The Virtual Arena: Amusements VR Obsession Continues – Part 1

The application of XR into the attraction and amusement landscape is covered by industry specialist Kevin Williams. His latest Virtual Arena column provides two-part coverage of America’s largest amusement trade event, charting the leading immersive trends.

AAMA
Image credit: KWP

It would be difficult to hide the shock that some in the media have had towards the explosion in interest for out-of-home amusement and entertainment, following the arduous global lockdown. Where some had written that the restaurant, cinema, and amusement industries would never survive – in the shadow of the global health crisis. But the customer has again proven popular media wrong – and has jumped at the ability to socialize and enjoy entertainment post calamity. Mirroring the 1918 pandemic, many observers now expect a “New Roaring ‘20’s” atmosphere to grip the market.

The American Amusement Machine Association (AAMA) and sister organizations held in Las Vegas during March, the 2022 Amusement Expo International (AEI), gathering all things amusement and entertainment to bask in the return to physical show events, but also the newfound excitement in the business – and one of the trends that was defined in this excitement was VR.

Virtual Reality

We have reported from the last London amusement trade event on developments seen there, and we can see that they have gathered pace since January with many new developments and trends in evidence on the Las Vegas show floor. The leading trend was the continuation in investment in “Self Service VR Kiosks” – these systems offer an amusement-like operator’s dynamic, but still embrace the interest in VR entertainment.

We had reported on the launch of the VRsenal ‘V2’ Standalone VR Kiosks previously. The game was shown for the first time for most US operators at AEI, supported by the latest game content, including Vader Immortal – Lightsaber Dojo (licensed from ILMxLab). And new titles Rhythmatic (developed by Blackwall Lab), and VR shooter Space Pirate Trainer (developed by I-Illusions, through Vertigo Games). The ‘V2’ uses a rugged HTC Vive headset in a special retractable harness mounted into the eye-catching kiosk.

AAMA - VRsenal titles
Latest selection of titles on the V2. Image credit: KWP

Creative Works booth also showed a ‘V2’ platform, but this one was populated with content developed by VRstudios. The new ‘Fury’ platform was running the two-player basketball skill game Hoops Madness. The immersive hoops game had the player trying out their game in virtual reality, developed to support an extensive tournament element that will create league-based competition supported by online apps. This is the first of a series of sports-based VR games aimed at creating thrilling competition from VRstudios.

AAMA - Hoops Madness
Getting to grips with the Hoops Madness VR game. Image credit: KWP

A newcomer to the Western market that launched at AEI was VAR Live with their ‘VAR Box’ VR kiosk system. The company has had strong success with the system in the Asian market. The ‘VAR Box’ currently using an Oculus Rift headset (though the company is planning on rolling out a new headset soon). The player wielding a gun interface incorporating their controller, taking part in several shooting experiences. These games are linked to a dedicated tournament infrastructure, which has eSport support and looks to apply the same model in the West.

AAMA - VAR Box
Shooting action with the VAR Box. Image credit: KWP

Also, on display in this category, exhibitor Benchmark Games International, working in partnership with BoxBlaster had developed ‘VR X-perience’ – a VR kiosk with a popular kid-based VR game called ‘Gold and Mace’, offering one of the first ticket-redemption VR pieces. We had already reported on the launch of the SEGA Amusements International (SAI), ‘VR Agent’ platform – the upright VR kiosk that incorporated the VR headset into the body of the players gun to create an immersive shooting experience that did not need cumbersome headbands, that was seen by the US trade at the show, for many for the first time.

We have also charted in the trade the explosion in “VR Ride Systems” – two-rider, motion seat machines such as the Virtual Rabbids (LAI Games), STORM (TRIOTECH), or King Kong of Skull Island (Raw Thrills), along with at AEI, Chinese examples from company 360action! using Deepoon E3 VR headsets.  But the technology had gathered pace and a new entrant to this category was revealed to the amusement trade.

