‘Justice League’ IMAX VR Experience to Debut Haptic VR Controller from Tactical Haptics

The new IMAX VR Centres aim to fuse the best arcade VR games with the best peripherals, for an experience you can’t get from your home VR headset. For the new (and awkwardly named) Justice League: An IMAX VR Exclusive experience the Centre is set to debut the ‘Reactive Grip’ haptic controller from Tactical Haptics.

Tactical Haptics has been on the VR scene since the early days, developing their novel haptic technology which they call Reactive Grip.

The unique haptic tech incorporates sliding bars into the palm-grip of a controller, which can apply shear forces that replicate the feeling of an object moving within your hand (like the grip of a pistol, sword, or tennis racket twisting and pushing back against your palm). It’s a convincing and immersive effect that can’t be achieved with traditional rumble haptics.

Image courtesy Tactical Haptics

Tactical Haptics has continued to develop the tech over the last few years but hasn’t quite found a fit in the evolving VR market landscape. The company took the project to Kickstarter back in 2013 (years before Touch or Vive were announced), but failed to garner enough support from developers in the nascent VR community (hardly an ‘industry’ at that point). Last year the company raised $2.2 million, and has been exploring new opportunities afforded by the growing out-of-home VR entertainment market.

Now the company has announced that the Reactive Grip controller will see its commercial debut in a pilot project that pairs the device with the Justice League: An IMAX VR Exclusive experience in the IMAX VR Centre in Los Angeles to start:

The integrated haptic feedback will allow players to step into the shoes of the iconic DC Super Heroes and experience the inertia and impact of swinging Wonder Woman’s sword, the recoil of Cyborg’s white noise gun and mini-cannons, or the feeling of the drag reducing on Flash’s hands as they accelerate through a subway tunnel to save Metropolis.

The latest version of the controller is said to be “simplified, more robust, and more integrated than […] prior controller designs,” and is made to support both the Vive Tracker and Oculus Touch as tracking options. Tactical Haptics says they’ll be offering more details on their latest Reactive Grip controller design later this year and at the start of 2018 at CES.

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Check out the First Trailer for IMAX VR’s Exclusive Justice League Experience

At the beginning of the year IMAX opened its first virtual reality (VR) experience centre in Los Angeles, California. Over the course of 2017 more centres have been opened in North America and across the world. While some of the content on offer can be found on home VR headsets IMAX also ensured it had some exclusive experiences, one of which is Justice League VR and naturally there’s a new trailer to showcase some of the features.

The cinematic VR experience allows guests to step into the shoes and master the powers of five iconic DC super heroes: Batman, Wonder Woman, Aquaman, The Flash, and Cyborg. Each hero has their own particular mission to complete, so as Batman you must outrace your enemies, fight Parademons as Wonder Woman, face a creature from the deep as Aquaman, stop a ticking bomb as The Flash, or take out enemy drones as Cyborg.

Justice League Mobile Screenshot

IMAX VR’s Justice League VR isn’t a permanent exclusive however. As VRFocus reported a couple of months ago those who can’t make it to one of the experience centres will be able to play Justice League Virtual Reality: The Complete Experience in December. The content was slated to appear on HTC Vive, Oculus Rift, Samsung Gear VR, Google Daydream and PlayStation VR (although these are subject to change), with additional modes and expanded missions, as well as full roomscale tracking for those headsets that support the feature.

The most recent centre to open was in Manchester, UK, at the intu Trafford Centre in collaboration with Odeon Cinemas. There are ten pods setup, each with HTC Vive headsets, 360-degree sound and roomscale tracking. Each experience will  range between 8 to 15 minutes in length and alongside Justice League VR guests will also be able to try Star Trek: Bridge Crew Rescue at PersephRaw Data, Eagle Flight, Archangel and many more.

VRFocus will continue its coverage of IMAX VR, reporting back with the latest updates.

