Rez Infinite: Auftakt japanischer VR-Experimente im 4k-Dome

Der ursprünglich für die Dreamcast aufgelegte Rhythmus-3D-Shooter Rez gehört längst zu den großen Videospiel-Legenden. Pulsierende Techno-Beats und eine meist neonfarbene, fantasievolle Polygonwelt ziehen den Spieler immer tiefer in das rauschhafte Techuniversum von Rez. Auch die Neuauflage in VR für die PlayStation kann überzeugen und wurde sogar als erstes VR-Spiel überhaupt mit einem Game Award ausgezeichnet. Nun durften Besucher in Japan an einem Experiment teilnehmen und den faszinierenden Titel live im 4K-Dome bewundern. Einen prominenten Gast gab es auch: den Spielentwickler Mizuguchi Tetsuya.

Rez Infinite im 4K Dome: Von VR zum Kino

Rez Infinite im Gaia-Dome
Ziel des Experiments ist es, die virtuelle Realität mit Kino zu verschmelzen, erklärt Masatoshi Shimizu, der Chef für Kommunikation an Japans Nationalem Museum für Zukunftsforschung und Innovation. Da das Wortungetüm ein wenig unhandlich ist, trägt das Museum, das auf einer künstlichen Insel bei Tokio liegt, den Nicknamen Miraikan. Rund einhundert Besucher durften das Experiment im Dome Theater GAIA erleben. Als besonderer Gast war zudem Rez-Entwickler Mizuguchi Tetsuya anwesend. Während ein Spieler, der sich zuvor beworben haben musste, in VR die Area X zockt, wird die Erfahrung für alle anderen im Dome in einer halbkugeligen 180 Grad-Ansicht übertragen. Für die passende wuchtige Soundkulisse, ein wesentlicher Bestandteil von Rez Infinite, sorgt die Dolby-Atmos-Anlage.

Rez Infinite im Gaia-Dome

Nach dem Erlebnis durften die bisher passiven Zuschauer ebenfalls aktiv werden und an den bereitgestellten PlayStation-Headsets in die virtuelle Realität von Rez reisen. Neben T-Shirts, Büchern und beispielsweise einem auf 88 Stück limitierten Rez Infinity Complete Pack konnten Fans auch den zum Spiel entwickelten VR-Anzug bewundern, der mit 26 Vibrationselementen und LED-Lichteffekten das Spielerlebnis noch intensiver gestaltet.

Tetsuya kündigt noch weitere VR-Experimente in Zusammenarbeit mit dem Miraikan an und sieht verschiedene Möglichkeiten neben Einzelspieler-VR-Erfahrungen mit dem Headset. Man darf gespannt sein, wie sich die Erfahrungen weiterentwickeln. Wer Rez Infinite für die PSVR noch nicht kennt, dem empfehlen wir unseren Testbericht zu dem Spiel.

(Quelle: Famitsu/Miraikan)

Der Beitrag Rez Infinite: Auftakt japanischer VR-Experimente im 4k-Dome zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Immersion Beyond VR: Rez Infinite in a 4K Dome

Rez Infinite, the virtual reality (VR) sequel to mind-bending Dreamcast shooter Rez, is a great example of the genre, has won several awards and is a good gateway into using VR for those who have never experienced it before. The bright neon shooter recently was the centrepiece of the ‘VR to Dome Experiment’ in Japan.

At the Museum of Emerging Science and Innovation hosted an event that involved a theatre containing Japan’s first 3D hemispherical dome projector screen. The event hosted 100 guests, who had to apply for a chance to gain access to the experience, and we chosen by a lottery system.

A reporter from Famitsu described there being a crowd of all ages, from teenagers to the Elderly. Once everyone had entered, Head of Communication at the National Museum of Emerging Science and Innovation, Mr. Shimizu explained what the experiment was, describing it as an attempt to fuse virtual reality with cinema.

Rez creator Mizuguchi Tetsuya also appeared as a special guest, saying: “Although VR is being focused on now, there are various forms of VR besides a single-player VR experience that is done by covering (head mounted display),” explaining the purpose of experiment, “I’m thinking of continuing to repeat various experiments involving VR with the National Museum of Emerging Science and Innovation in the future.”

A player was chosen to use a VR headset to play through ‘Area X’ of Rez Infinite whilst attendees watched the visuals projected on the dome and listened to the title’s pulsing soundtrack pumped through Dolby Atmos high-powered speakers.

After the experiment was over, guests were invited to the lobby where several PlayStation VR headsets had been set up with Rez Infinite installed for guests to play freely.

It’s difficult to say if such a dome projection could match the immersion of a VR headset, though the pictures and videos of the event are impressive.

VRFocus will bring you further information on other VR Dome projects as it becomes available.