AAMA - VR Ride Systems
The VR ride experience from 360 action! Image credit: KWP

Creative Works on their crowded AEI booth showed SpongeBob VR a licensed property, developed in partnership with MajorMeg. The game has two players taking the rolls of SpongeBob and his best friend Patrick Star in a wacky racing game. The motion-base cabinet, using tethered HTC Vive headsets, has the driver using his body movements to steer their jalopy, while the player at the rear launches Krabby Patties at customers lining the course, to score points. Building on the VR ride experience, but with a strong game element to generate repeat play.

SpongeBob VR
Fast two-player action on SpongeBob VR. Image credit: KWP

The ability to offer a unique physical element within the immersive experience differentiates Out-of-Home VR gaming from consumer applications, and AEI had examples of the latest “VR Motion-Platform” products. Barron Games represented the ‘Birdly’ flying VR experience from Somniacs. Players lay on the special motion platform, moving their arms to steer their flight through the virtual world. With experiences such as ‘Wingsuit’ and the virtual bird simulator ‘Cities WeR’.

The ability to totally immerse the player within the virtual world was given a new spin at the show with the launch of the production prototype of the EnterIdeas, gyro-motion ‘AT360’ platform. An enclosure single seat simulator that spins the player through a 360’ motion envelope, offering a thrilling ride experience. The company has developed the unusual DogeCoaster, a VR crypto meme-based ride. Just starting the process of placing the attraction at venues in the US.

AAMA - AT360
Going for a spin in the AT360. Image credit: KWP

This concludes the first part of our coverage of the 2022 American Amusement trade extravaganza. The second part will follow shortly covering the other VR and MR trends making their mark on the scene.

Space Pirate Trainer & Rhythmatic Are Coming to VRsenal’s Next-Gen Arcade Platform

Location-based entertainment (LBE) has really begun to bounce back in 2021, with VRFocus’ regular The Virtual Arena feature highlighting all the work that’s been achieved. One specialist in the space is VRsenal, which makes unmanned virtual reality (VR) arcade units such as Lightsaber Dojo: A Star Wars VR Experience in collaboration with ILMxLAB and Nomadic. With the IAAPA Orlando Expo taking place this week, VRsenal has revealed.

Rhythmatic comes from British VR developer Blackwall Labs, who actually launched the multiplayer rhythm-action title back in 2020, allowing up to 6 players to compete against one another. The collaboration between both companies will see Rhythmatic released as a two-player experience on VRsenal’s new V2 hardware platform. Just like its predecessor, this new setup won’t require an arcade operator to function in a family entertainment centre (FEC).

However, the platform allows up to four cabinets to be linked together for 8 player sessions, really emphasising the competitive, multiplayer gameplay of Rythmatic.

“As a long-time fan of the rhythm game genre, it has been a dream of mine to bring a cutting edge, multiplayer, music-based experience to virtual reality,” said Sam Perrin, director of Blackwall Labs. “That we’ve been able to partner with a market leader like VRsenal to bring Rhythmatic to the FEC space as a fully unattended, multiplayer attraction is the icing on the cake.”

As for Space Pirate Trainer, this single-player shooter will be available in all its drone destroying glory, with two players able to enjoy the wave-based gameplay at the same time.

“Everybody remembers Galaga, but Space Pirate Trainer lets you climb inside a game like that and take personal control of the avatar,” said John Coleman, Vertigo Games’ CFO and Business Development Lead. “With approachable gameplay that also offers veteran players a wide range of options, Space Pirate Trainer is ideally suited for the arcade space.”

VRsenal will be showcasing its new V2 hardware platform during the IAAPA Orlando Expo this week using Rhythmatic – which will also be a launch title for the new hardware.

“Operators now have an option to create a high-throughput, affordable attraction with full-body AAA VR content, and never have to worry about staffing the game,” Ben Davenport, VRsenal CEO adds. “This is a very hard thing to pull off in VR.”

As LBE VR continues to gain ground, VRFocus will keep you updated.

