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.

What The Developers Of Peaky Blinders Learned From Making A Doctor Who VR Game

London-based Maze Theory has carved out a corner of its own in the VR industry.

Whilst many studios continue to work on original IP or adapt famous gaming and film series for headsets, Maze Theory is moving on to work on its second VR game based on a popular BBC-produced television show in Peaky Blinders: The King’s Ransom. Its debut title was 2019’s Doctor Who: The Edge of Time, a modest adventure game that played like a greatest hits compilation from the sci-fi series. Now the team is turning its attention to the murky misdeeds of the Shelby family.

Exaggerated British accents aside, the two shows are literally worlds apart; Doctor Who offers family-friendly hijinks across time and space, whereas Peaky Blinders chronicles the rise of one gang’s criminal empire in post-war Birmingham. The Peaky game will have you embody an all-new character trying to join the family, completing missions handed down from the regular cast.

Despite their differences, Studio Director Russ Harding says that Maze Theory has taken some key learnings from The Edge of Time and applied them to The King’s Ransom. “We wanted to make sure that the world was more open,” he says of where the team wanted to improve with its follow-up project. “I don’t mean completely open, but it’s a returnable world.”

Edge of Time was an entirely linear experience, a maze of corridors intended to get you in front of some of the series’ biggest and baddest aliens across the space of two or so hours. With The King’s Ransom, Maze Theory wants to make sure you have the time to soak in 1920’s Birmingham and iconic locations like the gang’s hideout, The Garrison.

Peaky Blinders Garrison

“Parts of the world are connected and so yes, the narrative pushes you through that world,” Harding explains. “You can stray away from that at various points and explore the world in itself. So if you want to hang out in the pub, if you want to hang out in the betting shop and you want to find out more about that world, you can do that.”

You’ll be able to return to these locations later with new items, as well, and there will be more opportunities for player interactions. You can throw darts at the pub for example, or tune radios to listen to the airwaves.

Another area Maze Theory is really looking to capitalize on this time is with characters. Despite being set in the world of Who, which is usually full of companions and allies, Edge of Time had no face-to-face meetings with friendly NPCs and allies. Even the Doctor herself was only ever shown on TV screens or as a hologram. Peaky Blinders, meanwhile, will have you up close and personal with series protagonist Tommy Shelby (with Cillian Murphy reprising his role) and brother Arthur (voiced and perfomed by Paul Anderson).

The focus here will be on making “believable” characters, that are aware of your presence in the environment. “You’ll have instances where you’ll be in the pub and you will have the opportunity to sit with Tommy, have a one-to-one with him, pour him some drinks whilst he’s having a cigarette,” Harding explains. “He’s delivering to you what he wants you to carry out.”

Missions might involve some action, Harding says, but don’t expect the game to be a full-blown shooter. The show usually presents Tommy with a number of obstacles to overcome in inventive ways, and Maze Theory is looking to replicate that approach in the game.

Lastly, the team’s taking on a more ambitious technical challenge. Edge of Time was one of those VR games that had to dramatically shift development gears once it became clear the Quest platform was starting to perform well. The result was a somewhat janky port of a PSVR and PC VR game, but Harding says this won’t be the case this time around.

“Quest 2 is our main focus at the moment,” he says. “So we’ve put in place a lot of pipelines around the quality of art, technical art, a lot more emphasis on delivering to the highest possible spec on that platform.”

For now, Peaky Blinders: The King’s Ransom is planned for release sometime in 2022, with only Quest 2 and PC VR versions confirmed. Maze Theory has also dipped its toes into flat screen gaming in the past few years and, while that work will continue, the studio is confident on the future of VR, too.

“The audience is way, way bigger now than it ever has been,” Harding says. “Doctor  Who has done incredibly well on the Quest and PSVR platforms, it’s done really well. We see that there’s continual pick up on those titles still. But I think it’s a much more comfortable we’re in and as a company we’re definitely invested in VR. We’re looking at the next tiles. We’are also looking at how these titles might be maintained in the future.”

Peaky Blinders VR Game Announced, First Trailer Revealed

Developer Maze Theory today officially announced the Peaky Blinders VR game it’s been working on for the past few years.

Peaky Blinders: The King’s Ransom is coming to VR headsets sometime in 2022. Set during the events of the popular UK series, you join the titular gang in 1920’s England, carrying out missions and interacting with some of the cast of the show. We’ve got the full first trailer for the game below, though there’s no gameplay footage or screenshots just yet.

Peaky Blinders VR Announced

Cillian Murphy reprises his role as Tommy Shelby, as does Paul Anderson for Arthur Shelby, and there will be some new characters to interact with too. Gameplay details are light right now, but Maze Theory says you’ll be able to fully explore locations from the show, making choices that affect the narrative and resolve “terrifying situations”.

We also know from the developer’s past announcements that the game will utilize a new AI system designed to react to player actions. So an NPC might treat you differently based on how you behave around them, for example. It’s certainly an interesting idea that we’ll be looking forward to digging into.

