An Interim Report from studio owner Thnuderful confirms that the team is currently working on two VR projects. One is codenamed ‘Jaffa’ and uses the Jurassic World IP. It’s set to launch in the second half of this year on VR and console. There’s a decent chance that this is simply a port of the studio’s existing game, the Quest-exclusive Jurassic World: Aftermath, to other headsets and consoles, though it’s somewhat odd to use a codename for an existing project.
Earlier this year Coatsink brought another one of its Quest games, Shadow Point, over to PSVR so there’s precedent for another such port. Either that or the company is working on a new VR game set in the universe.
The other title, codenamed ‘Date’, is a VR co-op survival game that’s coming only to headsets and set to launch in 2023. Given the speculation that PSVR 2 could be launching in 2023, it’s possible that this is the game Coatsink currently has in the works for PSVR 2 (though it’s just as possible it’s also bringing Jurassic World to the new headset). You can follow along with everything we know about PSVR 2 right here.
Elsewhere in the report Thunderful also confirms its working with an undisclosed external developer on a new ‘Arcade Style Shooter’ for VR, set to release in the second half of this year.
What do you think these VR games could be? Let us know in the comments below!
Jurassic World Aftermath: Part 2 is now available, finishing off the story as a DLC purchase that continues on from Part 1. But is there enough dinosaur action here to justify diving back in, almost a year on? Here’s our full review.
Jurassic World Aftermath released as a Quest-exclusive stealth title last year, based on the iconic film series that began with Jurassic Park in 1993. The story of Aftermath is a continuation of the newer Jurassic World films, however last year’s release didn’t tell the full story. Originally planned to release as one whole story, the game was instead split into two — Part 1 came out last year, and now Part 2 is available as DLC, continuing and finishing the story.
In my review of Part 1, I found the game to be serviceable and mostly enjoyable, but still with some pretty noticeable flaws. The visuals were fantastic, as were the dinosaur animations and the lush soundtrack. However, I came away also feeling unsatisfied — the stealth sequences were repetitive, there were only two types of dinosaurs and, worst of all, the story was uninteresting and incomplete.
Wrapping Up Loose Ends
Given Aftermath is a continuation of the original and not an actual sequel, it should come as no surprise that all of the above is as true for Part 2 as it was for Part 1. That being said, it does introduce some new elements and the latter half of this part features much more variety in gameplay and dinosaurs, which is great. However, the overwhelming problem is that the split into two parts has left both parts feeling oddly paced, bloated and repetitive. The ending of Part 1 is abrupt, as is the beginning to Part 2. A brief recap of the (frankly uninteresting) story plays out, before you are back in the Ops Room, exactly where you left off.
It’s been a year since Part 1, so jumping back into Part 2, it was difficult to recall what I was doing and for what purpose. Even worse, you’ll soon remember it doesn’t matter — Aftermath’s story isn’t very compelling, delivered by Mia, a voice on your intercom, who gives an abundance of unneeded contextual information. The story only really exists to keep coming up with excuses for you to move from point A to point B, or tease you with an objective before a blocked door or some other inconvenience forces you to reroute. It’s laboriously repetitive, and it doesn’t help that it includes sections where you just have to stand and listen to voice recordings featuring a phoned-in performance from Jeff Goldblum. Given Goldblum is usually full of charisma, it’s telling that his sections mostly fall flat here, just like Part 1
Velociraptor Stealth… Again
In the same way that the story abruptly resumes where it left off, so does the gameplay. Most of Part 2 is more of the same velociraptor stealth sections, this time with new elements added in. It’s not until the second half of this part that we get to some more interesting encounters with different types of dinosaurs.
It’s a weird pacing choice to start off with a huge chunk of gameplay that’s so similar to Part 1, but there is some added complexity and challenge. You might have to connect some power cables without getting spotted in one section, or evade the velociraptors while completely in the dark in another. Or in certain sections, you’ll have to avoid giving away your position by ensuring you don’t step on broken glass or get too close to the tiny compsognathus dinos, who will chirp and bring the big boys right to you. These fresh twists do add a bit more depth, but it doesn’t stop you from feeling like you’re treading over very similar ground to Part 1.
The real variety comes as the story starts to reach its conclusion in the last two or so hours of Aftermath. Time is ticking and it feels like, thankfully, there’s a bit more pressure and higher stakes than anything so far. These last few hours are the best of both Part 1 and Part 2, and feature some genuinely great moments with a few new, iconic dinosaurs that feel more cinematic and engaging than the repetitive velociraptor stealth rooms.