‘Space Pirate Trainer’ Multiplayer Arena Offers a Glimpse into the Future of Arena-scale VR

Space Pirate Trainer (2017) on Oculus Quest received a substantial update last week, which brings to the wave-based shooter two new multiplayer modes, one of which basically turns your Quest into a mobile laser tag machine for some 1v1 multiplayer action. Just like the base game, the new additions are well-polished, although the large-format Arena mode comes with a fair bit of friction that may limit these sorts of experiences from taking off before VR headsets are more widespread.

NoteSpace Pirate Trainer DX is a free update for people who own Space Pirate Trainer on Quest prior its September 9th launch. The game on Quest is now priced at $25. The classic Space Pirate Trainer remains available on Steam, Oculus Rift, PlayStation and Microsoft stores for $15.

Before the update’s release on September 9th, Space Pirate Trainer on Quest was a single-player wave shooter that boasted extremely high polish. It’s one of those basic experiences everyone should have at least once in VR since it’s so easy to pick up for newcomers and so difficult to put down.

The game, now named Space Pirate Trainer DX on Quest, includes two new modes: Versus, a multiplayer version of the classic solo mode, and Arena, which offers up a few large-format maps for a 1v1 shootout that you might typically find at a VR arcade.

Arena: Star of the Show

I’ll go into all of the necessary safety precautions and caveats below—please don’t miss that—but first a bit on gameplay.

Arena literally uses the entire allowable Guardian space on Quest, a full 10 × 10m (33 × 33ft) space, and there’s no side-skirting that. Over the course of a few days I visited an outdoor basketball court with a local Quest-owning friend so I could bite into both single and multiplayer modes within Arena, which offers up five maps where you can either go head-to-head with another player, or go against waves of increasingly difficult bots.

Simply put: Arena is fun, tiring, and really worth your time if you can organize a match. If.

Unlike the standard single-player mode in SPT, in Arena you’re given a single pistol with infinite ammo and a hand-held shield that can only be activated for a short amount of time. The pistol can either shoot in semi-auto, or with a single charge shot that bounces around everywhere. Keen users of the charge shot can bend bullets around corners and secure a hit, although I never did.

Each player has three lives and no health bar, so getting hit once will force you to respawn in one of four specific zones within a set amount of time, otherwise it will slowly count down and take yet more lives from your bank of three. Arena keeps track of what zones you can respawn at so you’re not spamming a single spot.

Just like the classic wave-based mode, Arena’s bot-mode serves up increasingly difficult waves of baddies which eventually overwhelm you. Bot-mode is fun, and makes for a bitesize way to enjoy Arena before you can setup a proper match, although I’m not sure I would go through the trouble of securing a suitable space just to play Arena’s single-player in the future since it doesn’t offer nearly the same gameplay depth of the classic single-player mode.

As you’d imagine, the 1v1 mode is where Arena truly shines, as it essentially presents a miniature version of laser tag, playable both online in separate spaces over the internet, or locally by using either existent WiFi or a WiFi hotspot on your phone.

To play in the same physical space you’ll need to calibrate accordingly, which takes some finessing the first few times. The best way to do that is to stand approximately in the middle of the playarea and place a piece of tape. Configure that as you center point by facing that direction and hold the ‘Oculus’ button to recalibrate the game’s orientation. From there, you should be safe to play in the same court.

YouTuber ‘VR Oasis’ does a much better job than me at showing off just how it all works on camera in this head-to-head local match.

Notably, Arena doesn’t feature a match-making function, so you’ll need to find games manually, either by securing some 1v1 time with a friend or by trawling Discord servers for random people. Even if it did have match-making, you’d probably never find a game. More on that later.

If you’re looking to spend some time between matches, one really neat function is the level builder tool, which lets you place blocks of variable sizes in the full playspace and change around the positioning of the spawn points.

In all, the measure of immersion thanks to 1:1 physical movement really makes Arena feel like a premium experience you might well pay for at a mall or VR arcade.

Gameplay left me with very few actual gripes. Maps are fairly samey, and really only act as slightly different spaces to run and hide around. I was really hoping for a little more complexity to both maps and the general “straight shootout” nature of the game, although the pure novelty of it being able to replicate the feeling of a more premium experience was pretty cool on its own. It’s truly got just enough going on right now to make me want to share it with friends.

