Peaky Blinders: The King’s Ransom Quest 2 Review – Step Into The TV Show

Peaky Blinders: The King’s Ransom is an action-adventure game available now for Quest 2 and PICO 4. This tale from the criminal underworld by Maze Theory attempts to transport you into the world of Peaky Blinders with mixed success. Read more in our full Peaky Blinders VR review.

After releasing Doctor Who: The Edge of Time for VR platforms in late 2019, London-based studio Maze Theory is back with another franchise tie-in VR experience, this time centered around the gangster world of Peaky Blinders. This new story puts you squarely in the middle of a power struggle between rival factions, featuring an all-around engaging tale of crime, loyalty, and retribution that has some interesting plot twists along the way.

Peaky Blinders: The King’s Ransom Review – The Facts

Platforms:  Quest 2, Pico 4 (Review conducted on Quest 2)
Release Date: Out now
Developer: Maze Theory
Price: $29.99

Similar to an episode of the show, the plot of The King’s Ransom involves a perilous journey to retrieve a stolen briefcase in a bid to clear your name as a deserter and become an honorary member of the Peaky Blinders gang. Progression is linear, taking players on an unswerving path from one scripted sequence to another with some gameplay in between. You also carry a journal that will update with character bios and provide opportunities for personal reflection that flesh out the narrative beyond the game’s central plot.

Peaky Blinders

If there’s one area where Peaky Blinders: The King’s Ransom excels, it’s in capturing the gritty streets of 1920s Birmingham. The bustle of heavy industry and soot-covered period-style buildings give that grimy feeling of early 20th-century working-class Britain conveyed so well by the TV series.

The character models are less impressive when compared to the surroundings but this is somewhat forgivable given the limitations of standalone hardware. That said, the voices of leading actors Cillian Murphy (Tommy Shelby) and Paul Anderson (Arthur Shelby) add nicely to the authenticity and made me feel like I had just stepped onto the set of the award-winning crime drama. 

One particular sequence at the beginning gave me goosebumps in anticipation as I made my way along the cobblestone streets toward The Garrison Pub and the show’s theme, Red Right Hand by Nick Cave and the Bad Seeds, began to play. Despite the promising start, however, things go downhill from there.      

The gangster vibe was strong as I strolled through the twilight streets, puffing away on my cigarette, and watching Arthur Shelby go berserk on more than one occasion definitely brings back welcome feelings from the BBC/Netflix series. Unfortunately, these moments were usually let down by awkward animations, performance slow-downs, or one of the many glitches.

Peaky Blinders

Rough Around The Edges

Listing all of the jankiness I experienced in Peaky Blinders: The King’s Ransom would take up the rest of this review, so I’ll keep it to a brief summary. Glitches ranged from small annoyances – such as my hand getting stuck in the game’s geometry – to more serious bugs where I needed to reload the game. One of the more memorable buggy moments came while fighting a communist soldier, who was shooting from behind an invisible, impenetrable wall, leaving me no option but to run for my life. So expect jankiness, expect it often, and expect a lot of it.

That said, Maze Theory confirmed that a series of extensive bug fixes will arrive in an update early next week on March 13. Among the many changes listed are fixes for buggy animations and issues with hands getting stuck inside the environment. Hopefully, this means we can expect most of the big issues to get resolved, but for now the experience has its fair share of bugs.

Peaky Blinders: The King’s Ransom Review – Comfort

Peaky Blinders: The King’s Ransom can be played either seated or standing. While the action can be fast-paced at times, there are settings to reduce discomfort. There are options for both teleportation and smooth locomotion movement, with a non-adjustable vignette available too. Players also have the choice of either smooth or snap turning, and can use a button to crouch if preferred.  

Predictable Shootouts

Much like the rest of the game, Peaky Blinders’ combat encounters are highly scripted and the result is largely lackluster. During combat, enemies occupy a pre-determined position behind cover and stay put. They do not seem to react dynamically to the situation and will not try to flank you, switch spots or advance on your position. This makes shootouts predictable and altogether too easy, even with aim assist turned off.

Beyond the bad enemy AI, there are other aspects that take away from the immersiveness and realism of the shootouts. You are unable to carry ammunition, for example, so firefights always involve conveniently placed crates of ammo and Molotov cocktails en route. Your pistol (the primary weapon used throughout the majority of the game) also reloads automatically when a new magazine is placed near the grip. 

