The Virtual Arena: The Ascendance of Arena-Scale Entertainment – Part 1

The Virtual Arena

In the first of a two-part report observing the current immersive Out-of-Home entertainment scene for VRFocus, Kevin Williams latest Virtual Arena looks at the re-emergence of LBE though the popular free-roaming entertainment trend. Evaluating the pitfalls, and the early fallers, and those operations that have re-opened and hope to define the next phase of business. 

While some pontificate that location-based VR has probably taken a terminal hit from COVID – at the same time we have reports on the reopening of venues in Asia and Europe and even America, and see the return of the audience, though in tentative numbers. One aspect of the successful growth of LBE VR before the ravishes of the global health crisis closed all forms of social interaction and entertainment, was the growth in interest of “Arena-Scale”, also dubbed “Free-Roaming” or in Asia “Walking Attractions”. Players donning powerful backpack PC’s and taking part in multi-player immersive experiences. The compelling nature of these experiences were such that major venture capitalists had vied to invest considerable sums in the early developers of this genre of immersive entertainment.

But even before the global-pandemic suspended business, cracks in the business proposition of some arena-scale operations had started to manifest. Gradually exiting lockdown and the issues that impacted some business plans has been magnified, and we start to see the damage inflicted by a loss of revenue. While some of these immersive operations are facing more permanent closures, others are seeing renewed interest in their offering and a new arms race to dominate what is still seen as a lucrative opportunity.

Bandai Namco VR arena
The “Next Gen” virtual playing Arena: Image credit: Bandai Namco

The Landscape Ahead

Seen as one of the first exponents of the concept of immersive, free-roaming experience – The VOID tantalized the investment and operations community with a dream of transporting groups of players into a magical virtual environment, (what the company labelled “Hyper-Reality”), powered by their claimed unique “redirected walking”, with physical effects and props. Seen as one of the prominent representations of the growth in interest in free-roaming immersive experiences – the company had high profile investment, initially from the Disney’s Accelerator fund, including business mentorship that saw development resource through ILMxLab.

The VOID has been heavily dependent on the development resources of ILMxLab for most of their content, with only Ghostbusters, and horror-experience Nicodemus developed internally (in partnership with Ninja Theory), receiving mixed reviews. It was however the draw of the big IP and crafted VR experiences based on blockbuster movies that drew the attention. Much of their hyped original design hardware would have to be scaled back to reverting to off the shelf hardware, such as their tracking system from OptiTrack or their headset, in reality, being made with components from an Oculus CV1 unit, eventually under license, (after a planned in house design was abandoned). The company at its hight operating some 17 facilities offering a selection of Walt Disney movie IP VR experiences. But the sites opened seemed to offer conflicting information on their actual success, and cracks started to appear.

The VOID image1

The company had seen a churn in management, with the revolving door of top executives. Also, behind the scenes the operation had been haemorrhaging finances, plans for a permanent London site was abandoned near completion, and a total restructuring of the operation. Deals were signed with the shopping sector to place a new model of the attraction that was hoped to address the difficulties of audience retention. Things, however, had not gone as planned for The VOID operation, with numerous major executive departures and claimed venue expansion abandoned. Sources suggested that investments were being stretched and revenues were not proving as expected. By this time, the full impact of the global health crisis by March 2020, and all 17 VOID facilities had been at the time temporarily shuttered. But then things started to take a new turn, sources revealed information that one and then a second The VOID facilities on Walt Disney property had posted notices announcing their permanent closure and that all assets associated with Walt Disney were to be removed.

The Void Shutdown orders
The shut-down order posted on The VOID Disney locations doors. Image credit: WDW

An incredible silence has enveloped an operation that was once so prolific at promotion – while the US venues remained closed, with no information at this time on what the situation of their reopening will be, with only the Malaysia (Genting) venues had reopened for business since August. The VOID Malaysia site had removed all their Disney themed experiences only offering ‘Nicodemus’ and ‘Ghostbusters: Dimension’. And that was all the information that could be garnered at this time. Many will try and paint this as a bigger problem with the free-roaming VR sector, there seems to be a pattern emerging from the initial operators that expensive IP and a problematic business model has been accentuated by the financial impact of the COVID Lockdown.   