Close Encounters of the T-Rex Kind
The best segment is, of course, the encounter with the franchise’s iconic tyrannosaurus rex. (If you want to avoid spoilers for the nature/gameplay of the t-rex encounter, skip this paragraph) The t-rex first appeared directly after your plane crash in Part 1, but here she gets her own full dedicated gameplay segment and it’s equally terrifying and exhilarating. The sequence involves a clever twist on stealth that will require you to slowly move across areas as the t-rex scans them from above. If her gaze falls on an area you’re standing in, you have to completely freeze — any movement and you become a tasty treat. It culminates in a fantastically brief but tense segment, which I won’t spoil here, that plays to VR’s strengths well and is one of the more memorable moments in the game.
The entire segment is a nice break in the gameplay and a genuinely fresh mechanic that I wish Aftermath had more of. While there are new puzzles and some other new dino encounters in Part 2, nothing feels as impactful as the t-rex. It’s a shame that it’s over fairly quickly and is only a small segment of Part 2’s offering.
There and Back Again
The other big frustration with Part 2 is that you end up doing a lot of walking from point A to point B, and then backtracking through the area you just cleared, in order to get back to the hub area. It really increases the feelings of repetitiveness and is a very passive activity for a VR game. There was nothing worse than finishing a chunk of the game and then hearing Mia go, “Ok, back to the Ops Room” and realizing I had to walk all the way back through the same, now-empty areas before I could start the next section.
There were even points where I walked through areas quicker than the game wanted me to, and I was forced to wait at a locked door until Mia had finished her set lines of dialogue for the area. As the game went on, the walking around and collecting an object formula, interspersed with brief dinosaur encounters, really started to wear thin.
A Tale Of Two Parts
Reviewing Part 2 of Aftermath on its own is difficult — it’s might seem like I’ve focused on lots of negatives, but that’s because so much of what does work in Aftermath Part 2 was already present in Part 1. The game still looks fantastic, the performance on Quest 2 is impeccable, the music is luscious and overall the game does genuinely provide you with some fun stealth sequences involving dinosaurs. It’s also worth repeating that the dinosaurs themselves all look absolutely stunning and their animations feel alive and polished. All of those great parts from Part 1 transfer over here.
But that also means that the bad elements also carry over. The last two hours are the best of the entire experience, Part 1 included, but everything leading up to that feels like a retread. The new twists that are thrown in ultimately aren’t enough to stop those stealth levels feeling more repetitive than ever. By the time everything comes together for one last, challenging velociraptor sequence at the end, I was so burnt out that I just wanted to rush through it.
It really feels like the split into two parts has done more damage than good — for someone who might play Part 1 and 2 back-to-back, as the game was intended to release, my suspicion is that it would feel drawn out, particularly in the middle. I think it would be hard to argue it’s worth pushing through all that, coupled with the mediocre story, just to get to the genuinely good parts, t-rex included, in the final few hours.
On the other hand, if you’ve already played Part 1 last year, even if you really enjoyed it, you’re going to have to be prepared to play through another hour or two of very similar gameplay before you get to the fresh stuff. It feels like a lose-lose scenario.
Jurassic World Aftermath: Part 2 – Final Verdict
Somewhere in Jurassic World Aftermath, there is a more succinct, distilled experience that could have really drilled down into the best of both parts without so much repetition, bloat and unnecessarily overbearing story. Put me on the island, give me a few really creepy velociraptor sections, some thrilling pterodactyl sightings, a few other cool dinosaur-related puzzles and a big finale with the t-rex, set over just a few hours. It’s a shame that wasn’t the case, because I think something more focused (and finished on first release) could have been a great new go-to experience for those just getting into the Quest library.
Sadly, the final verdict is pretty simple — this is about what you would expect from a piece of DLC that essentially finishes off a game that released its first half before the second was ready. Both parts share the good and the bad of each other — the dinosaurs are great, but they’re packed into repetitive and bloated gameplay with an oddly paced and largely uninteresting story. Just like how I finished my review of Part 1, Part 2 of Aftermath has some really satisfying moments, but sadly they feel too far and too few between — not even a massive t-rex can fix that.
The second part of Jurassic World Aftermath is now available for Oculus Quest as a DLC add-on for part one.