There are some fun moments to be had when fighting alongside the Shelbys or watching a group of enemies light up after lobbing them a Molotov cocktail. However, like with many aspects of the game, those moments are often let down by simplistic mechanics and the game’s pervasive issues.

Peaky Blinders

A Casual Experience

Peaky Blinders: The King’s Ransom took me about 3 hours to complete, with a lot of hidden collectibles to encourage exploration along the way and broken radios scattered around waiting to be fixed. Once you finish the campaign, you can roam the world to retrieve any you’ve missed along the way.

However, players looking for a challenge won’t find it here. Tasks range from fetch quests to solving simple puzzles, with hints provided as you go. There’s no option to up the difficulty either, making the game suitable for those wanting a casual experience but not much more.   

Peaky Blinders: The King’s Ransom Review – Final Verdict

Peaky Blinders: The King’s Ransom is authentic to its source material and it’s good to see Maze Theory create an original in-universe story that leverages new material recorded by members of the original cast, such as Cillian Murphy. However, the many issues and simplistic gameplay mean that The King’s Ransom is probably only of interest to the most hardcore fans of the show. Gorgeous environments, an engaging story and quality voice acting aren’t enough to lift the game beyond what is ultimately an average VR experience.


UploadVR focuses on a label system for reviews, rather than a numeric score. Our reviews fall into one of four categories: Essential, Recommended, Avoid and reviews that we leave unlabeled, such as this one. You can read more about our review guidelines here.

Peaky Blinders: The King’s Ransom Hands-On – Welcome to Shelbyville

Peaky Blinders: The King’s Ransom arrives on Quest and Pico next week. Alongside a new hands-on preview, we interviewed developer Maze Theory to learn more.

It’s been nearly four years since Maze Theory released Doctor Who: The Edge of Time, and now, they’re back again with a new TV show adaptation. Swapping time travellers and Daleks for Birmingham gangsters in the 1920s, Peaky Blinders: The King’s Ransom offers an original story set between Seasons 4 and 5. Teaming up with the notorious Thomas and Arthur Shelby (voiced respectively by their original actors, Cillian Murphy and Paul Anderson), it places you directly inside England’s criminal underworld.

Peaky Blinders The King's Ransom preview event newspaper

With The King’s Ransom launching on March 9, I attended a preview event in London which saw the game collaborating with Camden’s Peaky Blinders: The Rise experience. Watching a performance in the Shelby family warehouse set the tone well, and seating areas were packed with newspapers discussing the hunt for Winston Churchill’s red box. After a short performance, I went hands-on with the Quest 2 edition for under an hour.

It’s no secret that licensed adaptations have a poor history in gaming, but The King’s Ransom is doing its best to stay true to the main series, theme song and all. It captures the harsh streets of Birmingham well , but the standalone hardware means these character models don’t look great – Tommy looks somewhat off, while character animations feel janky. Still, walking into The King’s Ransom is a pleasant surprise, and Peaky Blinders fans will likely be pleased.

Following a quick walk into The Garrison pub, it isn’t long before you’re reunited with your old friend Tommy, who immediately brings you back into gang life. The pub’s private room hides a man ready for interrogation, tied up and masked with a crude sack. You’re given a gun, hammer and more to make him “cooperate.” Once you’ve got the information, you have a choice: kill him or leave him alive. From what I’m told, these choices have minor consequences but nothing that genuinely affects the narrative.

After heading to the betting shop, I soon found myself in a shootout without a gun, leading into a pretty basic combat segment. All I could do was find some clippers to disarm three bombs, achieved by pulling a panel and hitting the wires, while leaving the shooting to Polly Gray. Creeping from cover to cover wasn’t interesting and even when crouched, I took several hits. I’m hoping combat improves later on as, while this is fine for VR newcomers, veteran players may find this somewhat dull.

Still, I’m enjoying the setting and Maze Theory were happy to answer my questions about Peaky Blinders. Shortly after finishing this demo, I interviewed Russell Harding, Chief Creative Officer.

UploadVR: Peaky Blinders isn’t necessarily the first thing many would think of for a VR game, where did the idea come from?

Harding: I did a little bit of gangster VR work with London Heist. Coming off of Doctor Who, I was really keen to think of something that would push us in different directions, but also build on what we’ve learned by working with showrunners. Trying to place people in that experience. We obviously love the TV show and when you break the show down, there’s such an immersive environment. 