There is another recent recipient of investment and mentorship from the Disney Accelerator fund that is based in the arena-scale VR sector. Japanese start-up Tyffon has opened their own Tyffonium – Magical-Reality Theater – a backpack VR experience centre. While less well-known than the other Disney Accelerator investment in VR attractions, the operation had developed internally three attractions which they operated in their two Japanese venues. Much more aimed at a theatrical, sensory experience, looking at young couples as a key demographic, offering three game experiences that support up to four VR players for 30-minute durations. The operation would go on to raise their Series A round of funding – added to the previous investment this saw the company valued at $12 million by the end of that year. With this investment, the operation had received publicity towards a plan to open in the US. By March of this year, the Japanese operation had entered lockdown, with plans for the US operation still on the drawing board, and their 35 employees furloughed, though the facilities did reopen by October.

Tyffon image1
The unique couples focused VR game experience from Tyffon. Image credit: Tyffon

Another of the early pioneers, wanting to carve out an empire for themselves was Dreamscape Immersive. Described as a “Virtual Reality Experience Like No Other”, the company took on a movie theatre style of approach to offering their unique platform – having amassed an impressive cadre of investment from powerhouses from the movie industry. Investors also included AMC and IMAX – cinema legends looking at the concept of LBE VR, to address flagging movie ticket revenue. Along with an impressive lobby presenting the VR experiences on offer like movies – the guests in groups of six would enter donning rooms, putting on their PC backpacks and wearing foot and hand tracking devices based on the Vicon system. Then once inside the VR room, would put on their headset (originally the Oculus Rift CV1, but later the company would migrate over to the HP Reverb platform) – the environment offering physical effects within the space that mirrored the high-quality virtual experience rendered for the players.

Dreamscapes’ facility operation had opened first in Los Angeles, as part of the Westfield Century City shopping mall in the shadow of an AMC theatre, in Dallas and Columbus, and then venturing to Dubai. This UAE-based location reopened in July and has seen strong returning audiences – proving the health of LBE VR post-COVID lockdown. October will see the US chain of stores also reopening. But following the upheaval in business following the health crisis the corporation revealed the acceleration of plans for a brand new initiative. Dreamscape Immersive, partnered with Arizona State University (ASU), to launch ‘Dreamscape Learn’. The concept is for “Immersive Education” avatar-driven VR experiences being offered to both campus-based and online courses; planning to start with introductory biology and eventually expanding throughout the sciences and beyond, (vetted by top professors and learning scientists).  The plan will utilize the immersive VR story lead experience of the VR company married to the educational platform for students and explorers to create a unique learning environment (immense VR “laboratory”) which will see virtual pods created to traverse students around virtual environments.

Dreamscape Learn
A capture of the ‘Dreamscape Learn’ immersive VR laboratory. Image credit: Dreamscape

Numerous developers of arena-scale platforms had already started the process of redressing their business model to embrace new verticals. One of the front-runners in the development of IP based arena-scale VR experiences was the new operation SPACES. The company retained a wealth of experience having been spun out of DreamWorks Animation back in 2016. The corporation saw investment from Tencent and other leading players launched its first arena-scale platform with Terminator Salvation: Fight for the Future, opening the first permanent location in San Jose and then a temporary installation in partnership with Cinemark. Also, SPACES had signed agreements with SEGA JOYPOLIS to install its VR experience at their Japanese sites. The operation was in the process of redefining their offering following feedback as the global crisis hit, but its innovation continued, and pivoted during lockdown to create a ground-breaking VR based video conferencing product. The interest in this product was such that SPACES announced in August that the company had been acquired by tech-giant Apple, for an undisclosed sum.

Sandbox VR had been a prominent name in the LBE VR business, coming from a meteoric rise supported by the Alibaba Entrepreneurs Fund, and raising some $68m and $11m round of investment. With this investment, the operation focused on both improving the level of experience on offer, signing a licensing agreement to use major IP, such as releasing an experience based on ‘Star Trek: Discovery’. In total some 8 venues, split between Asian sites and their first few US locations, offering four-player backpack PC VR, using Oculus Rift CV1 headsets. But following the lockdown, Sandbox VR (Glostation USA Inc.) filed for Chapter 11 protection in August, this was on top of the previous announcement of the loss of their original CEO and 80-per-cent of their workforce. It was revealed that the company had started to reopen its venues, promoting new safety measures to ensure guests and staff post lockdown. The restructured management evaluating a plan of survival with the VR centre (single attraction) model.