Jurassic World Aftermath released last December for Oculus Quest. While we enjoyed the game overall, it did leave players hanging on a pretty considerable cliffhanger, thanks to the somewhat-silent shift to an episodic release structure that split the game into two parts. Now almost a year later, Part 2 of Aftermath rounds out the story and sees the game through to the end of all the content.
Because Aftermath: Part 2 is only available as DLC, players will need to own or purchase the base Aftermath game, containing Part 1, in order to purchase and play Part 2. This is a slightly different approach to other episodic releases we’ve seen on Quest such as Vader Immortal, which released each part as a separate app that could be purchased independently of the others. So if you were planning on jumping straight to Part 2 of Aftermath (maybe to skip straight toward a teased encounter with a certain iconic dino from the Jurassic franchise…) you’ll have to buy Part 1 as well first.
The Part 2 DLC is available for $14.99. Alongside the cost of the base game ($24.99), that brings the total price of the entire Jurassic World Aftermath story to roughly $40. We haven’t had a chance to try out the second part of Aftermath just yet, but you can expect our review very soon. For now, catch up on our review of Part 1 last year.
While the game is only available on Oculus Quest at the moment, the developers told Road to VR the title is not Oculus exclusive. This leaves the potential for release on other platforms wide open, and it wouldn’t surprise us to see both parts stitched back together into a single game and released on PC VR and/or PSVR sometime in the next year.
Now, almost a year on, part two of Aftermath will release on September 30 and it will be an additional purchase priced at $14.99. To be clear, it is not a free update for owners of last year’s release.
A post on the Oculus blog says that part two will pick up right where part one left off and will have you “sneaking through brand new locations, including Dr. Henry Wu’s private office and an underground facility hidden far from the public’s prying eyes.”
The trailer for part two features the familiar voice of Jeff Goldblum as Dr. Ian Malcolm, who returns from part one where he featured in some voice-logs along with BD Wong as Dr. Henry Wu.
However, the big moment that everyone should be looking forward to is the inevitable encounter with the infamous T-rex. The franchise-defining dino appeared briefly in sections of part one, but we’re hoping for a bigger encounter with it in this next installment.
Jurassic World Aftermath gets you up close and personal with some terrifying dinosaurs, but just how good is this Quest-exclusive stealth game? Here’s our full Jurassic World Aftermath review.
Revealed earlier this year at Facebook Connect, Jurassic World Aftermath is a Quest-exclusive stealth game that ties in with the most recent Jurassic Park films, Jurassic World and Jurassic World: Fallen Kingdom. The game is set on Isle Nublar two years after the events of Fallen Kingdom and so, spoiler warning for the film, the destruction of the island and research facilities means that dinosaurs have overrun the island.
Jurrasic World Aftermath Review – The Facts
What is it?: A single-player stealth game. Platforms: Oculus Quest (exclusive) Release Date: December 18th, 2020 (Part 2 coming 2021 as paid DLC) Price: $24.99
After a quick introduction that sees your plane crash land on the island, you’ll soon need to find a way to escape or make contact with the mainland. While you explore the facility, you’ll be guided by Jurassic World engineer Mia, who speaks to you over radio and provides some semblance of a story.
At various points, Mia will play you audio logs that go over her time at the park before it was overrun, including interactions with some prominent characters from the Jurassic Park franchise. Yes, both Jeff Goldblum and B. D. Wong reprise their roles from the films, but only in very brief audio form in the aforementioned recordings.
Don’t get too excited — not even Jeff Goldblum’s sweet dulcet tones can elevate an otherwise unremarkable story. But let’s be honest — you’re not here for the story, you’re here for the dinosaurs. When considered in context, it doesn’t really matter that the story is decidedly average — it’s mostly unobtrusive and you’ll forget about it completely during the tense stealth sequences.
Gameplay
Speaking of stealth sequences, this game truly takes the genre and strips it down to its most basic form. For most of the game, you’re simply avoiding dinosaurs or distracting them to reach another area. There’s no way to harm the dinosaurs, only scare or distract them, so the game basically boils down to sneaking across rooms from one point to another.
It’s a thrilling premise and a perfect fit for the Jurassic Park franchise. However, if it sounds a little repetitive, well… it is. There are some puzzle activities as well — think Half-Life: Alyx’s puzzle minigames, but much simpler — but much of the game uses the same basic structure over and over again, only getting slightly harder or more complicated.