If you look at it culturally, you can see that it’s almost created its own tribe, influencing fashion. There were lots of these types of live events appearing around and we felt there was something that people really would aspire to be in. It felt natural to take those things we liked. When you break down the world itself, it’s visually rich and VR is so good at taking you to those places…When you look at the stories around the  Peaky Blinders, those twists and turns really give some interesting mechanics and dramatic moments for action; it feels really suitable for VR. I also think you don’t need to know the IP. If you’re into gangster or action-adventure experiences, it’s easy to pick up those traits and understand. As soon as you meet those characters, you get where they sit in that world.

UploadVR: How did you approach that with newcomers to the series? How does The King’s Ransom fit into the series?

Harding: We’ve been really careful and we felt that there was a great opportunity to go in between seasons four and five. During those in-between years, we don’t really know what happens within the timeline. We felt that the Shelbys as a family are very recognizable as a gangster family, so it’s quite quickly relatable. You don’t need to have a lot of background family information.

We very deliberately chose to flow the player in from the point of view where, you don’t need to know anything about it. You’re arriving in this world and you’re going to meet this gangster, [Tommy Shelby]. We kept the premise really simple in that respect. We allowed you, as you do in any game, to be introduced to a character and not necessarily assume that you know a lot of depth about them.

But it gives you that depth if you want it through things that you find in the world, which includes collecting letters or bios. So, if you come across the character in The King’s Ransom, you have a journal as part of your character. You’re very journalistic, so you record everything. We felt that that also gave a kind of opportunity for people to delve a bit more into the characters and they wanted to.

peaky blinders: the king's ransom

Upload VR: At the start, you have a choice where you kill a man in The Garrison’s private room. I presume you can let him live but I went for the gun to avoid angering Shelby. Do these choices have a greater impact on the narrative, or is there a set destination?

Harding: We thought about it a lot and we felt that it’s really difficult to control the players’ behavior in VR. You don’t have to kill the guy, it’s down to your behavior. There is a reflection on that within the story; it doesn’t massively change the outcome but it will be recognized. There’s a couple of instances where we do that and I think they’re obvious to players as well. That cause and effect is very subtle but obvious to you, because you know whether you killed him or not.

Upload VR: Things like changing dialogue or something similar?

Harding: Yeah. We also spend a lot more time trying to encourage players to break off the narrative path a bit, to go and explore the world of the Shelbys. We use collectibles to encourage you to investigate, find out more about the world and how it’s setup. 

Upload VR: I did notice that with the cigarettes and the cards scattered around.

Harding: Coming off the back of something like Doctor Who, where there’s more limitations with scale and size, we wanted to try and make more opportunity for players to explore and spend more time in that world. If you play through the narrative, there’s always something to get from the world.

Upload VR: Thinking of Doctor Who, is there any feedback you’ve taken on board from The Edge of Time?

Harding: Absolutely. Every game is building on your last game, there’s always things you learn or even things that you just couldn’t do for various reasons. So, one of the things we did wanted to do is give people the opportunity to go back into the world or explore the world more, so that if you go into Garrison’s Lane into some of those side rooms, there is more freedom.

peaky blinders: the king's ransom

Upload VR: Roughly speaking, how long does it take to get through this adventure?

Harding: About 4-5 hours. Having played it more recently, I feel more confident in that now. I think there’s a lot of opportunity and fun in just going back, which is something that we couldn’t really do before. I think it’s something that people will really enjoy. It’s a little bit like being in the immersive venues we looked at when we started off. The storytelling you get by being in a space, it’s quite fun to go back to. 

In Doctor Who, we learned that we moved people through that experience too quickly and too restrictive. You lose the opportunity for the player to just play at their own pace. And I think that’s really important in VR. If you want to spend 20 minutes exploring the garage and garrison, you can, and people do. You can just move through it, maybe go back later or find out what was hidden in the back of the garage.

Upload VR: I know you’ve got The King’s Ransom running on Quest and Pico. Standalone headsets are more limited when it comes to hardware, so how did you approach that?

Harding: We decided to focus on Quest and Pico first because they are the most demanding. We wanted to create something visually rich, full of interaction and physics, so we felt that if we pushed on that platform the most, then we could keep to the truest experience and balance out where we put emphasis around animation, character interaction. We didn’t want to lose the interaction in the world or characters, so it felt natural to focus on that platform first because it’s the most demanding. 

It’s always easier to take high resolution assets and break them down. But from a technical art point of view, those platforms are the most challenging, so that’s where we put a lot of effort. Quest is the largest platform, you need to play to their strengths. We narrowed it down to focus on those two platforms so that we could do those and do them well.