Star Trek: Discovery
Players beaming into Sandbox VR’s Star Trek: Discovery adventure. Image credit: Sandbox VR

While not getting the same publicity as other arena-scale installations in the West, one of the first VR ZONE free-roaming offerings developed by Bandai Namco and being shuttered at MAZARIA is Dragon Quest VR. Developed for the original VR ZONE brand back in 2018 the videogame is based on the popular RPG property, with four-player PC backpacks (HTC Vive headset) – it’s one of the few arena scale installations that use wholly unique player interfaces representing the shields, and swords of the game. This was not the only Arena Scale VR attraction Bandai Namco developed – with a Ghost In The Shell property, (‘Ghost In The Shell: Arise Stealth Hounds’) back in 2017. Going on from the closure of their MAZARIA facility, the corporation is reappraising its approach to VR and immersive entertainment, with new plans to be revealed soon that could see new free-roaming properties.

Dragon Quest VR
Players working as a team against the bosses in Dragon Quest VR. Image credit: KWP

Other Japanese amusement factories that operate their own venues in the territory have been attempting to jump onto the arena scale bandwagon. CAPCOM with its PLAZA CAPCOM chain of sites has added the CAPCOM VR-X areas to their landscape, and with that created a unique arena-scale VR experience based off corporation owned IP. Biohazard: Valiant Raid (better known in the West as Resident Evil) launched last year, the four-player experiences negates the use of cumbersome backpack PC’s for a restricted player space using tethered HTC Vive headsets and customized controllers.

One of the largest of the Japanese amusement and gaming corporations is SEGA, and they have invested heavily into VR attractions for their facility business. Under the SEGA Joypolis VR chain, operated through CA SEGA JOYPOLIS (the co-Chinese and Japanese partnership), the company has deployed several third-party VR attractions. At this time SEGA’s amusement GM division has not created a unique VR platform of their own, favouring in representing other developers’ products as they evaluate the opportunities provided by this technology. The Asian market has seen the adoption of the term “Walking Attraction” when describing arena-scale VR experiences, the PC backpack offering freedom over tethered enclosures. Such operating systems include Mortal Blitz for Walking Attraction, developed by Skonec Entertainment. SEGA had also fielded the system from SPACES (as mentioned above), and later the Zero Latency free-roam experience in several Joypolis sites.

Zero Latency is one of the earliest to see the opportunity and unique compelling nature of free-roam VR entertainment. The company deploying their first facility in 2014, and then went on to establish and defined their unique up to eight-player immersive arena experiences, amassing a considerable library of seven popular games. Emerging from the global lockdown, the company has continued to plough a course in this sector. Developing their own backpack harnesses, haptic game controllers, along with the needs for appropriate briefing, loading, and unloading of players, staff training, all packaged in a franchisee offering operations have added to their entertainment venues. The company announced a major partnership to bring AAA content to their platform, Ubisoft – creator, publisher and distributor of interactive entertainment and services revealed that it would be bringing its million-selling consumer game license to VR with Far Cry VR: Dive into Insanity. This LBE VR experience for up to eight players takes them back to Rook Islands, the setting of‘Far Cry 3 for some intense action. Working in partnership to develop and implement their multi-player combative experience with Zero Latency, the game will be released across their 45 venues in 22 countries during 2021.

Zero Latency
Image credit: KWP

This concludes the first part of this extensive coverage; we will now look at the rest of the sector and the new entrants bouncing back into business after lockdown in the following coverage.

Report: Apple Acquires VR Startup Spaces

Protocol reports that the VR startup Spaces was acquired by Apple this week, after the company made a statement via email and on its website that Spaces “is heading in a new direction.”

The company was co-founded by Brad Herman and Shiraz Akmal and initially spun out of Dreamworks in 2015. Originally, the company focused on location-based VR and produced experiences focused on popular IPs like the Terminator franchise.

However, when venues offering location-based VR experiences had to shut down earlier this year due to the COVID-19 pandemic, the Spaces team pivoted to a new frontier. Developed in light of the pandemic, Spaces created a new PC VR app that allowed users to join video conferences from within VR. A virtual avatar would appear in programs such as Zoom, framed by an adjustable virtual camera, and the user could even make use of a virtual whiteboard as well.