In the end, I understand why the team didn’t include artificial locomotion like teleporting and smooth stick motion, but I still can’t help but think the game would benefit from offering a hybrid model, where users in arena-scale spaces can play against people in more cramped areas. That would certainly make finding a quick pickup game easier.

High Barrier of Entry

Developers I-Illusions call their Arena mode “a glimpse at the future of VR,” and I think that’s the right way to couch it. It certainly isn’t the ‘now of VR’—and not just because it requires a massive 33 × 33ft (10 × 10m) playspace, or about the size of half a basketball or tennis court. You’re thinking, “I know just the place down the road that will work great,” but there are some caveats to contend with here which we can almost entirely chalk up to the Quest’s hardware.

The developers suggest playing indoors, although that presents its own hurdles when you aren’t a member of a gym or have free access to a large enough indoor area at a moment’s notice. I live in a pretty typical city apartment and I don’t have access to those sort of spaces without paying for it, so I searched out a space nearby my house that seemed to work okay. Yes, I looked like a total dork in the public park, but stepping into the game’s new otherworldly shooting arenas soon insulated me from any possible outside judgement.

Image captured by Road to VR

It’s important to note that outdoor play is dicey on Quest, as the headset’s positional tracking doesn’t fare well in either direct sun or low lighting conditions. If you want to play outside, you’ll typically need to play at dawn, dusk, or when it’s shady enough to establish a rock-solid Guardian. Simply put, going out in full sun is basically a no-go, and playing at night with adjacent street lights can be equally unfeasible if they aren’t bright enough. You’ll also need to make sure people aren’t going to run into your invisible play area, something bystanders might do since there’s no clear indication that you’re about to make a blind dash for cover behind an invisible wall three meters away.

The amount of clear intention required to play Arena sets a high barrier to overcome for such a small addressable population of players, although that may not always be true. As VR headsets become yet more diffuse, one day it may be entirely normal for people to bring their own headsets to the gym to play an even grander arena-scale games. The difficulty of not being able to play outside in full sunlight might also be a non-issue as companies prioritize the hardware for outdoor play compatibility, making every park a place where you might run around and battle against friends or strangers.

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First Of Its Kind ‘Outer Space Camera’ Captures Astronaut Spacewalk For VR

ESA astronaut Thomas Pesquet and JAXA astronaut Akihiko Hoshide stepped outside the International Space Station today for a spacewalk unlike any other.

What is special about this one is that you will soon be able to join them as Felix & Paul Studios’ new Outer Space Camera captured a real spacewalk in an immersive 3D, 360-degree virtual reality format. 

While Pesquet and Hoshide laid the groundwork for more additions to the solar arrays outside the ISS, an international team collaborated to capture some footage for new episodes of Felix & Paul Studios and TIME Studios EMMY Award-winning Space Explorers: The ISS Experience. The team had one shot to get it right, and time for just a single short simulated space walk inside the ISS ahead of the actual capture outside the station. Felix & Paul Studios co-founders Félix Lajeunesse and Paul Raphaël directed the filming from the Canadian Space Centre. The camera was mounted and powered by the Nanoracks’ Kaber MicroSatellite Deployer and maneuvered by The ROBO team at NASA and the Canadian Space Agency who were responsible for moving Canadarm2 to capture the shots. In parallel, TIME Studios documented the filming operations as part of a making-of documentary they are producing on Space Explorers: The ISS Experience. The entire spacewalk was planned to happen over seven orbits, during which the crew experienced seven sunrises.

Unfolded 360° still, produced from the 3D 360° VR source footage. View of the International Space Station, from a forward position, with a SpaceX Crew Dragon spacecraft docked to Node2.

Outer Space Camera

The Outer Space Camera has already been capturing footage ahead of the spacewalk. With 16 sunrises that can be seen every 24 hours from the ISS (which travels at 17,100 miles per hour), this footage will be integrated into the series as well. The Outer Space Camera is made for a literal out-of-this-world environment.