UploadVR: I was also going to ask about Playstation VR2.

Harding: Of course. I think when it comes to future headsets and new platforms, it stems back to what we said. We’re focusing and focused on Quest. If you go onto another platform, we want to do the same and we want to see what we can bring. I think it’s fair to say that all developers look at all of the platforms, all of the time. It’s about evaluating when’s the right opportunity to focus on that platform and in what order, that changes all the time.

I think when you’re a VR developer, it’s pretty hard. You don’t have the audience of the large triple A titles or budgets. You have multiple headsets, different interaction methods and you’ve got different audiences across VR now. It’s quite complex for developers, so I think it really helps if you can just focus on one platform, get that working well…then you utilize those resources again to get it onto the next platform. You do see quite a few teams splitting releases because of that.

Peaky Blinders Garrison

UploadVR: You’ve done Doctor Who and now Peaky Blinders. If there’s anything you could adapt, any TV show or otherwise, what would you choose?

Harding: I think there’s some old games that would be quite fun to do, but as a world, I would love to go into a genuine cyberpunk world and visit something that we used to enjoy when I was younger. I think something in the future would be really good but I can’t pinpoint anything right now.

Peaky Blinders: The King’s Ransom arrives on March 9 for the Meta Quest platform and Pico 4. It’s also coming to PC VR via Steam, though a release date remains unconfirmed.

Peaky Blinders Developer Maze Theory Doubles Down On VR

Nearly three years on from its first release, Maze Theory is doubling down on VR.

After a few years away from the medium, expanding the initially VR-only Doctor Who: The Edge of Time into other versions for different platforms, the London-based studio is prepping the release of its next major VR title, Peaky Blinders: The King’s Ransom. At the same time, Maze Theory has hired 14 new staff, including developers from studios with VR experience like nDreams, Rebellion and Codemasters.

It’s also keen to push into the social VR space with its first multiplayer project, Engram (formerly The Vanishing Act). But why is now the right time to push further into uncharted waters? And what can we expect from the studio past the launch of Peaky Blinders VR? We spoke to Russell Harding, Chief Creative Officer, and Marcus Moresby, Creative Director, to find out more.

Peaky Blinders VR 2

UploadVR: Why is now the right time for Maze Theory to expand its staff and VR operations?

Maze Theory: We’ve been really excited and encouraged to see the prolific expansion of the VR market. With platforms such as Pico Neo emerging and PSVR 2 on the way. Quest has been evolving new headsets and the VR experience is really having its moment, having lived through some hard times! 

The socially connected experience within VR is also coming to the fore and it’s set to play a pivotal role in the future of the metaverse. 

It’s the perfect time to invest in our team and broaden our portfolio of experiences.  We want to capitalize on these opportunities. At Maze Theory, we’ve coined the phrase ‘Storyliving’ to describe our approach to gaming in VR. Never has there been a better time to develop this and watch it take root within the VR community! 

UVR: We’ve seen the success of Quest lead to renewed interest in the VR market. As a developer, is your approach to be Quest-centric going forward or do you foresee new hardware that will be equally as important?

MT: Quest is very much the leading platform at the moment. So naturally we’ve been focused on finding the best way to make the most of that and ensure we can deliver the quality and experience the IP we work with – and develop – demands. 

Now that PSVR 2 is on the horizon, it’s of huge interest and something we are working towards. It makes sense to keep exploring new platforms. 

In addition to these two established formats, we are also very interested to see what impact Pico will have in the future.

UVR: Tell us more about Engram and the strive for original IP. Why is that important to you after close partnerships with the BBC and Banijay?

MT: It’s part of the studio’s intention to develop its own IP. We have amassed a huge amount of experience and learning from working with titles such as Peaky Blinders and Doctor Who. We want to use that experience to push the boundaries of VR. We have developed specialist knowledge and an incredible team, and an understanding of creating lore. It’s the natural next step to bring this to Engram and other projects that will be announced forthwith.

Engram VR

With Engram, we are also exploring the wealth of possibilities around multiplayer and social VR. The core premise of the game is exploring memories, and we’re working on ways to achieve a heightened range of emotional experiences. 

We are not announcing a launch date for Engram at this stage. But we feel very excited about it! For us, it’s a symbol of exploration and experimentation within VR, as well as the creativity and aspiration that feeds into all of our games. Some of this will also spin off into other products and IP. It’s the ultimate expression of what Maze Theory is about. 