Although there hasn’t been a mention of Apple from Spaces directly, last week Spaces did send out an email and updated its website with the following statement:

Spaces is heading in a new direction.

Thank you to our users and partners who participated in our awesome VR video conferencing product and the many people who enjoyed our VR location-based entertainment attractions found at theme parks, theaters, and more.

As mentioned above, Protocol reports that the startup has been acquired by Apple.

There’s been lots of speculation about AR and VR products potentially arriving from Apple in the next few years, with a report in June marking 2022 as the arrival date for Apple’s first standalone VR headset. There’s been some other indicators as well, such as this recent patent filing for an Apple VR boundary system. An Apple acquisition of Spaces would no doubt look to bolster the company’s VR department as the potential headset gets closer to production and release.

UploadVR reached out to Spaces after receiving the email, to inquire about a potential acquisition, but received no response. Today we also reached out to Apple and will update if we receive a response.

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Spaces Launches Subscription Option For VR Zoom/Video Chat Add-On

Over the last three weeks the engineers at VR startup Spaces started working 16 to 18 hour days from home in social isolation in response to the COVID-19 pandemic.

Within a few days they had a barebones version of a free add-on for Zoom and other video conferencing apps which allowed for joining the conversation from inside a PC VR headset. After three weeks now they’ve added a subscription tier to the software which allows for some pro features, like the removal of a watermark, HD streaming, and priority support.

The startup co-founded by Brad Herman and Shiraz Akmal originally spun their work out of Dreamworks in 2015 and previously built out location-based VR attractions, like one for Terminator Salvation. But like the broader world, VR arcades everywhere started closing their doors in March following orders from governments seeking to slow the spread of COVID-19. That includes the Los Angeles location for Two Bit Circus, which features one of Spaces’ Terminator attractions. Underscoring the rapid shift in the wake of COVID-19, and its response, the venue originally planned to install a thermal camera to detect fevers in prospective visitors at the door, but closed fully within a few days. A survey in mid-March sent to operators of SpringboardVR, one of the leading platforms supplying VR arcades with content, showed that the vast majority of VR arcades were closing at least temporarily, with at least 16 percent closing their doors permanently starting in April.

But as out-of-home VR attractions ground to a halt, there’s now a greater need to connect to others through the Internet. There’s a robust debate about whether requiring a current generation VR headset makes sense to access social connection, but an optional add-on like Spaces might be a welcome break from the monotony of staring into a webcam in back-to-back Zoom meetings.

“We are fighting for our company, for our jobs, for our employees,” Herman wrote to me in explaining the rapid development effort. “Not going to let four years of work just vanish in the blink of an eye.”

Herman said they are planning additional environments and features for Spaces, including the ability to access multiple camera angles with the press of keyboard buttons. You can try out Spaces for free here.

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VR is the Face of Future Entertainment at a Major San Jose Cinemark Theater

Cinemark, a major US movie theater chain, this week welcomes the SPACES VR attraction to its Century 20 Oakridge theater in San Jose, CA. The attraction, which currently offers a Terminator Salvation VR experience for up to four players, is the now the face of the theater’s effort to expand its entertainment offerings beyond films.

With competition for consumer revenue from video streaming, gaming, and increasingly advanced home theater technology, Cinemark has been on a quest to elevate and expand its offerings to get consumers out of the home and into the theater. Modernization efforts like posh reclining seats, expanded food and beverage options, and extra large format ‘XD’ screens with souped up sound systems are rolling out to Cinemark locations nationwide.

But if you go to Cinemark’s Century 20 Oakridge location in San Jose, CA—one of the region’s top grossing theaters—VR is now front and center at the venue as the next step in a more diverse set of entertainment options that go beyond films.

When you ride the escalator up to the theater’s main lobby, the very first thing you’ll see is a new flagship Spaces venue that’s co-located within the theater. Spaces is a VR attraction platform offering bespoke multi-user VR experiences. Before even passing the ticket-taker, theater goers pass by the slick Spaces kiosk and can see a prominent tease of what awaits them in VR.

Photo by Road to VR

For now there’s just one experience available called Terminator Salvation: Fight for the Future, a 15 minute co-op VR adventure designed for up to four players. The experience opens its doors to the public on Friday; tickets are priced at $24 for evening plays and $20 for a matinée.