The Outer Space Camera inside the International Space Station, ahead of the spacewalk

Lajeunesse explains that the camera “is constantly exposed to extreme temperature variations.” External temperatures range from -250° F to +250° F.  “No atmosphere means radiation…sun heat and deep space cold…microgravity [means] no dissipation of heat which is challenging when you are cramming together not one camera but multiple high res sensors, so we had to develop a heat dissipation system. We had to develop a way to manage light exposure and minimize flares.

The camera is a customized Z-Cam V1 Pro camera with nine 4K sensors. Nanoracks has specially hardened the camera to allow it to withstand harsh conditions such as solar ultraviolet (UV) radiation, charged particle (ionizing) radiation, plasma, surface charging and arcing, temperature extremes, thermal cycling, impacts from micrometeoroids and orbital debris (MMOD), and environment‐induced contamination from micrometeoroids and orbital debris (MMOD), and environment‐induced contamination. It also has custom lenses that can manage being directly exposed to the Sun. 

In history, just about 230 astronauts have had the opportunity to do a spacewalk. Not even all astronauts that visit the ISS get the chance, but our chance to step into the actual footage is coming soon.

Lajeunesse says what was captured today “in the vacuum of space” will be integrated into the upcoming third and fourth episodes of Space Explorers: The ISS Experience, available in VR for Rift, Quest and Quest 2, and in mobile 360° on 5G-enabled tablets and smartphones through telecom partners including LGU+ (South Korea), KDDI (Japan), AIS (Taiwan), Orange (France) and Deutsche Telekom (Germany.) As well, the best of that imagery will also be integrated into THE INFINITE – a large-scale traveling interactive exhibit produced in partnership with PHI Studio, which will premiere in the US December 2021.

VR Learns To Sprint With Space Pirate Trainer DX

Space Pirate Trainer DX offers Oculus Quest owners VR’s most compelling reason to head out of the home and beyond “room-scale.”

The original 2016 game Space Pirate Trainer from I-Illusions is one of consumer VR’s earliest and most widely played wave shooters, becoming a go-to demo for friends of so-called “room-scale” VR. The newly added “arena” mode in the DX edition on Quest dramatically expands the game’s reach by requiring play areas measuring at least 10 meters (or nearly 33 feet) in each direction. There’s a level editor, a single-player mode and five included levels while “co-located arena mode” sees two players align their play spaces layered atop one another by “facing in the exact same direction and holding the right controller ‘Oculus’ button for two seconds,” according to I-Illusions.

The game doesn’t need laser tag’s physical barriers nor does it make paintball’s mess. A 10 meter play area is enough to offer short corridors perfect for a quick physical sprint while steep drop-offs and rigid-looking walls ward you away from the edges. And if you listen for actual footsteps, they can pinpoint the other player’s location behind a nearby virtual wall.

“Make sure your space is clear of obstacles,” I-Illusions advises in its review guide. “If you leave the guardian for any reason, or take off your headset, be sure that the playspace is aligned correctly – as you did during initial setup. This is super important for co-location play. Respect personal distance between players — There’s a warning to alert you when you’re too close.”

Other key suggestions include tying your shoelaces and “don’t lean on any virtual walls,” the I-Illusions review guide explains, “we’ve all been there.” Indeed, that last tip underscores the level to which you are both blindfolded to the physical world while your senses are tasked with trusting a simulation in a way you never have before. Players of Eleven Table Tennis reported a similar phenomena being so engrossed you fall over trying to lean on a non-physical ping pong table.

Most people wearing a VR headset from 2016 to now have learned to move at a certain cadence in VR. Moving in VR at a steady but careful speed provides time to remember what to do if you see a gridded wall appear. But here, you’re ducking behind a virtual wall and moving quickly to slink around a nearby corner for a better angle on your opponent. These fast-paced movements call for a level of confidence from the player that’s never been common before in tethered room-scale VR. And after so many years playing VR in a range of small rooms, suddenly sprinting confidently in VR feels like an absolute breath of fresh air.