UVR: Peaky Blinders and Doctor Who are single-player experiences. Why, with this experience, is it important for you to push into social VR in the future?

MT: Community-driven gaming and shared experiences are gaining traction and people are really enjoying this aspect. It means you can be in the story together and that makes it ultimately more powerful. That in itself changes the way we approach the development of the story. It’s an exciting proposition! 

UVR: After the release of Doctor Who you turned to some flatscreen adaptations, presumably because VR is a tough market. Are you anticipating continuing flatscreen development considering VR’s momentum going forward?

MT: Within the Doctor Who universe, it was part of our remit to think about different ways of telling the story. So the multi-platform approach was more about delivering different types of experiences for fans. The community has a deep involvement in the IP, so they are drawn to crave Doctor Who stories told in different ways, across different windows and platforms. 

Our dedicated focus on VR  – at this point – is because that market has changed and grown. We’re still aiming to deliver in a space where fans can have the best experiences. 

PSVR 2 ‘Of Huge Interest’ To Peaky Blinders Dev, New IP Coming Soon

Peaky Blinders VR developer Maze Theory says the upcoming PSVR 2 headset is “of huge interest” to it.

Creative Director Marcus Morseby and Chief Creative Officer Russell Harding said as much in a recent email Q&A with UploadVR surrounding the team’s latest announcements. Specifically, Maze Theory is doubling down on VR development with 14 new hires and continuing work on its first original IP, Engram, alongside working on Peaky Blinders: The King’s Ransom for later this year.

When asked if Quest 2 would be the lead platform for these projects, the pair confirmed the standalone headset was a priority, though other devices were becoming important too. “Now that PSVR 2 is on the horizon, it’s of huge interest and something we are working towards,” the pair said. They stopped short of officially announcing projects for the device, though.

Maze Theory also reconfirmed that its first original game, Engram, is still in the works and coming soon. We first saw the experience under the name The Vanishing Act, where it was a single-player experience. “With Engram, we are also exploring the wealth of possibilities around multiplayer and social VR,” the pair said. “The core premise of the game is exploring memories, and we’re working on ways to achieve a heightened range of emotional experiences.”

For now, Peaky Blinders is confirmed for release later this year and is expected to release on Quest 2 and PC VR headsets, though final release dates for either device haven’t been confirmed. From the sounds of it, though, PSVR 2 could be a potential target for both that game and Engram. Currently we’re not expecting PSVR 2 to launch until 2023, but you can keep up to date with everything we know about the headset right here.

Preview: Peaky Blinders: The Kings Ransom – Be a VR Gangsta

If you’re reading this then there’s a good chance you’re a Peaky Blinders fan or have (at the very least) a partial interest in the 1920s gangster show. Back in 2019, the British virtual reality (VR) team behind Doctor Who: Edge of Time, Maze Theory, revealed that its next project would be based on Peaky Blinders, taking players inside the grim and dangerous world of post-war Birmingham. Called Peaky Blinders: The Kings Ransom, gmw3 has taken an early peek under the cap and it’s as hardnosed as you’d hope.

Peaky Blinders VR

Firstly, Maze Theory was honest in stating that the short demo gmw3 played was a year old but it still showcased the basics of what the project was aiming to achieve; offering a rich narrative of its own for those new to the IP whilst giving fans plenty to get excited about.

And that’s instantly on show as the demo opens out onto the infamous Garrison Street with the Garrison Pub at the end. A slow walk (no teleporting) down the mud-covered road felt familiar and daunting, with the 20s factories towering either side and doorways belching out flames as if a monstrous dragon lay just inside. Reaching the end it was time to open the outer and inner double doors of the pub, grabbing the door handles with both hands to swing them open for a dramatic entrance.

Yet inside there was no one to make that grand entry to, the pub was quiet albeit for one single, solitary figure; that of Tommy Shelby, the head of the Peaky Blinders gang. As you may already know, this VR experience is an official collaboration so Maze Theory could use not only the likeness of Cillian Murphy, he also recorded lines for the videogame. So there he was, stood in the middle of the pub, flat cap on and ready to talk business.

The Garrison Pub is a dark imposing place, even more so with Shelby looming inside. He gestures to an empty table to discuss his plans and what he want’s you for. Time for a taste of Peaky Blinders: The Kings Ransom’s immersive qualities. It can sometimes be the smallest of features in VR that adds that feeling of presence and authenticity to a scene. In the Garrison, Shelby tells you to pour you both a drink, gesturing you to grab a bottle of whisky from the bar. Rather than some generic bottle, you have to remove the cork out with a satisfying “pop”, recorking it if you so wish. He’ll also offer you a cigarette, dashing a lighter across the table.