IMAX Opens its First European VR Experience Centre in Manchester

IMAX has launched four pilot IMAX virtual reality (VR) experience centres in Los Angeles, New York City, Toronto and Shanghai. Today the company has announced the latest – and the first in Europe – partnering with ODEON Cinemas Group opening a new centre at the intu Trafford Centre in Manchester, UK.

Providing location-based, state-of-the-art VR experiences, the centre is located in the lobby of the ODEON at intu Trafford Centre, employing a new design – proprietary to IMAX – that consists of ten “pods” to allow multiple players to enjoy highly interactive, moveable VR experiences. The pods, which are designed to optimise user mobility and interaction in virtual environments, can be adapted for specific content experiences – whether single or multi-user – and feature HTC Vive headsets, 360-degree sound and roomscale tracking.

IMAX VR Centre

“Our ODEON at the intu Trafford Centre is already one of the most innovative and popular cinemas in Europe, and now the launch of the IMAX VR Experience will make it one of the most unique cinemas in the world,” said Mark Way, Managing Director ODEON Cinemas Group. Our guests will be awe-struck by the power of the IMAX technology and the quality of the content from the world’s most creative studios and developers. We have a great history of working closely with our partners at IMAX to bring guests the very best entertainment, and this is another massive step forward. We’re delighted that our guests in Manchester will the first in Europe to enjoy it, and look forward to welcoming everyone to an unforgettable experience.”

In terms of content IMAX will provide the Experience Centre with an ongoing array of new, interactive experiences that range between 8 to 15 minutes in length. To begin with, the ODEON at intu Trafford Centre will include IMAX VR exclusive runs of Ubisoft’s Star Trek: Bridge Crew Rescue at Perseph and the newly launched Justice League, an IMAX VR exclusive from Warner Bros. It’ll also feature Survios’ Raw Data and Eagle Flight.

“We are excited to join forces with our longtime partner ODEON to unveil the next evolution of immersive entertainment in Europe – starting with the launch of the IMAX VR Centre in Manchester,” added Giovanni Dolci, Managing Director, Europe & Africa, IMAX Corporation. “IMAX VR brings the best VR technology and content together in a highly social and interactive setting that will let you and your friends become a part of the experience like never before.”

For further info and to buy tickets head to the IMAX VR at ODEON website. For any further updates, keep reading VRFocus.

Star Trek: Bridge Crew “Rescue at Perseph” Now Available at IMAX VR Centre Los Angeles

Ubisoft and Red Storm Entertainment released Star Trek: Bridge Crew earlier this year to universal acclaim. Now the virtual reality (VR) title has made its way to the IMAX VR Experience centre in Los Angeles, California along with a new mission, Rescue at Perseph.

Just like the home version, IMAX VR’s Star Trek: Bridge Crew is a four player experience with each person taking on the roles of Helm, Tactical, Engineering, or Captain.

In Star Trek: Bridge Crew – Rescue at Perseph the official synopsis explains: “Your mission: explore a largely uncharted sector of space known as The Trench, in hopes of locating a suitable new home world for the decimated Vulcan populace. The Trench contains stunning beauty and undiscovered wonders, but also strange anomalies and dangers yet unknown. The Klingon Empire is also active in the region, and their purpose is undoubtedly a threat to the Federation’s plans. It’s up to you and your crew to chart the sector to determine the Klingons’ aims, and to secure a peaceful Federation presence.”

Currently only available to play at the IMAX VR centre in Los Angeles, Star Trek: Bridge Crew – Rescue at Perseph will also come to the centres in New York and Shanghai soon. IMAX also plans on opening further centres in Toronto, UK, and other locations across the globe in the coming months.

The Los Angeles IMAX VR centre also features several other experiences including: Raw Data, John Wick Chronicles, Deadwood Mansion and Eagle Flight.

For the latest updates from IMAX VR, keep reading VRFocus.

IMAX And Ubisoft Launch New Mission for ‘Star Trek: Bridge Crew’ at IMAX VR Centers

IMAX and Ubisoft today announced that a special edition of Star Trek: Bridge Crew (2017), Ubisoft’s co-op multiplayer set aboard a Federation vessel, is launching for an exclusive run in IMAX VR centers worldwide.