The release of the arena mode accompanies the addition of a more traditional “versus” mode that can be played in more common small-scale play spaces. In tandem with the release of these new features, I-Illusions is joining Waltz of the Wizard Natural Magic and Pistol Whip in raising the price of their game to drive the development of a title with a much larger scope than was possible initially. The DX edition of Space Pirate Trainer on Oculus Quest and Quest 2 is $24.99 for all the new features while existing Quest owners get them as a free upgrade.

Some arena-scale location-based VR companies like Zero Latency offer backpack-based computers to power their VR headsets. Wearing an uncomfortable backpack, though, can be cumbersome and players can have a bad experience if they are rushed through their fitting. SPT:DX, meanwhile, is delivered straight to VR headset owners at home and could conceivably open up a “Bring Your Own VR” headset model to some form of out-of-of home VR entertainment.

Will we see a future where people can rent a VR headset like a pair of bowling shoes to play against someone who brought their own gear to a large-scale open arena? Space Pirate Trainer DX may be a step in that direction and we’re excited to see if a community rallies around this new kind of large-scale VR sport.

Space Pirate Trainer DX Update Adds Arena Mode to Oculus Quest in September

Space Pirate Trainer DX

I-Illusions has been talking about expanding the Space Pirate Trainer universe for a couple of years now, going much bigger and bolder with a full arena-scale shooter. Today, the studio has confirmed that Space Pirate Arena won’t be a separate title, instead, it’s going to come in the form of a major update for the original, Space Pirate Trainer DX.

As previously revealed the studio has been working on a large-scale arena shooter where players can run around a wide-open space, shooting each other like they’re playing laser tag. This is the first of two new modes coming in the update, with Arena also coming in two flavours; Online Arena and Co-Located Arena Mode. Both require a space that’s at least 10m x 10m (32ft x 32ft) so your living room is out of the question. Hiring a sports hall or other similar venue will be needed here, transforming the area into a cyberpunk platform to run around in.

In Online Arena you’ll be able to challenge a friend to a match whilst Co-Located Arena Mode means two of you can play in the same physical space. There’s also a single-player mode where you can fight against droids. These new features have meant I-Illusions developing new mechanics to stop players from walking through walls or bumping into each other.

The other new mode arriving in Space Pirate Trainer DX is Versus. Adding another multiplayer element, this time you don’t need as much space. Instead, players go head-to-head online in the normal Space Pirate Trainer area, however, there’s a twist. Each time you shoot a droid one will spawn to attack your opponent and vice-a-versa, creating manic shooting battles in the process.

Space Pirate Trainer DX

“We think Arena is the ultimate multiplayer game, and as a team it’s the thing that excites us the most. We still need to see if players are excited enough to find a space to play, but hopefully it will just become a thing people like to do – showing off creative places to play in a fun and safe manner,” said I-Illusions’ Dirk Van Welden on the Oculus Blog.

Space Pirate Trainer DX will be an Oculus Quest exclusive, arriving on 9th September for $24.99 USD. Remember, it’s a free update so you can pick up the original Space Pirate Trainer for $14.99 until 8th September. For further updates on Space Pirate Trainer DX, keep reading VRFocus.

‘Space Pirate Trainer DX’ to Bring Massive Arena Mode to Quest September 9th

Space Pirate Trainer (2017) is getting a truly massive expansion next month on the Oculus Quest platform that will bring two new modes including the previously revealed Arena mode, which requires a sizable playspace. Belgium-based developers I-Illusions hopes it will give users “a glimpse at the future of VR.”

The new update, called Space Pirate Trainer DX, will arrive to existing owners of Space Pirate Trainer on Quest for free. The base game will continue to cost the regular price of $15 up until its September 9th release. Afterwards, the newly renamed Space Pirate Trainer DX will be priced at $25.

The update brings two new multiplayer modes, one of which is called ‘VERSUS’. Versus lets two players compete in a modified version of the classic solo version of Space Pirate Trainer, but with a gameplay twist that’s a bit like a game of tug-of-war. Every time you shoot a droid another one will spawn to attack your opponent.