Like other VR attractions, Spaces offers up VR hardware and content that’s either impractical or unavailable to users at home. So even if you’ve got your own high-end VR headset, the idea is that it’ll provide you with an even more immersive experience, and one that can be shared with your friends.

And for the most part that’s true. In the pre-mission setup phase, players are outfitted with a VR backpack PC, haptic vest, hand and foot trackers, and a VR gun peripheral. With five-point body tracking and a separately tracked weapon, player’s avatars are capable of articulating with more realistic full-body movement than what you’ll find with typical consumer headsets which only track head and hand movements. Haptics from the vest and the gun pack a significantly greater punch than what than the the rumble found in consumer VR controllers. And the two-handed gun feels more intuitive to use since you’ve got a full-sized grip, stock, and foregrip.

Before stepping into ‘Fight for the Future’, you’ll get geared up in a pre-mission area. | Photo by Road to VR

In addition to the advanced hardware, the experience itself is built to offer a mixed-reality experience that immerses players even more deeply by putting them in a playspace with physical props that match what’s seen inside the virtual environment. For instance, if you see a railing in the game, you can reach out to touch and it you’ll find that it’s really there in real life too. External haptics are also added to further the illusion; the floor can rumble to emphasize explosion, and fans will blow air on you to replicate the feeling of rotor wash as you board a dropship. The setup does a great job of convincing you and up to three other friends that you’ve been teleported into a completely difference space.

SPACES hardware consists of an Oculus Rift, HP Omen VR backpack, Hardlight haptic vest, StrikerVR guns, and hand & foot trackers, all tracked with OptiTrack. | Photo by Road to VR

In Fight for the Future you start in a practice range to get familiar with your fully automatic weapons, and then step aboard a lift which takes you up to a dropship that eventually sets you down on a rectangular skyscraper rooftop where your mission takes place. Terminator robots come at you from adjacent rooftops and soak up bullets before exploding.

After vanquishing a few waves of baddies, there’s a brief ‘puzzle’ segment, which really just amounts to moving props from one place to another. While it wasn’t remotely challenging, the use of physical props which are tracked as virtual objects within the playspace is certainly novel and immersive. After moving the props and rotating another into place, the mission reaches a climax with most of the remaining enemies blowing up thanks to your actions. From there you ride the lift back up to the dropship and conclude your mission.

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The 15 minutes of playtime feel very brief, and there’s really not much variety or intrigue to the gameplay—surely the result of needing to cast a wide net to appeal players who could range from never having used VR before all the way to veteran VR gamers.

Coming out of Fight for the Future feels a bit like having just exited a high-tech movie production. This is smartly reinforced by a post-game cinematic video that greets you just outside the de-briefing area. Spaces has rigged up several in-game views and camera sweeps that are perfectly timed to capture the key moments of action. Here you also get to see yourself as the robot you were inhibiting, including seeing your face attached to the avatar (having been scanned at the sign-in process). Players get a copy of the video emailed to them for sharing with friends.

The in-game cinematic is a great way to give players a way to take something from the experience and be able to explain a bit about what it was like. There’s definitely novelty to seeing yourself and your friends inhabiting entirely different bodies in an sci-fi world, but the lifeless face-textures and choppy IK body animations in the video unfortunately shift the mood from what would otherwise be a ‘cool’ closet to ‘goofy’.

While the Spaces hardware platform is among the best I’ve seen from a VR attraction to date—offering good headtracking, visuals, and haptics—it’s clear that the company’s current experiential bottleneck is the content.

This first offering, Fight for the Future, doesn’t make particularly good use of the reality-bending capabilities of VR. That said, there’s definitely clear potential in what the attraction offers; the company’s next piece of content will be the big clue as to whether or not they have what it takes to learn, iterate, and push content on the platform forward in the right directions.

SEE ALSO
Zero Latency's Next Title is Tackling the Challenges of Location-based PVP

As for Cinemark, the Spaces opening at the Century 20 Oakridge theater looks to be something of a proof-of-concept, and has the potential to be brought to many more locations in the future. Being co-located in a theater makes a lot of sense on paper because of the potential to create future content offerings which tie directly into the latest movie craze, offering an extra experience to movie goers who are already primed with interested in a specific franchise.

Even if Fight for the Future isn’t yet the pinnacle of VR attraction content, it still achieves Cinemark’s objective of offering a new entertainment option which simply can’t be recreated in the home—the key, the company believes, to getting customers in the door in a world with an increasingly wide range of entertainment choices.