Created by Ubisoft’s Red Storm Entertainment, the new edition was “re-designed and optimized” for IMAX VR centers, the company’s dedicated out-of-home VR facilities, and contains a mission called Rescue at Perseph.

With up to four people per ‘pod’, the new mission puts players at the game’s familiar consoles set aboard the U.S.S. Aegis, and tasks the crew with rescuing a stranded group of Vulcan scientists escaping from a damaged space station. Klingon interference is mostly assured, because let’s face it, they aren’t known for doing the whole “peace” thing.

Star Trek: Bridge Crew – Rescue at Persephis is now available at the IMAX VR center in Los Angeles, but will be heading to the other two active locations in New York and Shanghai sometime soon. Upcoming centers are also set to open in the UK, Toronto, and other locations worldwide in the coming months.

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'Star Trek: Bridge Crew' Review

Showings are blocked out in 20-minute intervals and are by reservation only. A minimum of 2 players is required (max 4), and end up costing $15 per person.

The LA location also hosts other VR experiences including Raw Data (2017), Eagle Flight (2016), John Wick Chronicles (2017), and Star Wars: Trials on Tatooine (2016)—making it a great first chance to get into a few different experiences if you haven’t been able to pop a VR headset before.

We gave Star Trek: Bridge Crew a solid [9/10] in our review for absolutely nailing the fun of social co-op. If the out-of-home setting can provide a quick entry into the game that still offers the challenge of learning your role (and owning it like the Captain you always knew you’d become), this stands to be one of the better experiences for larger groups.

‘Star Trek: Bridge Crew’ at IMAX VR LA

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Editorial: Commercial Use Cases Will Help Make VR Mainstream

Editorial: Commercial Use Cases Will Help Make VR Mainstream

VR is struggling to explain itself to consumers and the price for the most immersive experience is still relatively high for many consumers. One of the ways to get around these challenges is to push for more adoption of VR in commercial B2B (business to business) or B2B2C (business to business to consumer) applications. Right now, we’re seeing a lot of different vertical applications of commercial VR that are enabling real improvements to businesses bottom lines. Ultimately, businesses are always going to be the first to adopt a promising new technology, regardless of cost if it improves business functions like shortening development time, reducing costs or generating new business.

At SIGGRAPH 2017 just a few weeks ago, the show was all about enabling enterprise and commercial VR applications, from hardware to software and even the middleware in-between. There were plenty of consumer VR and AR plays, but from what I saw at the show all the major developments were coming from the commercial VR space. Sure, consumer VR technologies are plentiful and available now, but many of those technologies simply don’t always cut it for deployable commercial applications. HTC has a Vive Business edition for a reason, and it’s because there was enough demand from commercial and enterprise initially that it was one of the first things HTC did after initially launching the Vive over a year ago.

Commercial VR is going to elevate the quality and lower the price of VR to a point where consumer mainstream can become a reality. This dynamic is much like the PC and the spreadsheet and the Smartphone and the app. The first users to embrace and enable both smartphones and PCs were business users that saw a business benefit to adopt these new technologies. This same trend is occurring again with VR and AR, business have been buying consumer VR solutions for testing and are now starting to ask for enterprise and commercial solutions that meet their needs for deployment. That’s why we have companies like StarVR (a joint venture between Acer and Starbreeze) that are launching their headset for commercial or enterprise uses only. Meta also showed off the latest version of its Meta 2 AR headset which is also squarely aimed at the enterprise and commercial markets. Even Microsoft’s current and upcoming VR headsets are enabling enterprise and commercial VR solutions at a lower cost.