Each mechanic is introduced at a steady pace so that you can get familiar with them before they’re mixed together. But even when the puzzles are combined with dinosaur evasion, it never feels like a proper evolution of the gameplay — it’s just more of the same stuff, but now happening at the same time or with less leeway for error.
There are a couple of dinosaurs you’ll encounter throughout the game, but really only two types that you go up against as ‘enemies’. However, there’s no denying that the velociraptor is the star of the show here. Everything about them is fantastic — they look terrifying, their animations are excellent and their screeches will give you goosebumps.
To sneak past them undetected, you can hide behind environmental objects and use other specifically-designed hiding spots such as desk cavities or storage lockers. The velociraptors won’t be able to see you while you’re in these spots, even if you’re technically within their line of sight. The game makes excellent use of visual cues in this regard — when hiding under a desk, for example, the game world will turn a slight shade of blue to mark you as hidden. Similarly, when caught by a velociraptor, everything will turn a heavy shade of red to alert you that you’re in danger.
If you’re caught by a velociraptor with no escape, it will run at you full speed and leap into your face, freezing the frame milliseconds before it reaches you, its mouth wide open. It’s an appropriately scary game over screen that sent chills down my body each time.
The game does give you a few more tools to ‘manage’ the dinosaurs in stealth sequences. You unlock a device that can turn on environmental objects as distractions, drawing the dinosaurs towards them and giving you an easier path through a room. By the time you reach the end of the campaign (or part one of the campaign — more on that later), you’ll be mixing stealth, puzzles and distractions in what can be some truly terrifyingly tense moments.
There’s a good balance between the gameplay being challenging, scary and thrilling at the same time. However, the main problem is that by the time you start to feel like you’ve mastered all the mechanics, the game is over. A lot of the velociraptor sequences feel very repetitive as well, using the same gameplay loop in a new, but similar setting. There’s one completely different section in the middle, featuring a new environment and a different type of dinosaur enemy (which I won’t spoil), but I found it a little tedious, much less challenging and not enough to make the rest of the game feel less repetitive.
Jurassic Park Aftermath Review – Comfort
In terms of controls and comfort, the game is smooth locomotion only — there’s no option for teleport movement, but there are several adjustable comfort options, including vignettes, for those that are sensitive to motion sickness.
Visuals and Sounds
Watching the reveal trailer for Aftermath back in September, I was a bit unconvinced by the cell-shaded visuals. Obviously there’s significant benefit to using such a style on Quest over something more photo realistic — it’s probably more likely to run within the Quest’s hardware limitations and it’s much easier to develop than a full photo realistic Jurassic World game.
Thankfully, despite my concerns, the visuals of Jurassic World Aftermath look absolutely spectacular in VR. Despite not being photo realistic, there’s something about the comic book-inspired look that almost helps immersion — instead of being hung up on how everything looks compared to reality, you’re immediately immersed in a terrifying comic book world littered with dinosaurs.
The environments and levels are hit and miss in terms of aesthetics — some of them are fantastic and unique, while others look incredibly similar to each other and are quite forgettable.
The soundtrack is also noticeably lush, featuring an orchestral arrangement reminiscent of the iconic soundtrack to the original Jurassic Park films. It’s a refreshing change to the electronic-leaning music so often found in VR, and really helps the game feel like part of the movie franchise.
Length and Episodic Campaign
We’ve talked about some of the issues surrounding Aftermath’s release elsewhere already, but I’ll touch on it in context of the game. Jurassic Park Aftermath will be released in two parts — the first is available now, is around 3 hours in length and is what I’m reviewing right now. However, the game somewhat abruptly ends on a cliffhanger, revealing that “the story will continue in 2021”. The messaging before and during the release wasn’t very clear about this point, but the conclusion to the Aftermath story will come next year as paid DLC.
As Jamie said in his editorial, there’s nothing wrong with an episodic release. That being said, the game was not marketed as such in the same way that titles like Vader Immortal were. Even worse, in this case the episodic split feels like it harms Aftermath more than it helps it.
We can’t know what went on behind the scenes during development, but it does feel like this game was originally meant to release as one whole portion, not two. That’s speculation on our part, but even if that wasn’t the original plan, the game feels oddly paced and weirdly structured thanks to the episodic cut-off.