Currently, there’s no confirmed release date or window for the game. Maze Theory’s last game, Dr Who: The Edge of Time, did make its way to Quest, PSVR and PC VR, though, so hopefully we’ll see it on those platforms.

Will you be checking out Peaky Blinders: The King’s Ransom? Let us know in the comments below!

Doctor Who: The Edge Of Time To Get New Content Later This Year As Maze Theory Expands Series

UK-based Maze Theory is extending its catalog of Doctor Who games, including updates for its VR debut, Doctor Who: The Edge of Time.

The studio today announced that it’s developing two new, non-VR games to extend the story started in Edge of Time into a trilogy. One of these will release on traditional consoles and the other will launch on mobile.

Over email, Maze Theory told me that The Edge of Time itself will receive updates to help better tie it to these new entries. Not only that, but the team is also planning to add new content to the game for an upcoming Who-universe event called Time Lord Victorious. Taking place across multiple formats, the story will unite past Doctors in a massive new adventure. Some of this will be all-new story content, some will be traditional updates, and some will add new features and items that relate to the wider story.

Elsewhere the developer is hard at work on its next VR game, Peaker Blinders – The King’s Ransom. Set to release in 2021, the game will also come to traditional consoles. In the game, players will join the titular gang, spotlighted in the BBC TV show. In April last year Maze Theory received a grant to develop new AI technology for NPCs in the game, getting them to react to your interactions.

Finally, Maze Theory is continuing to work on its own IP, Engram, which started life at The Vanishing Act. This was actually the first project we saw from the developer a few years back, and we were really impressed with its use of room-scale tracking and storytelling. No word yet on when this one will surface, but we’ll be eagerly following updates.

Plenty more to look forward to from Maze Theory, then.

The post Doctor Who: The Edge Of Time To Get New Content Later This Year As Maze Theory Expands Series appeared first on UploadVR.

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.

Maze Theory to Train Writers in VR, Offering Peaky Blinders VR Work Opportunity

London, UK-based virtual reality (VR) studio Maze Theory has a couple of big-name projects in the works including Doctor Who: Edge of Time and Peaky Blinders VRThe latter is still in its early stages and so the team has announced a partnership with  StoryFutures Academy, the National Centre for Immersive Storytelling jointly run by the National Film and Television School (NFTS) and Royal Holloway, University of London, to train writers in the art of writing for VR, with one being selected to help pen the upcoming Peaky Blinders VR experience.

Peaky Blinders
Image Credit: Peaky Blinders – Photographer: Robert Viglasky

Five participants have been chosen to take part in a two-day writers’ room this past week: Jenna Jovi; Melissa Iqbal; Berri George; Robin Taylor and Catherine Skinner; who all have at least two screen credits or a commissioned script to their name.

Adam Ganz, StoryFutures Academy’s Head of Writers Room led the endeavour, supported by Maze Theory and immersive theatre company, Punchdrunk. Participants learnt the principles of writing for VR as well as seeing Maze Theory’s proprietary AI technology that will make Peaky Blinders VR a unique experience, allowing the characters to respond to player gestures,  movement, voice, sound and body language.

“We are delighted to be working with Maze Theory to help established writers discover the art of writing for VR,” said Ganz in a statement. “Maze Theory are an incredibly innovative company who are really pushing the boundaries of what is possible in immersive and it’s fantastic that they are offering one of our writers’ room participants the opportunity to work on their new Peaky Blinders VR experience. These kinds of collaborations that bring together established film and television industry professionals with VR specialists are vital for the growth of the immersive sector. We need to tell stories together.”

Peaky Blinders

One of the participants will then be able to take the writers room a stage further and given the opportunity to work on the  Peaky Blinders VR experience for up to 10 weeks over the coming months.

Peaky Blinders VR is scheduled for release in 2020. When further details are released VRFocus will let you know.

Peaky Blinders Is Getting A VR Game Backed By A New AI Initiative

Peaky Blinders VR 2

Popular BBC crime drama Peaky Blinders is soon to get the VR treatment, and it’s backed by an intriguing new AI initiative.

Set to release next year, the game is developed by London-based Maze Theory. That name might not be familiar to you just yet; this is a new studio that’s also working on promising adventure title, The Vanishing Act. Peaky Blinders, meanwhile, will offer fans a chance to travel to post-war Birmingham and join the titular crime gang, which in the show is run by Cillian Murphy.

Crucially, though, the game will be the first to utilize a new AI performance technology Maze Theory has been working on. Maze Theory has been awarded an unspecified amount of funding from the UK Government’s Audience of the Future Programme to power much more believable characters in VR.

The company says this tech will allow characters in the virtual world to respond to various aspects of the player’s body language. That includes gestures, movement, voice and sound. The goal is to bring virtual character interaction in VR up to a much more authentic level. We’ve reached out to Maze Theory to find out more about the tech.

As for the game, the studio says to expect to meet characters both old and new. You’ll also visit iconic locations from the series. Maze Theory is playing things close to its chest right now, so the in-development image above is all we have to share at this time.

Peaky Blinders VR will launch on ‘all VR platforms’ next spring.

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