Peaky Blinders VR

It’s here, sitting across the table from Cillian Murphy as Tommy Shelby, drinking a virtual glass of whisky whilst smoking a cigarette that the feeling of being inside Peaky Blinders really became apparent. It felt glorious, dark and most truthfully, gangster, it was time to do a job. Before moving on though, it was a moment to savour, smoking rarely appears in games because the general consensus is not to promote the habit. However, in the right setting like smoking a cigar in I Expect You to Die after surviving a mission or as you’re accepting a job from your new underworld boss, sometimes, just sometimes, there is a right time and place.

Shelby isn’t just going to let anybody into his organisation though. You have to prove yourself and it’s here where Peaky Blinders: The Kings Ransom introduces the mechanic of choice. Shelby asks (tells) you to pick up a gun and shoot a guy in the next room. Shelby leaves and it’s just you with a bloke with a sack on his head. Do you shoot or let him live? The demo ends either way but Maze Theory assure me there will be more pivotal moments like that. Importantly, this is still a Peaky Blinders videogame so it has an overarching narrative set between seasons 4 and 5, therefore whatever decision you make all roads lead to the same conclusion.

All demos should leave you wanting more and this taster of Peaky Blinders: The Kings Ransom has done just that. Considering how old the content was it felt robust and authentic to the franchise so with another year under its belt gmw3 can’t wait to see what Maze Theory has in store. Currently, Peaky Blinders: The Kings Ransom is slated to arrive in 2022 for Meta Quest 2 and PC VR headsets so hopefully there won’t be too long to wait for more info.

1920s Gangster Drama Peaky Blinders Heads to VR in 2022

British developer Maze Theory (Doctor Who: The Edge of Time) initially revealed plans for an officially licensed version of hit TV show Peaky Blinders back in 2019, offering fans the chance to really step into the gangster drama. Several release windows have been mentioned since then but today the team has unveiled a new trailer as well as earmarking 2022 as the launch year.

Peaky Blinders VR

Working in collaboration with Peaky Blinders‘ series owner and series producer, Caryn Mandabach Productions, Maze Theory has been able to introduce new characters alongside favourites such as Tommy Shelby and Arthur Shelby – voiced by Cillian Murphy and Paul Anderson respectively.

Peaky Blinders: The King’s Ransom will be authentic to the show, where players can experience Birmingham’s underground world during atmospheric 1920s England. It’ll feature dramatic cinematic moments with them having to “make meaningful and complex moral choices to earn their place,” notes the studio.

“For the first time, fans will have access to believable and responsive characters from Peaky Blinders, coming face-to-face with Tommy Shelby and encountering first-hand some terrifying situations. It’s an intense and thrilling experience,” Maze Theory’s CEO Ian Hambleton said in a statement.

Peaky Blinders VR

Iconic locations such as the Garrison Pub, Charlie’s Yard and Shelby’s Betting Shop will appear throughout. As an added extra for fans, they’ll be able to unlock easter eggs to learn even more about each character’s history in the show.

“At Maze Theory, we’re committed to pushing the boundaries of entertainment and creating highly innovative fan and gaming experiences,” Hambleton continues. “We’re very excited to be giving fans and VR enthusiasts access to the Peaky Blinders’ world.” 

Jamie Glazebrook, Executive Producer of season 1 – 6 Peaky Blinders, Caryn Mandabach Productions adds: “Maze Theory has brought the world of Peaky Blinders to life in an entirely new way. Now you have the chance to walk the streets of Small Heath alongside the Shelby family. I can’t wait for the fans to experience this.”

While it’s great to hear Peaky Blinders: The King’s Ransom is on its way there’s still no confirmation regarding supported headsets. You can learn more about the tech behind the videogame as well as Maze Theory’s plans for the future in gmw3’s interview with Hambleton.

And for continued updates, keep reading gmw3.

Maze Theory Envisions Fan Metaverses for IP’s Like Peaky Blinders

Peaky Blinders: The Kings Ransom

You a big Peaky Blinders fan? Well, cast your mind back to 2019 and you may remember that British virtual reality (VR) studio Maze Theory confirmed it was working on a tie-in VR experience, revealing a little while later it is called Peaky Blinders: The King’s Ransom. VRFocus recently sat down with one of the Maze Theory team to glean a bit more info and find out what else they’ve been up to, which involves VR’s current buzzword…the metaverse.