You’ll really only be fighting two types of dinosaurs in this 3 hour portion of the story. Aftermath would have benefited by releasing as one whole, complete story, with several levels that each focus on a new challenge or new type of dinosaur. Instead, the gameplay focuses predominantly on evading velociraptors over and over again, with a very brief interlude featuring a different dinosaur in the middle.
Regardless of whether an episodic release was always the plan, this first installment feels rushed, repetitive and oddly-paced, featuring a unresolved narrative that abruptly ends on a cliffhanger.
Jurassic World Aftermath Review: Final Verdict
There’s a lot to love in Jurassic World Aftermath. It’s visually stunning and properly thrilling to be sneaking around velociraptors and other dinosaurs. While the story is nothing to write home about, it serves its purpose as a vague excuse to carry out activities around the facility, and the stealth mechanics are basic but still entertaining. The main problem that stops Aftermath from being a real show stopper and one of the best stealth games on the Quest is its repetition. The game plays out with little variation, using many of the same mechanics and situations over and over again. The difficulty does increase, but it errs the line of just becoming more frustrating as opposed to more challenging.
While 3 hours is pretty short for a (half-finished) campaign, it almost feels like the game could have benefited from packing more action and variety into the same amount of time. The game isn’t too long, it’s just too much of the same thing. Had the game released with a finished (and slightly tighter) story, spread across 3 or 4 hours and with more than just two type of dinosaur enemies, I think I would have come away much more satisfied.
For fans of the stealth genre or the Jurassic Park franchise, it’s still definitely worth picking up — don’t get me wrong, the key gameplay loop of avoiding the velociraptors is very fun. However, it feels a bit half-baked. Ultimately, in its half-finished state, Aftermath has some satisfying stealth moments but as a full game it feels pretty vapid and repeats it’s main tricks just a few too many times.
Original (12/16/20): The Jurassic World Aftermath release date is here just in time; the game hatches on Oculus Quest tomorrow.
The game, developed by UK-based Coatsink and published by Oculus Studios, arrives as an exclusive for the standalone headset. Aftermath features a full single-player campaign in which players are trapped in a research facility with, you guessed it, a lot of dinosaurs that are very interested in eating you. Facebook has not confirmed pricing for the title.
Check out the launch trailer in the tweet above, though take note that, like the debut trailer from earlier in the year, the footage is captured on PC. It looks great, but we don’t know how well that will translate to Quest 2.
The trailer gives us more of a glimpse of the game’s story elements as well as some of the mechanics. Stealth and survival are a huge part of the overall experience, then.
Coatsink itself has a lot of experience in VR, starting out with the Esper series for Gear VR years back. The studio’s since released plenty of titles including Quest launch game, Shadow Point, and published games like the Quest version of Onward. Earlier this year we reported that the studio had been acquired by Thunderful Group.
Will you be checking out Jurassic World Aftermath at launch tomorrow? Let us know in the comments below!
VR developer Coatsink is the latest studio to be acquired, this time by Thunderful Group.
The UK-based team, which has worked on VR since its infancy, was been fully acquired by the group for £23 million (around $30 million). A press release states that an earn-out component could take that up to £65.5 million. Thunderful also owns other studios like Ghost Giant creator, Zoink, as well as Guru Games and Image & Form Games. It also works with Nintendo and other partners on toys and other products.
Originally established in 2009, Coatsink broke into VR development with Esper, a Gear VR puzzle game that saw players move objects with their mind. The studio since established a close relationship with Facebook’s Oculus, releasing several exclusive titles for its headsets, mainly for mobile devices. That includes its most recent in-house VR release, Shadow Point, which launched on Oculus Quest.
Coatsink also publishes titles, including the recent launch of military simulation shooter Onward on Oculus Quest. We’ve reached out to the studio to ask if and how that relationship will continue under this news. Currently, the team is working on another title for the headset, Jurassic World Aftermath.
The studio has five titles in development right now, Aftermath included. The team makes non-VR games too, so it’s not clear how many more of these are for headsets.
This is the second major acquisition of a VR studio we’ve seen in recent weeks. Back in September, Koch Media acquired Arizona Sunshine developer, Vertigo Games, which focuses exclusively on headsets.
Confirmed today at Facebook Connect, Jurassic World Aftermath is a new survival adventure VR game coming soon exclusively to Oculus Quest and Oculus Quest 2.
