, but mods have brought the unfinished feature to life and made it one of VR’s biggest and best survival horror games. It’s fair to assume that Fox is aware of that cult popularity.

We’ve previously recorded some footage of the mod in action down below:

On the development side Cold Iron Studios is made up of tons of industry veterans as well, including developers that have worked on Star Trek Online, City of Heroes, Bioshock Infinite, Neverwinter, Metroid Prime 3, Borderlands, and DOOM. This new Alien project will be the studio’s first official game.

“Cold Iron Studios has amazing design, craftsmanship and development talent that we are excited to welcome at FoxNext Games as we pursue our goal to build a multi-platform, multi-genre portfolio of great games,” Aaron Loeb, President of Studios, FoxNext Games, said in a prepared statement. “I am a personal fan of Cold Iron’s previous work and all of us at FoxNext Games are thrilled to be working with them as they create an action-packed persistent world, steeped in the mysteries of this beloved Alien universe.”

Let’s just hope the team working on this new game is far removed from the lackluster and disappointing prequel VR experience.

While the VR support note is still just speculation at this point, I think I’d be more surprised if it didn’t have VR features rather than if it did. It’s a universe that’s perfectly poised to reap the rewards of VR’s immersive potential.

Let us know what you think down in the comments below!

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The VR Job Hub: Shell, Oculus, Microsoft & More…

Contrary to popular belief the grass is not always greener on the other side. Sometimes things are just better where you are, though you may not fully understand that there are advantages to your present role. Even in this situation however that doesn’t mean you should ignore the other side because there is always potential. Potential for you to advance, potential for you to be happier, potential for you to be a part of something bigger and better for you. One way or the other.

As always when it comes to Sundays on VRFocus we are here with a selection of various different roles in, around or otherwise connected to the world of immersive technology. We’ve picked a selection of different types of roles that went up over the last seven days from all over the world. Check out the list below to see if there’s something that sparks your interest.

Location Company Role Link
Glasgow. UK Soluis Group Software Developer Click here to apply
Singapore via JAC Recruitment Group Lead Designer – Virtual Reality Click here to apply
San Francisco, CA, US Aftershock (FoxNext) Senior DevOps Engineer Click here to apply
Redmond, WA, US Microsoft Studios Principal Software Engineer Lead Click here to apply
Redmond, WA, US Microsoft Studios Software Engineer II-Hololens Click here to apply
Pittsburgh, PA, US Oculus Research Intern, Modeling of Nonhuman Avatars (PhD University Student) Click here to apply
Redmond, WA, US  Oculus Technical Recruiter Click here to apply
 Denver, CO, US  SwarmSales, Inc. Sales Representative – AR/Virtual Reality for Sports/Media Click here to apply
 New York, NY, US  York & Chapel Healthcare Public Relations Specialist – Freelance Click here to apply
 London, UK Sony Interactive Entertainment Europe Ltd Principal Environment Artist Click here to apply
 Los Angeles, CA, US  Wisdom Info Ltd Director/ VP of Sales and Marketing Click here to apply
 Houston, TX, US  Shell  IT Project Manager (Android, IOS, VR, AR, HardWare) Click here to apply
 Taipei City, Taiwan  Next Animation Studio Senior Unreal Engine Engineer Click here to apply

 

For further roles don’t forget to check out last week’s edition of The VR Job Hub for further job listings. With last week’s selection focused primarily around the West Coast of America. Don’t forget that if you are an employer looking for someone to fill a VR or AR related role regardless of the industry and you want that position to be featured on next week’s VR Job Hub, please send details to myself via keva@vrfocus.com and pgraham@vrfocus.com.

Check back with VRFocus next Sunday at 3PM BST and every Sunday for the latest roles in the VR industry.

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.