Right now, the clearest applications for VR exist in the B2B space as well as the B2B2C space. Lots of VR applications today are focused on enabling business to business transactions while others are about enabling businesses to sell VR-based services to consumers. A number of businesses are also deploying VR for internal purposes with training being among one of the most common use cases, with visualization following closely behind. Just recently, UPS announced that it would be using the HTC Vive in nine facilities to train drivers, and with virtual reality, UPS can easily have drivers log many hours of training in a UPS truck without ever hitting the road. Simulators in VR for people operating heavy equipment like cranes, planes, bulldozers and many other types of expensive large equipment can reduce the cost of training, increase the speed of learning and, above all, elevate safety. There’s an impending major shortage of pilots in commercial aviation coming and you can bet that the airlines are already looking at ways of deploying VR to speed up pilot training even though the FAA still mandates a certain amount of logged flight hours.

The other area where commercial VR has lots of growth right now is the B2B2C space, where businesses are buying VR setups and software and reselling them as services to consumers. Many of these are known as VR arcades or immersive experience centers (IECs) and are designed to offer a top-of-the-line VR experience to consumers for a nominal fee. These IECs offer an opportunity for people to easily experience VR without having to invest the hundreds of dollars to buy it outright. Right now, the current threshold is still about $700 for a PlayStation 4 and PSVR. IMAX VR in Los Angeles (and soon Toronto) charges $10 per experience while VR World NYC Charges $39 for the whole day. As a child of LAN centers and not being able to afford my own gaming PC until I was 14, I explicitly remember it being a very popular place for kids to kill time during the summer and weekends.

Both VRWorld NYC and IMAX VR are great opportunities for the younger generation to get excited about VR and to drive demand for it in the next 5-10 years. These IECs also allow for people to try out experiences that aren’t publicly available and are an opportunity for artists to exhibit their art in controlled professional environments. A traveling exhibit called Wonderspaces that just wrapped up two months in San Diego utilizes Gear VR, Oculus Rift and HTC Vive for three different artistic VR experiences. This millennial-focused art exhibit was a display of what galleries of the future might look like when accounting for social media and the new immersive mediums like VR and AR. Even casinos are getting into the IEC business with MGM using Zero Latency to help offer arena-based VR gaming experiences and there is also the Ghostbusters VR experience at Madame Tussaud’s in New York City by the VOID. Some companies such as TrinityVR offer technically hyper-realistic baseball training and scouting tools with a focus on data generation for professional uses while also enabling location-based experiences for consumers who just want a realistic baseball experience.

In addition to IECs and training, VR is also being utilized as a sales and engineering tool to enable faster product iteration and lower engineering costs. At this point, every major automaker in the world is using commercial VR in their design process either in a production environment or in an experimental phase. Many of them are also simultaneously working to deploy VR in their showrooms and beyond to allow consumers to customize a car in the showroom and then sit down in their customized vehicle in VR. IKEA has an application in VR that allows you to build your own kitchen and then walk around it to see how it might look before you ever build it. Car sales company Vroom is using VR to help sell cars online to customers who may never see the car in-person before buying it. The company currently does $100 million in sales a month and is on pace to break $1 billion this year and stands to benefit greatly from VR sales.

VR is growing rapidly in the commercial space while consumer still struggles to find the ‘killer app.’ We are seeing more and more commercial applications every day. Microsoft’s announcement of Halo for Windows may prove to be a boon to VR sales for the company, but we are still months if not years away from finding that ‘killer’ consumer app that turns VR mainstream. Until then, VR is doing quite a good job of helping to solve many different companies’ engineering, marketing, training and sales problems. VR is also creating new business opportunities for some retail businesses and is creating new potential revenue streams for artists, local businesses and entertainment venues. Even more importantly than all of those things, commercial and enterprise VR are exposing more people to VR every day which improves the long term future for VR.

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IMAX and Cineplex To Create VR Centre in Canada

IMAX and Cineplex are expanding their existing partnership to bring more opportunities for Canadians to enjoy virtual reality (VR) with the planned opening of a new IMAX VR Centre in Toronto, Canada.