Developed by Coatsink Games, Aftermath is set two years after Jurassic World and will see you crash land on Isla Nublar, the location of now-destroyed Jurassic World theme park:
Your mission to recover valuable information goes disastrously wrong when you find yourself trapped in an abandoned research facility. Your only hope of escape is to recover the confidential research for your employers on the mainland as quickly as possible, all while being hunted by deadly Velociraptors unwittingly set loose during the island’s evacuation. To survive and escape, you’ll need to explore, solve puzzles, and find ways to distract and hide from the ferocious Velociraptors that stalk your every move.
You can check out the announcement trailer below, which debuted during the Facebook Connect keynote presentation.
As you can see in the trailer, the game is going for a cell-shaded art style, which is an interesting choice for a VR game. Given that it will be a standalone title for Quest headsets, the decision was probably made to cut down on GPU costs. However, this also comes with a pretty big disclaimer — a message is displayed at the beginning of the trailer that says “Captured on PC. Actual gameplay may vary.” So the graphics and footage in this trailer might not be representative of the final product that runs on Quest and Quest 2.
We’ve got no set release date for Jurassic World Aftermath, except that it’s ‘coming soon’. Keep an eye out for more info in the future.
A number of immersive videogames and experiences in both virtual reality (VR) and augmented reality (AR) were announced in the run up to the theatrical release of Jurassic World: Fallen Kingdom. It seems that Universal Pictures have decided this was a winning approach, and have taken a similar AR tack with the home release of Jurassic World: Fallen Kingdom.
Two different AR experiences are planned, one featuring the Indoraptor that acts as the major threat of the film, and the other featuring a miniature version of the friendly velociraptor, Blue.
Utilising Facebook and Facebook messenger, users who visit certain store locations around the expected release date for Jurassic World: Fallen Kingdom can expect to see a store display of the Indoraptor. Scanning this with a smartphone camera will activate the Ar, which will let users see dinosaurs roaming around within the store.
For those who purchase the physical version of the film, an insert will be included which will work in a similar fashion, featuring a QR code that, when scanned, will show a baby version of Blue, beloved friend of Owen Grady (played by Chris Pratt). This experience is more interactive, featuring more functions that allow Blue to act as a virtual pet.
Other Jurassic World immersive experiences have included Jurassic World Alive, an AR mobile title which draws inspiration from Pokemon Go to allow players to seek out dinosaurs living around them and collect their DNA samples, developing new species by combining DNA strands.
Also available is Jurassic World: Blue, available on Oculus Rift and Oculus Go, which follows the adventures of Blue as she attempts to scavenge for food and find other dinosaurs as the volcanic island of Island Nublar threatens to explode around her.
Jurassic World: Fallen Kingdom is due in stores in the US from 18th September. Further news on Jurassic World AR and VR tie-ins, keep checking back with VRFocus.
Jurassic World has been one the recent Hollywood releases which has completely embraced immersive technology, seeing a host of virtual reality (VR) location-based experiences as well as an augmented reality (AR) app. Now entertainment magazine Moviebill will offer another way to get acquainted with Jurassic World’s cast of prehistoric beasts.
Moviebill has worked with Universal Pictures and Amblin Entertainment to create an edition of Moviebill which celebrates Jurassic World: Fallen Kingdom and uses AR technology to provide a unique experience for fans.
The Jurassic World: Fallen Kingdom edition of Moviebill will feature interviews, both in print and AR format along with an AR welcome message from star Chris Pratt. The centrefold of the issue will allow fans to access a ‘dino-lab’ and bring a range of AR dinosaurs to life, including some of the dinosaurs that are available in the AR app Jurassic World Alive.
The Moviebill issue has exclusive cover art which was commissioned specifically for the issue of Moviebill, along with other exclusive illustrations and images, some of which have never been revealed before. Readers can also expect a host of stories from the set and insights on the film from the cast and crew.
“Jurassic World: Fallen Kingdom is the most immersive Jurassic film to date. We can’t wait for fans to see what we’ve put together and be able to experience the magic of bringing dinosaurs back to life,” said James Andrew Felts and Matthew Shreder, co-founders of Moviebill.
The issue will be available for free to Jurassic World: Fallen Kingdom ticket holders at Regal cinemas. The Regal app will be hosting the Moviebill technology which brings the AR content to life. The app was first used alongside the Avengers: Infinity War issue, which led to over 3 millions AR scans being conducted by app users.
For future coverage of new AR content and experiences, keep checking back with VRFocus.