Peaky Blinders: The Kings Ransom
Does this bar look familiar? Image credit: Maze Theory

Whether it’s a giant tech company like Facebook or Epic Games or a small indie studio when the word “metaverse” is mentioned you might imagine a digital landscape that’s designed for socialising, with its own or multiple currencies based on crypto and brands as far as the eye can see. Maze Theory’s CEO Ian Hambleton has that same passion for metaverse creation, but he envisions it slightly differently, or more importantly them differently.

Having previously released Doctor Who: The Edge of Time and with Peaky Blinders: The King’s Ransom in development, big-name IP’s and the fans that support them are key to this metaverse future. “Our approach has always been around well-known IP and well-known fan universes. And so for us as a studio we’re trying to create significant “chapters” in the metaverse, that’s what we want to do,” says Hambleton. “Peaky Land!” or whatever you want to call it, places that fans can congregate around IP and we think that they will be more successful because there’s lore and there are significant fan bases that all want to come together and experience them. And you know that the Star Wars stuff that’s been done by Oculus Studios would really suit that.”

What we don’t want to do as a business is become like a VRChat, so we’re not trying to create areas where people just congregate and chat about anything; that’s not what we’re interested in [in regards to] the metaverse. What we’re interested in are fan universes and story narratives. We will have multiplayer in our games but within those multiplayers you’ll also experience NPC characters that are AI-driven and telling the story, players will go on missions with each other and they’ll roleplay.” Confirming indirectly that Peaky Blinders will have a multiplayer element, in what form that would take has yet to be revealed.

Doctor Who: Edge of Time
Doctor Who: Edge of Time

Like many in the industry, Hambleton acknowledges that this current trend toward a more digital society has, in part, been aided by the pandemic: “What’s been interesting in the last year, COVID and everyone working from home…what I would say is that people are more at home and they’re missing real-world experiences but they’re not necessarily likely to return to those real-world experiences in the same way as they did. And I think that all those things coming together at once means that the metaverse can be a way of existing, and being social and being more together, and the embodied internet will be a VR experience.”

I think the crucial thing in VR is what’s said about the embodied internet,” he continues. “The metaverse will exist in mobile and other aspects but for us, as a VR-focused studio, the embodied internet is experiencing the metaverse in VR.

To deliver this idea Maze Theory is developing some core technology that’ll underpin all of its current and future projects: “We’re calling it “Storyverse” technology,” Hambleton explains. “Basically tools and tech we will use in all of our games and it’s starting to bring together a number of things that feel very relevant with all the conversations about the metaverse.”

It’s a mixture of things that we see as really important in the future of VR like multiplayer and roleplay but also even things like emergent gameplay, so one of the big things in Peaky is the amount of emergent gameplay which has been so successful in titles like Half-Life: Alyx and stuff like that. And it’s a mixture of those three and being social, and allowing players to play together that is a really powerful mix. And so we’ve started to build these tools and tech which be underlying all of our games from Peaky onwards.”

Peaky Blinders
Image credit: Maze Theory

Peaky Blinders or Doctor Who, Maze Theory is definitely going for a multiverse approach to this broad topic rather than an all-encompassing space preached by others: “I think people like to simplify and go it’ll be one metaverse but people have said that’s a bit silly. And I think people would like it to be boxed into a simple “oh you insert in one place” and that’s all you do and maybe one day [it will]. For now, there will be lots, like the Oculus metaverse and you go into all the Oculus games, and they talk to other games on other platforms. The metaverse won’t just be VR it’ll be lots of things interconnecting with each other, I just think the purest form of it will be in VR,” Hambleton adds.

So what happens when all of this emergent, roleplaying, AI-driven, narrative tech has a metaverse of its own? “It’ll bring together everything that’s brilliant about VR and gaming.”

For continued updates on Maze Theory, Peaky Blinders: The King’s Ransom and the metaverse, keep reading VRFocus

Maze Theory’s Peaky Blinders: The King’s Ransom Slated for 2021, Original IP Also in the Works

Peaky Blinders: The Kings Ransom

British virtual reality (VR) developer has got quite a lot going on at the moment. Today, the studio has announced that thanks to new investment it’ll be expanding plans for several of its titles currently in development, including Peaky Blinders: The King’s Ransom and it’s own original IP Engram.