The new VR Centre will be installed at Cineplex’s Scotiabank Theatre, Toronto. The VR Centre will be situation next to the main entrance and is planned to offer high-end VR headset and 360-degree sound technology to visitors. The design will involve several ‘pods’ that will allow VR users to immerse themselves in VR and move around without accident or injury.

“Cineplex is a leading entertainment company and an excellent partner that shares our commitment to innovation,” said Richard L. Gelfond, CEO of IMAX Corporation. “It has led the way in expanding the IMAX network across Canada and is now the first to launch an IMAX VR Centre in the country. We believe the Centre will give audiences of all ages a new level of immersive entertainment experiences.”

“Offering our guests new entertainment choices and a variety of experiences is what Cineplex is about and we are proud to partner with IMAX on this venture,” said Ellis Jacob, President and CEO, Cineplex. “The Centre, slated to open this fall, will offer our guests immersive, multi-dimensional virtual reality experiences, including movie entertainment content and games.”

The first IMAX VR centre was opened in Los Angeles, with a second following in New York City. IMAX are planning to open up to eight new centres in location across North America, Western Europe and Asia by the end of 2017. If successful, the company has plans to roll out further centres worldwide.

VRFocus will bring you further news on IMAX VR centres as it becomes available.

Transformers: The Last Knight VR Experience Coming to IMAX VR Centres

If you need proof that the virtual reality (VR) industry is having an impact on Hollywood then these past couple of weeks are a good example. Wesley Snipes’ new sci-fi flick The Recall has a companion VR experience and so does upcoming movie Spider-Man: HomecomingAdding to that list is director Michael Bay with Transformers: The Last Knight VR Experience which is coming to select IMAX VR centres.

Transformers: The Last Knight VR Experience is a single-player, VR shooter that teams players with Optimus Prime, Bumblebee and Hound to recover a powerful weapon from the Decepticons. They must protect and securely transport the weapon in order to prevent the destruction of a nearby metropolis. Putting players right into the action straight away, the experience sees them immediately being attacked by the Decepticons as they attempt to steal back the weapon.

Transformers The Last Knight VR Experience poster

“I wanted to do something special for fans, to let them feel what it’s like to be in the middle of intense Transformers action,” said Bay in a statement. “ILMxLAB was a great partner in delivering this experience, and pushing the envelope of what VR can do.”

The five-minute experience was produced by Bay in collaboration with ILMxLAB, and Paramount Pictures, and uses the HTC Vive head-mounted display (HMD).

“We are thrilled to deliver ‘Transformers: The Last Knight’ VR Experience to AMC guests in New York and Southern California,” said Elizabeth Frank, Executive Vice President, Worldwide Programming & Chief Content Officer, AMC Theatres. “The VR experience produced by Michael Bay is a wonderful way for our guests to immerse themselves in the Transformers world, and it is a perfect complement to our IMAX VR at AMC Kips Bay 15 VR Centre.”

Transformers: The Last Knight VR Experience will be available this Friday, 30th June, free of charge for a limited time in IMAX VR centres at AMC Kips Bay 15 in New York City and across from The Grove in Los Angeles and in select AMC Theatres lobbies.

For all the latest movie and VR tie-in news, keep reading VRFocus.

VR World Brings an Open Buffet of 50+ VR Experiences to the Heart of NYC

VR World NYC is a new VR arcade that opened on June 24th in New York City right next to the Empire State Building. They have three floors with 55 different VR experiences, and they’re using an all-you-eat buffet business model of paying $39–$49 to have unlimited access to play all of the available experiences. It’s a great opportunity for tourists and New York residents to get their first room-scale and 360 VR experiences, but it also has a bar, plenty of places to hang out, as well as a number of different multi-player social VR experiences.