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Location-based VR Experience Terminator Salvation: Fight For The Future is Coming to San Jose

When it comes to location-based entertainment (LBE) involving virtual reality (VR), companies like The VOID (Ralph Breaks VR, Nicodemusand Zero Latency are two of the better-known content providers. SPACES is another marking inroads into the industry thanks to the release of Terminator Salvation: Fight For The Future last summer. Today, SPACES has revealed that in conjunction with Cinemark, the pair will be opening a new location in San Jose, California next month.

SPACES

The new multi-sensory VR experience is a blend of 4D effects, 3D face scanning, physical interaction and social group play, putting players inside the Terminator universe to fight for the resistance.

Upon entering the Cinemark SPACES Terminator Salvation: Fight For The Future experience, guests will register and then scan their faces using SPACES’ proprietary face scanning technology, putting their faces directly onto the robotic bodies of T-2000 Terminators. From there, fans will be immersed in a free-roam, VR battle in groups of up to four people. The moment guests take off their headsets, they’ll immediately receive a cinematic video of their experience to take home and share on social media.

“Cinemark is constantly innovating and providing new experiences for our guests; we love taking entertainment and moviegoing to the next level,” said Mark Zoradi, Cinemark’s CEO in a statement. “Cinemark is excited to partner with SPACES to provide our Bay area guests with a fun, immersive, mixed-reality adventure.”

SPACES

“At SPACES, we say ‘Go Anywhere, Do Anything’ where guests are the stars of the experiences,” said Shiraz Akmal, SPACES CEO. “We provide consumers an incredible, virtual reality adventure where they can suit up and escape with their friends. Guests depart from SPACES and are transported into the action. We especially love that our experiences are meant to be shared; people repeat the experiences with friends and family again and again.”

Terminator Salvation: Fight For The Future will be opening on Friday, 8th February 2019 at Cinemark’s Century 20 Oakridge and XD theatre in San Jose, CA at the Westfield Oakridge Shopping Center. Take a look at the trailer below for a brief taster, and for further updates on SPACES expansion, keep reading VRFocus.

SPACES Opening San Jose Cinemark Location With Terminator VR

SPACES Opening San Jose Cinemark Location With Terminator VR

SPACES is opening its latest location with Terminator Salvation: Fight for the Future in February at Cinemark’s Century 20 Oakridge and XD theatre in San Jose, California.

The location at the Westfield Oakridge Shopping Center will offer the same Skynet encounter we enjoyed at the company’s first location at the Irvine Spectrum in Orange County, California. SPACES scans user faces to graft them virtual onto Terminator bodies for better identification of friends or family in VR.

SPACES also automatically produces videos of player sessions which can offer something to take home or share with others from the visit. Here’s an example from our visit last year:

IMAX VR recently shuttered its VR locations, which suffered because they didn’t offer experiences that were unique or appealing compared with what VR headset owners could do at home. SPACES, though, is similar to The VOID or Dreamscape Immersive in offering the ability to step into a world with friends for memorable moments together enhanced by powerful haptic effects. SPACES also opened a location in Tokyo late last year.

Tickets for Terminator Salvation: Fight for the Future are available now at www.cinemark.com/SPACES. The Cinemark SPACES is located at 925 Blossom Hill Rd., San Jose, CA 95123 in the Westfield Oakridge
Shopping Center.

We’re hopeful to see more virtual worlds to visit available at SPACES locations announced throughout the year. There’s a lot of innovation going on with location-based VR entertainment, with Dave & Busters rolling out Jurassic World attractions at more than 100 locations. It is also possible that standalone headsets like Oculus Quest, which is being released in the coming months, could make these types of attractions easier for more people to enjoy.

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Terminator Salvation: Spaces und Sega eröffnen neue Arcade in Tokio

Spaces eröffnete bereits im August eine VR-Spielehalle in Orange County in Kalifornien mit der besonderen VR-Erfahrung Terminator Salvation. Eine Kooperation zwischen Spaces und Sega bringt das Entertainment-Zentrum nun auch nach Tokio in das viel besuchte Stadtviertel Shibuya. Die Eröffnung findet am 25. Oktober statt.