The most substantial update coming to SPT DX is undoubtedly the new Arena mode though, which requires a 32 × 32ft (10 × 10m) playspace. Five levels are included at launch, and it can either be played online with a friend or in the same physical space. Here’s a (very) brief look at some gameplay:

Arena mode is slated to include mechanics that won’t allow competitors to walk through through walls, and also keeps people from physically bumping into one another. There’s also a single-player mode here as well to help users bone up on their arena skills by letting you hunt autonomous drones.

We’re waiting to share more, but for now I-Illusions released a few new screenshots of Arena:

Back in 2016, I-Illusions bet on consumer VR with Space Pirate Trainer. With Arena, the studio is adjusting its scope to a time when more and more people own VR headsets—or more specifically, Oculus Quests. The studio says SPT DX aims to give users “a glimpse at the future of VR.”

“In the process of creating Arena, we had to come up with a whole bunch of original solutions for problems that arise with 1-to-1 movement-based gameplay. Let’s hope these set the bar for future similar experiences,” said project lead Dirk Van Welden. “In a lot of ways, this feels similar to releasing Space Pirate Trainer back in 2016. Back then we didn’t know if people would go out and buy a VR headset. There are a lot of Quests out there now, but we’re asking those people to find a safe 10 × 10m spot to play Arena.”

That 10 × 10m required playspace is about half the size of a tennis or basketball court, so it’s not unreasonable to think two players might meet up for a virtual shootout at their local gym. We’ll be going hands-on soon, so make sure to check back closer to the September 9th launch date.

Since the update requires untethered play, the original single-player Space Pirate Trainer will remain available for $15 across Steam, the Oculus PC Store, PlayStation Store and Microsoft.

The post ‘Space Pirate Trainer DX’ to Bring Massive Arena Mode to Quest September 9th appeared first on Road to VR.

‘Space Pirate Arena’ Launching Soon on Quest, Will Require a 33×33ft Playspace

Space Pirate Arena is an upcoming pseudo-sequel to VR classic Space Pirate Trainer (2017). All your training, it seems, was leading up to going head to head against other players in a huge virtual arena… and you’ll need an equally huge playspace in real life to play.

Space Pirate Trainer from developer I-Illusions was one of VR’s first killer apps, and after all these years it’ll soon be getting a follow-up in the form of Space Pirate Arena.

I-Illusions developer Dirk Van Welden said recently that the game will launch “soon” on Quest, and he confirmed the game will require a whopping 32 × 32ft (10 × 10m) playspace.

The reason for the huge playspace requirement is because the game will put players inside of a virtual arena that they must navigate entirely with real movement. While the virtual arena has lots of corridors and cover to hide behind, players will of course just be running around an empty space trying to spot each other (which can look pretty hilarious from the outside).

Given the playspace requirement, the game is almost certain to not launch on any tethered headsets since their cords wouldn’t reach far enough to cover the arena.

Van Welden acknowledges that the huge playspace requirement isn’t going to be something everyone will have access to, but says it’s necessary if you want to play Space Pirate Arena “the way it should be.”

In a lot of ways, this feels similar to releasing Space Pirate Trainer [early access] back in 2016. Back then we didn’t know if people would go out and buy a VR headset. There are a lot of Quests out there now, but we’re asking those people to find a safe 10 × 10m spot to play Arena. Similar to SPT, once you have played Arena the way it should be, you’ll be introduced to a whole new kind of experience, and it’ll just sell itself.

To make sure Arena is played the right way, it won’t boot unless you found a 10 × 10m space. That’s actually the only threshold, since we’ve added a single player mode to give you a taste of the gameplay. (If you don’t have friends with a Quest). In the process of creating Arena, we had to come up with a whole bunch of original solutions for problems that arise with 1-to-1 movement based gameplay. Let’s hope these set the bar for future similar experiences.

He goes on to say that the studio is in its “final push” of development, and that a release date announcement and more details are due “very soon,” so it seems that we can expect a launch before year’s end.