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I happened to be in New York for the grand opening of VR World, and had a chance to catch up with Chief Creative Officer Drew Arnold and HR Manager Katya Stepanov to talk about the process of experiential design and curation of VR experiences. I also had a chance to check out the IMAX VR experiences at the AMC IMAX theater, as well as see The VOID’s Ghostbusters VR experience at Madame Tussauds Wax Museum

The challenge for a business like VR World is to market themselves to first-time users and foot traffic of casual tourists who are willing to explore for a couple of hours, but also have a streamlined system for if and when they do get really popular to still have it be a good user experience. They have a queuing system where you can sign up for a single VR experience if it’s busy, and then you can try out one of the other 50+ experiences that don’t have a line. But if they have too many people and get too popular, then they’re going to face what most VR events & digital out-of-home experiences struggle with which is throughput and long lines. But they’re using an innovative approach of buying access to every experience, and then not trying to overplay or schedule it from there.

Other VR arcade options like IMAX VR has the approach where you have to buy individual $10 tickets for each experience that you do. IMAX VR also tends to have a number of premiere experiences not generally available yet, as well as some special VR equipment like DBOX chairs or a helicopter platform simulator with StarVR headsets for The Mummy VR experience.

Both Sundance and Tribeca have moved to models where you have carte blanche access to all of the available experiences for a limited time, and this is a great blend of scheduled and unscheduled time that I feel like works really well for VR. There’s a certain amount of unpredictability for when a VR experience will begin or end, and having carte blanche access makes it so that you’re not constantly evaluating whether or not the individual experience that you’re having was worth the money that paid for it. With carte blanche access, it sometimes becomes more of question of is it worth waiting for other people to finish an individual experience, but overall you tend to feel like you got your money’s worth when you get to have a variety of different experiences.

VR World is perfect for first-time VR users or even for existing VR owners who want to try out a number of different commercially-available experiences without having to purchase them yourself. The price of admission is about what it would cost to purchase a single high-end VR experience, and there are plenty of the most popular VR experiences available to play. There are also a few experiences that use unique hardware peripherals that you’re likely not going to have at home, and I’d expect to see more and more of these types of experiences over time.

If you know anyone who is traveling to or who lives in New York who is interested in trying out VR for the first time, then VR World is the perfect place to send them. It’s located at 4 East 34th Street, and is open from 11am to 11pm Tuesday to Sunday and extended hours to 1am on the weekends.


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Hands-on With IMAX VR in New York

Hands-on With IMAX VR in New York

Virtual reality has always been a tough sell. Not because people didn’t want it of course. As long as the experience was safe and the risk of motion sickness was low, most would enjoy diving into a virtual world à la the Matrix. That said, the substantial cost to create technology needed to provide such an experience one thing that kept VR out of homes in 90’s. Even in arcades, it wouldn’t make sense to keep a giant apparatus offering “Tron” if the amount of money coming from patrons didn’t offset its cost. Fast forward to 2017 and we’re still seeing a similar issue. Though the Rift, Vive, and PSVR are selling, their cost is keeping them out of most people’s hands. IMAX and AMC are looking to change all that.

IMAX and AMC unveiled the second IMAX VR Center at AMC Kips Bay 15 in New York City – we covered the first center, which opened in LA, back in February. Like the first, this center features pods or small rooms housing state of the art technology offering immersive content. HTC Vive headsets are connected to wires held overhead – almost like the pole-mounted contacts on bumper cars – while haptic vests and Vive controllers adorn the walls. Some even offer motion chairs and props, particularly one made to look like the side of a helicopter (more on that later). It’s like a mini arcade dedicated to VR experiences held within a movie theater.

Before checking out the different games/experiences on hand, we first heard from a panel consisting of AMC’s CEO and President Adam Aron and both IMAX’s CEO Richard L. Gelfond and Chief Legal Officer/Business Development Officer Robert D. Lister. They all spoke candidly about their company’s changes through the years.

“We’re excited to kick off our multiplex strategy by launching our first pilot location within a multiplex with AMC,” said Gelfond. “As our largest domestic exhibitor partner, AMC shares our commitment to innovation.”

Basically, they’re looking to leverage the relationship in hopes of, as Mr. Gelfond put it, ushering “in the next evolution of immersive entertainment at AMC Theaters through IMAX VR.”

While I can’t speak to any sort of evolution, I can say that I was impressed.