Mizuguchi: ‘I will definitely continue evolution’ of Synesthesia Suit

Enhance Games’ Rez Infinite was well received when it arrived for PlayStation VR last year as a followup to the original Dreamcast title. Fans of the experience – and regular VRFocus readers – will also have heard of (or maybe even tried) the studio’s Synesthesia Suit, a device designed to enhance the experience with haptics. Development is continuing on the suit says creator Tetsuya Mizuguchi, past the current 2.0 version.

Mizuguchi spoke with PlayStation Blog Japan about Rez Infinite and the suit’s continued iterations since the original concept. While the original suit was designed specifically for Rez Infinite, it didn’t properly support the newer experimental Area X, which is where 2.0 comes in: (translated from Japanese) “I was thinking of integrating inner and outer first. Also, it was a big mission of 2.0 that we want Area X to be experienced in a suit. We have already announced overseas, and there was a big reaction in “SXSW 2017” (“South by Southwest”, music, movie, interactive festival held in Austin, USA).”

Synesthesia Suit-rezinfinite-11

One of the main additions to the Synesthesia Suit 2.0 is its new vibration feedback, to better suit Area X: “I think I actually felt it, but I increased the type and made it a bit stronger. I’d like to add more improvements and I am continuing tuning.

“While the original “Rez” musicality is techno, Area X is more emotional and organic. Vibration design throughout the whole story is going on, but I think that it will be a very emotional experience once the ending is complete.”

The developer then reveals that he’s been having ideas for the next version, with a possible look to a possible home version (there’s only been one version of the suit shown at events). “The idea of ​​3.0 is also in my mind and I am thinking how to make it realized. Although ordinary games are often goal to be released, “Rez Infinite” is quite the opposite. Many things have started since the moment of release. I would like to extend the “Rez Infinite” VR experience by experiments of Sinastadia Suit. I think that I will definitely continue evolution in the future.”

“That’s still a secret. Because it stops stopping when it states (laugh). However, there are many things I want to do and I am gradually moving forward to realize it at the shortest.

“Although Sinastadia suit is studying in the form of industry-academia collaboration with Rysomatics and the Graduate School of Media Design Graduate School of Keio University, even if the content “Rez Infinite” is at the beginning, it is just for that But I also have a feeling for the future of VR.

“We will certainly come to this era when casual users can taste at home. How quickly can it be realized? Research on Sinastadia Suit may be a project for that.”

Such is the rarity of the Synesthesia Suit that if a consumer version was created the demand among PlayStation VR users would likely be great. At this point in time though that looks a long way off, but as VR develops and players want to be further immersed in virtual worlds with haptic feedback technology the suit could become an even more likely option.

VRFocus will continue its coverage of Enhance Games and Rez Infinite, reporting back with any further updates.

PSVR’s Batman, Rez And Playroom VR Up For 2017 BAFTA Awards

PSVR’s Batman, Rez And Playroom VR Up For 2017 BAFTA Awards

Along with its own awards ceremonies, VR has been recognised at respected videogame and film shows over the past 12 months, and now it’s coming to one of the UK’s most prestigious institutions: BAFTA.

The nominations for this year’s BAFTA Game Awards have been announced, and Sony’s PlayStation VR (PSVR) is once again leading the charge for virtual reality. Three PSVR games have been nominated across the event’s traditional categories. Walking away with two nominations is Rocksteady Games’ Batman: Arkham VR [Review: 5/10], the PSVR launch title that grabbed a lot of people’s attention last October. It’s up for both Game Innovation and British Game. Rocksteady were previous recipients of the Best Game award in 2010 with the game that started it all, Batman: Arkham Asylum.

Another popular PSVR launch game, Rez Infinite [Review: 8/10], is recognised in the Audio Achievement category, which isn’t surprising given the game’s music has helped it become a cult classic since its original version on the Dreamcast. Brilliantly, Sony Japan’s excellent party game, Playroom VR, is also nominated in the Family category.

As expected, though, it’s Pokemon GO that grabs the most nods in terms of reality-altering games. The hugely popular augmented reality smartphone app is up for Mobile, Family, and Game Innovation awards.

While it’s a relief to see any VR games nominated at all, it’s a shame BAFTA hasn’t recognised VR and AR with its own category this year, and hasn’t given nods to any titles on the Oculus Rift, HTC Vive, or mobile VR headsets. Batman might show off VR’s remarkable tracking capabilities, but these kinds of experiences were available on Vive months before PSVR launched, and Oculus Studios’ suite of high-polished VR games deserve a nod too.

Still, with VR headsets still yet to truly break into even the wider gaming audience, it’s not surprising to see these titles overlooked. Maybe next year they’ll get better representation.

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