Engram

Maze Theory hasn’t revealed how much investment its received, just that it was awarded across to grants. The first came from the UK Creative Content EIS Fund in association with the British Film Institute (BFI) while the second was awarded by the Immersive Technology Investment Accelerator from the Government’s UKRI Audiences of the Future Programme, including a match funding investment from Vive X.

All of this means that Maze Theory will be expanding the Doctor Who franchise which first began with 2019’s Doctor Who: The Edge of Time. New videogames will be coming to console, PC and mobile, the latter developed in partnership with Kaigan Games.

When it comes to VR content, Peaky Blinders – The King’s Ransom which was originally slated for 2020 has now been pushed back to 2021. A narrative-driven action-adventure featuring characters from the TV show including Tommy Shelby, Arthur Shelby and Polly Gray, the videogame will also feature iconic locations such as The Garrison pub and Charlie’s Yard. The studio plans on bringing the experience to additional platforms and devices but has yet to confirm which ones.

Peaky Blinders - in studio

“Maze Theory is evolving to the next level. We know from feedback that fans of shows like Doctor Who and Peaky Blinders crave new and exciting experiences across multiple devices and interwoven stories that create an overall experience far surpassing that of a single game,” said Maze Theory CEO, Ian Hambleton in a statement.

“The world is facing challenging times right now, but the gaming sector continues to be resilient in times of economic uncertainty. These investments and our new content initiatives enable us to grow our fanbase and drive our business forward,” Hambleton continues. “We remain as committed as ever to delivering brilliant gaming experiences.”

In addition to all of that, Maze Theory has confirmed that the very first title the studio ever announced Engram (formerly called The Vanishing Act) is still in development. Yet to receive a launch window, the videogame is a narrative-based experience centred around people being able to experience the memories of others and travel to deeper layers of their own.

With so much going on at Maze Theory, as further details are released VRFocus will let you know.

British VR Studio Maze Theory Expands Team for Doctor Who & Peaky Blinders Development

London, UK-based Maze Theory is currently working on two big virtual reality (VR) IP’s, Doctor Who: The Edge of Time which is due for release next month, and Peaky Blinders: The Kings Ransom which is coming out in 2020. To help with development, the studio has announced several new hires to massively expand its current team.

Maze Theory - New Staff
From left Russell Watson, Ciaran Devine, Victoria Goldsmith

Maze Theory has added six new staff to its employee roster, each with a strong videogame pedigree, some even in VR. Joining the team from Sony London Studio are Ciaran Devine and Victoria Goldsmith both of whom worked on PlayStation VR’s Blood & TruthDevine joins as Lead Technical Artist, helping build and deliver major technologies, project infrastructure and production workflow. While Goldsmith joins Maze Theory as an Environment Artist, working on Doctor Who then leading the development of environments for Peaky Blinders.

Russell Watson joins from Splash Damage as a Technical Designer to work on the systems, tools and AI for Peaky Blinders. He has previously worked on Gears: Tactics, Touch Surgery, Strike Suit Zero, Fable 3 and The Lord of the Rings: Aragorn’s Quest. Coming on as Lead Character Artist is Leroy Simpson, who has worked on AAA projects at Rockstar, Square Unix, Ubisoft and Lionhead, with Red Dead Redemption 2 is the most recent. Simpson will be leading character development on Peaky Blinders.

Claire Boissiere will serve as consultant Project Director for Maze Theory’s recent innovation grant, helping develop AI technology that will respond to the players’ gestures, sound and body language, which will form the core of the Peaky Blinders: The King’s Ransom experience. Also working on Peaky Blinders is Dave Fiala as Technical Animator, heading up the animation pipeline for the videogame. Fiala’s previous work includes Batman: ArkhamSpecOps: The Line and Dirty Bomb.

Peaky Blinders
Image Credit: Photographer: Robert Viglasky
© Caryn Mandabach Productions Ltd & Tiger Aspect Productions Ltd 2016

“The quality – and quantity – of new hires is testament to the amazing amount of buzz and activity around the studio. Maze Theory is working with huge franchises such as Doctor Who and Peaky Blinders and we have a lot to deliver for fans and VR gaming enthusiasts,” says Maze Theory Executive Producer, Russell Harding in a statement. “To keep our promise to create game-changing VR experiences, we need to have best people out there. We are very excited to be pushing the boundaries of VR and taking it to the next level.”

Doctor Who: The Edge of Time is expected to be the biggest VR experience based on the franchise to date, so anticipation is high. When Maze Theory confirms a launch date for September, VRFocus will let you know.