Each of the pods were tied to a different experience, some of which were playable prior to this event. Ubisoft’s Eagle Flight was on hand for instance. This interesting take on capture the flag, where the flag is a bunny being fought over by eagles, was way more fun than I thought it would be. Moving from birds to robots, I especially enjoyed wielding an energy sword in Survios’ Raw Data. Though it was released a while back, the cooperative gameplay is still a blast. I also “played” The Walk, a VR experience based on the movie/true story of acrobat Philippe Petit’s amazing walk between the North and South towers of the World Trade Center. As someone afraid of heights, I felt it was my duty accept the challenge. Or at the very least get some good video of me struggling to walk in Petit’s footsteps. Long story short, it was a terrifying yet, exhilarating experience.

Raising a Rukus, developed by the Virtual Reality Company, was one of the newer offerings. This animated short is the first of a coming series; a ride that follows a pair of twins who travel to different worlds thanks to their dog Rukus. In this case, our protagonists venture into an underground passage that leads them to a land full of reanimated dinosaurs (think of Dry Bones from the Mario games). The audience experiences their journey through this weird place while sitting in the haptic feedback chairs. What’s interesting, besides the cute Pixar-like story itself, is that each viewer sees the events unfold via the perspective of each twin. You won’t miss out on anything important but you might witness a scene from a different angle depending on which character you’re following. This of course, encourages second viewings to get the full effect.

Afterward trying a few of the games, we got a chance to speak with IMAX’s Lister about this new center and IMAX VR in general. He was excited by how appealing VR has become; it isn’t just something for the young at heart.

“I was at the center in LA…it’s bigger, really nice, and I was there a few weeks ago and there were two birthday parties going on,” he said. “One was for a bunch of thirty-five year old guys and another one was of a bunch of 11 year old girls. I thought to myself, that’s cool. That you can get that type of bandwidth with the demographic, it’s really cool.”

I have to agree. As much as I love cartoons and such, I could certainly see my daughters having an awesome time with Raising a Rukus.

I was a little concerned about the timing of such events though. A birthday party is one thing but was it possible for anyone to just walk up and play? I can see that being an issue given the nature of the experiences (from length of the experience to sanitizing equipment after each person). Then there’s the fact that younger players will probably need guided play; their parents can’t just give them some money and send them off on their own. Lister was more than aware of these potential issues.

“There’s actually a ticket system. So, you’d go in and book the 3:20 for The Walk, very similar to a movie,” he explained. “The main reason we do that is so that there’s not long queuing. I don’t know that that’s even going to be the way we always do it…we are kind of testing it out. There may be something more mobile and easier than booking a show time.”

He then went on to talk about how there are color-coded advisories that lets the ticket holder know what type of content they’d be experiencing. That way, a kid won’t end up playing something meant for older audiences.

Lister said IMAX is working with multiple movie studios to deliver content based on popular films. One of which, Starbreeze’s Mummy Prodigium Strike, had just released alongside its movie counterpart. This experience has the player shooting zombies while riding on the side of a helicopter (hence the aforementioned prop) before going at it on foot. This House of the Dead-light shooter isn’t as intense as one might expect, but it was a nice enough to warrant checking out if you’re interested in the new Mummy film. The idea is to sell the tickets for movies and the VR experience as a bundle. A smart move considering what they have in store for DC fans. There is VR content coming from WB based on the Justice League, Aquaman and a third movie that we couldn’t get Lister to spill the beans on.

Raising A Rukus from the Virtual Reality Company.

I personally had a great time during the event. One of the things that really caught my eye wasn’t behind a VR headset though. It was AMC’s employees working each pod. They all did a great job explaining how things worked, assisting with the equipment, and making sure everything was cleaned after a session. That last bit was important as no one wants to put on a sweaty headset or have to worry about the last participant’s germs when gaming. If IMAX and AMC can keep the cost down while holding to this level of professionalism, then more and more people will be able to enjoy VR than ever before.

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