Spaces Arcade – Terminator Salvation: Fight for the Future

Im August dieses Jahres öffnete ein neues Arcade-Center des Startups Spaces seine Pforten im Freiluft-Einkaufszentrum Irvine Spectrum Center in Kalifornien. Das Zugpferd des Hightech-Unterhaltungszentrums ist die VR-Erfahrung Terminator Salvation: Fight for the Future in welcher Besucher/innen in die postapokalyptische Welt des Terminator-Franchises eintauchen dürfen.

Bis zu vier Spieler/innen gleichzeitig können gemeinsam um ihr Überleben kämpfen und sich ins Feuergefecht gegen anstürmende Killerroboter begeben. Zur besseren Immersion erhalten die Gäste einen speziellen Waffen-Controller, der beim Abfeuern haptisches Feedback erzeugt. Auch Körpertreffer sollen spürbar sein. Außerdem gibt es bewegliche Plattformen sowie reale Objekte zur Interaktion. Dank Trackern an Händen und Füßen wird der gesamte Körper erfasst, während ein Rucksack-PC ein kabelloses und freies Bewegen ermöglicht.

Spaces-Terminator-Salvation-Arcade

Als besonderes Goodie können die Spieler/innen ihr eigenes Gesicht per 3D-Scanverfahren einscannen und als In-Game-Avatar verwenden.

Spaces und Sega eröffnen neues Entertainment-Zentrum in Tokio

Die VR-Arcade ist so erfolgreich, dass das Unternehmen in einer Kooperation mit Sega nun sein Angebot nach Tokio expandiert. Damit eröffnet am 25. Oktober das zweite Unterhaltungszentrum mit der Terminator-Lizenz im Stadtviertel Shibuya.

Spaces-Terminator-Salvation-Arcade

Shiraz Akmal, CEO von Spaces, blickt der Eröffnung enthusiastisch entgegen:

“Die Gäste unserer brandneuen Joypolis-VR-Location in Shibuya werden in einen Terminator transferiert und können dabei die Gesichter ihrer Freunde in unserer XR-Erfahrung sehen. Die Spaces-Attraktionen werden nun global angeboten und sind für eine weltweite Audienz besuchbar. Wir fühlen uns geehrt, unsere hochqualitativen Erfahrungen den Besucher/innen in Tokio anbieten zu dürfen. Dadurch erleben unsere Gäste ein rasantes und interaktives Abenteuer für die ganze Familie.”

Weitere Informationen finden sich auf der offiziellen Webseite von Spaces.

(Quellen: Upload VR | Spaces | Video: Spaces YouTube)

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Spaces Partners With Sega Joypolis To Open New VR Attraction In Japan

Spaces Partners With Sega Joypolis To Open New VR Attraction In Japan

Spaces has partnered with Sega’s Joypolis location-based entertainment division to open a new VR attraction near the Shibuya train station in Tokyo, which is one of the busiest transit stations in the world. It opens on October 25.

In August, Spaces opened its first virtual reality entertainment center in Orange County, California, featuring its flagship Terminator: Salvation-themed VR experience.

In that attraction, Spaces added motion simulators and more sensors to a typical VR headset, which helps players at the location-based entertainment centers feel more immersed in the experience. The idea is to deliver a more-immersive in-person VR experience that you can’t get at home.

The Los Angeles-based company built its Terminator experience for up to four players in co-op play. Spaces is headed by Shiraz Akmal, spun out of DreamWorks to focus on VR. I went through the Terminator experience this summer at Spaces’ headquarters, and it was like being in a theme park.

In Japan, the Sega and Spaces Terminator Salvation location will open at the busy traffic spot at Building 109 at Shibuya Crossing. Partners include Cinemark, Songcheng, and Skydance.

The Spaces team has background in film, television, video games, and theme parks. The company has raised over $10 million from Comcast Ventures; Songcheng Performance Co.; Match VC; Boost VC; Canyon Creek Capital; Colopl VR Fund; Gree Inc.; Kai Huang; Sinovation Fund; The Venture Reality Fund; and Youku Global Media Fund, and CRCM VC. It also has a $30 million partnership with Songcheng Performance Co. to build next generation attractions for parks and retail locations.

Spaces offers 3D facial scanning and a highlight video reel to share on social. Guests can engage in free roam extended virtual reality (XR) where interaction with the physical and digital world is amazingly blended.