Space Pirate Arena isn’t the first game to use a large playspace with purely physical movement. This kind of arrangement is regularly seen in out-of-home VR arcades, but hasn’t come to Quest because of the clear space limitation for average users. It’s an intriguing gamble for I-Illusions and reminds us a bit of Everslaught which is trying to be the best it can be for a subset of hardcore VR users rather than everyone.

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Space Pirate Arena is Coming Soon to Oculus Quest

Space Pirate Arena

Back in 2016 when virtual reality (VR) began to find its way into consumers hands one of the most popular shooters at that time was I-Illusions’ Space Pirate Trainer. A few years later in 2019, the studio announced a grander vision for the franchise, a far more open laser-tag style experience called Space Pirate Arena. This week I-Illusions has confirmed that Space Pirate Arena will be hitting Oculus Quest soon.

Rather than your basic living room roomscale VR experience where you might have two or three meters each way to play with, Space Pirate Arena commands a far larger area. As I-Illusions’ Dirk Van Welden reveals in a Twitter thread: “To make sure Arena is played the right way, it won’t boot unless you found a 10 x 10m space. That’s actually the only threshold”

So you’ll need a decent garden area, sports court or field before you can even begin to play. With all that space to play in you and a few mates with Oculus Quests will be able to run around virtual arenas, hiding behind any available cover. “In the process of creating Arena, we had to come up with a whole bunch of original solutions for problems that arise with 1-to-1 movement based gameplay. Let’s hope these set the bar for future similar experiences!” Van Welden adds.

While Space Pirate Arena is primarily designed as a local multiplayer shooter Van Welden has confirmed it’ll feature a multiplayer element. It’s there to give you a taste of the gameplay if you don’t have friends with a Quest. “Similar to SPT, once you have played Arena the way it should be, you’ll be introduced to a whole new kind of experience, and it’ll just sell itself,” he notes.

Space Pirate Trainer

There’s still plenty to be revealed including player count, weapons, arena variety and quite what the technical requirements will be for connecting multiple headsets when you’re stood in the middle of a basketball court, or in the middle of a field?

Space Pirate Arena is certainly one of the more interesting uses of VR for general consumers. When launch date details are revealed, VRFocus will let you know.

Space Pirate Arena Launching ‘Soon’ On Oculus Quest

Space Pirate Arena is coming to Oculus Quest and that means it is time to find a bigger play space.

Dirk Van Welden of I-Illusions shared a few details about the release of the upcoming arena-scale sequel to the defining wave shooter of consumer VR’s first generation. Space Pirate Arena, of course, is the follow-on to 2016’s Space Pirate Trainer and it takes the game fully multiplayer with intense competitive matches that require some of the largest VR play areas we’ve ever seen.

The sequel was first revealed in 2019 and has been teased a few times since then, but it’s been held back by the size of the play spaces allowed by the Oculus Quest system. Earlier this summer Facebook confirmed to UploadVR it expanded the maximum play area on Quest up to a staggering 15 meters in either direction. Space Pirate Arena requires a safe space of at least 10 meters in either direction, and Van Welden noted the game now includes a single-player mode if you don’t have a friend with another Quest.

Put another way, all systems are pretty much go for the launch of arena-scale Oculus Quest gameplay.

“In a lot of ways, this feels similar to releasing Space Pirate Trainer back in 2016. Back then we didn’t know if people would go out and buy a VR headset. There are a lot of Quests out there now, but we’re asking those people to find a safe 10x10m spot to play Arena,” Van Welden wrote on Twitter. “Similar to SPT, once you have played Arena the way it should be, you’ll be introduced to a whole new kind of experience, and it’ll just sell itself. To make sure Arena is played the right way, it won’t boot unless you found a 10 x 10m space. That’s actually the only threshold, since we’ve added a single player mode to give you a taste of the gameplay. (If you don’t have friends with a Quest) In the process of creating Arena, we had to come up with a whole bunch of original solutions for problems that arise with 1-to-1 movement based gameplay. Let’s hope these set the bar for future similar experiences!”

Here’s the teaser for the experience the developers released back in 2019:

Be sure to check back with us as we’ll bring you the details on Space Pirate Arena as soon as we have them.