“Guests that visit the brand new Joypolis VR location in Shibuya will transform into a Terminator and see their friends faces inside our extended reality (XR) experience, ” said Shiraz Akmal,CEO of Spaces, in a statement. “Spaces attractions are truly global and appeal to audiences around the world. We are honored to bring our high-quality experiences to guests in Tokyo—our first overseas location—with heart-pounding, interactive adventure that you can enjoy with your friends and family.”

This post by Dean Takahashi originally appeared on VentureBeat.

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SPACES Partners with SEGA Joypolis To Open New VR Centre at Shibuya Crossing

The number of location-based virtual reality (VR) centres continues to grow all over the world. SPACES Attractions was spun out of the famous Dreamworks Animation studio and has become a company specialising in multiplayer VR experiences that feature known Hollywood and videogame brands. The company have now teamed up with SEGA Joypolis to bring the VR attraction Terminator Salvation: Fight for the Future to Shibuya in Tokyo.

SPACES will bring its four-persona VR experience to Asia on three experience stages, complete with 4D effects, SPACES Faces 3D facial scanning along with a highlight video reel that can be shared on social media. Visitors to the VR centre will be able to be immersed in free roam VR based around the well-known Terminator franchise.

“Guests that visit the brand new JOYPOLIS VR location in Shibuya will transform into a Terminator and see their friends faces INSIDE our extended reality (XR) experience, it’s like nothing else.” Says Shiraz Akmal, Chief Executive Officer and co-founder of SPACES. “SPACES attractions are truly global and appeal to audiences around the world. We are honored to bring our high-quality experiences to guests in Tokyo—our first overseas location—with heart-pounding, interactive adventure that you can enjoy with your friends and family.”

Terminator Salvation: Fight for the Future will be opening at the busy tourist area of Shibuya Crossing at CA SEGA Joypolis, one of the most famous and popular videogame attractions in Japan. SEGA Joypolis will become one of SPACES partners, joining other brands such as Cinemark, Songcheng, Skydance and others.

The new experience is due to open in Tokyo on Thursday, 25th October, 2018. Further information can be found on the SPACES website or the SEGA Joypolis website.

CA SEGA Joypolis has previously hosted other VR experiences such as VR-Nerds location-based VR Tower Tag. For future coverage on new and upcoming VR experiences, keep checking back with VRFocus.

SPACES Open New Multi-Sensory VR Attraction, Terminator Salvation: Fight For The Future

SPACES have announced that they have opened the door to the world’s first SPACES Center, which features a multi-sensory virtual reality (VR) attraction entitled Terminator Salvation: Fight For The Future. The attraction is located within the recently revamped Irvine Spectrum Center in Orange County, on of Southern California’s most popular entertainment lifestyle destinations which attracts over 17 million visitors annually.

Terminator Salvation

Though more experiences are planed to be released within the center, the Terminator Salvation: Fight For The Future title marks the first time that attendees will be able to experience location-based extended VR built by the visionary VR and entertainment team that was spun out of Dreamworks. Within the title players team up with friends and family to take arms against the Terminators with unique SPACES features.

“Our amazingly fun, social SPACES attractions are built to be shared,” Brad Herman, SPACES CTO says. “We’re kicking off our first SPACES Center with a prominent franchise that is recognized and loved around the world, we make it easy for guests to share their SPACES experience the moment they take off their headset and that social-friendly mentality is built into every one of our SPACES attractions.”

spaces

This includes SPACES FACES which scanned the face of a player and then places it onto the character model within the virtual world, allowing groups to see each other as though they were there themselves. The experience also features top-of-the-line immersive equipment which includes the likes of the HP OMEN X VR Backpack workstation PC which provides the power needed for such an experience.

“We designed our VR backpacks precisely to enable visionary, driven teams to create groundbreaking social experiences,” explains Joanna Popper, head of location-based VR entertainment for HP. “SPACES attractions are a natural fit to showcase the unique adventures you can experience when you’re not tethered to a desktop PC or a television. SPACES location-based XR attractions give people the ability to experience a game or movie from the inside. It’s not storytelling, it’s story-living.”

SPACES has the opportunity to create unlimited possibilities in any physical location thanks to their unique systems and the immersive power of VR. Other technologies such as haptic feedback, motion platforms and environment effects also enhance the experience allowing attendees to not only see and hear but also feel the action. Tickets are on sale now and can be purchased from the SPACES website and for more on the company in the future, keep reading VRFocus.