Rogue Initiative Partners with Emblematic Group on new VR Content

Cross-medium digital entertainment studio The Rogue Initiative (Crowe: The Drowned Armory) and virtual reality (VR), augmented reality (AR), and mixed reality (MR) production company Emblematic Group have begun a partnership to create new immersive content.

Cathy Twigg HEADSHOT

Currently the two studios have revealed a couple of ongoing projects, Joan of Arc and Trashed aka Rock and Roll Hotel. The first is told as a political thriller, with the series embodying the famous French heroines strength through a distinctly female perspective in a combined linear television and VR episodic format.

While Trashed aka Rock and Roll Hotel is a VR experience allowing players to relive real-life instances of famous hotel room trashings and participate in the destruction. Set to classic rock songs and hosted by a legendary musician who will historically frame the events, Trashed aka Rock and Roll Hotel will be a blend of fun and nostalgia.

“Rogue Initiative and Emblematic both have incredibly talented teams that share a deep passion for telling amazing stories and pioneering emerging technologies for film, television and immersive content,” said Rogue Initiative Co-Founder and Chief Production and Content Officer Cathy Twigg in a statement. Together we will force multiply our capabilities on a myriad of levels ranging from social impact and science to fantasy and sci-fi.”

Nonny de la Pena - HEADSHOT

“I’m elated at the opportunity of this partnership, to develop projects with another cutting edge XR company that has a powerful woman at the helm,” states Emblematic Founder and CEO Nonny de la Peña. “Both teams bring unique expertise and passion for storytelling using new technologies so I am truly excited about the potential of working together to bring the world awe-inspiring and innovative content that pushes the boundaries of the medium.”

Emblematic Co-Founder James Pallot also adds: “I could not be more thrilled about this partnership. We are at the beginning of the next great leap forward in VR/AR/MR, powered by advances in 5G networks and edge computing, and the possibilities opened up by these technologies are hugely exciting. Partnering with Rogue turbocharges our ability to execute on our creative vision and will allow us to play on a bigger field than ever before.”

As The Rogue Initiative and Emblematic Group continue their partnership, revealing further details on the two projects, VRFocus will let you know.

The Rogue Initiative Release First Gameplay Footage for Steel Cobras

Several months ago Los Angeles-based production studio The Rogue Initiative (Crowe: The Drowned Armory) revealed its first location-based virtual reality (VR) project Steel Cobrasan on-rails flying shooter. Now the company has released the first gameplay footage showcasing what’s in store.

Steel Cobras

The Rogue Initiative has created Steel Cobras in partnership with MediaMation and its MX4D Motion Effects chairs. The  immersive 2-player co-op VR shooter puts players in control of a massive gunships armaments, able to rain destruction down on enemies with a selection of weaponry.

As the gameplay video below highlights, as players fly through the level they’ll face an onslaught of ground and aerial enemies. At their disposal are machine guns and explosive rockets to blow up fortifications, other gunships, tanks and anything else in their way.

The big draw for the experience is the inclusion of MediaMation’s MX4D Motion Effects chairs which include a myriad of haptic feedback sensations such as rumble functions, neck ticklers, a back poker, scent dispensers, air and water blasts built into the arm rests and leg ticklers.

Steel Cobras 1

The Rogue Initiative and MediaMation debuted Steel Cobras at the International Association of Amusement Parks Attractions Expo 2017 (IAAPA Expo) in Orlando, Florida last year.

Describing what the videogame is all about, Pete Blumel, Co-Founder, CEO and Chief Creative Officer of The Rogue Initiative has said: “The experience will put you in the gunner’s seat of the feared Steel Cobra gunship on a high-speed trench run in high, fist-pumping style. We took the latest technology in interactive VR and blended it with a 80s nostalgia to create a fun-filled co-op experience that thrills your senses.”

Currently, neither The Rogue Initiative or MediaMation have confirmed when or where Steel Cobras will be made publicly available, whether it’ll be a VR arcade in California or possibly somewhere like a cinema.

For those wishing to see the quality of The Rogue Initiative’s VR work then you can try Crowe: The Drowned Armory for either Oculus Rift or HTC Vive via the Oculus Store or Steam. For any further updates on Steel Cobras, keep reading VRFocus for the latest VR announcements.

The Virtual Arena: The Attraction Industry’s VR Future! (Part 2)

Continuing the coverage of the Digital Out-of-Home Entertainment (DOE) applications of Virtual Reality, in his second part of Kevin Williams, charts developments that were seen at the leading International Amusement and Attraction convention in Orlando.

In this next part of our coverage from the show floor of the largest trade event dedicated to the theme park, attraction and amusement industry:

VR Standalone Enclosures

As previously covered in our first report from the record breaking International Association of Amusement Parks and Attractions Expo (IAE); and we follow on from the developers of facility based free-roaming VR backpack, multi-player experiences, we have seen new developments in this business approach.

Many exhibitors at IAE saw the appearance of Standalone VR Enclosures, that can offer the VR backpack experience with in a compact foot-print. These pop-up modular designs have gained momentum and made a big splash onto the scene. Leading the charge was media attraction developer TRIOTECH who in a far-reaching agreement partnered with game publishing powerhouse Ubisoft towards releasing their Virtual Maze. Developed with Asterion VR, this modular maze VR experience was launched to the IAE audience running Virtual Rabbids: The Big Maze. But this was revealed to only be the start, with TRIOTECH and Ubisoft taking to the stage to announce their partnership, and following the Rabbids title, will in 2018 also launch a game based on the successful Assassin’s Creed franchise.

Ernest Yale, President and CEO of Triotech and Deborah Papiernik, senior vice president of new business for Ubisoft
The TRIOTECH Virtual Maze in action

Major partnerships to drive adoption of new VR attractions is a common component of the growth of the Out-of-Home entertainment industries approach. Regarding development of Standalone VR Enclosures’, another prominent developer at the show was A.i. Solve, who presented their WePlayVR – a popular VR backpack enclosure system, having players’ either navigating a virtual temple, or alien invasion. In partnership with leading amusement manufacturer and distributor BANDAI NAMCO Amusement, the companies have already installed the system in over thirteen locations, with many more sales chalked up during the show.

The WePlayVR experience

VR Standalone Platforms

Beyond the dedicated enclosures, several exhibitors promoted standalone (pop-up) VR platforms, created to be placed in a wide variety of venues ranging from shopping malls, cinema foyers, and family entertainment centres (FEC). These standalone approaches came in multiple varieties – leading lasertag and escape room specialist, Creative Works has partnered with the developers of the HoloGate VR platform; a four-player VR platform for FEC operators to deploy. The tethered VR experience using the HTC Vive head-mounted display, and offering a competitive multi-player experience that proved popular with many of Creative Works clients.

The HoloGate VR system in full flow

Another company offering a plug-and-play solution for operators that want to deploy a unique VR experience was motion cinema seat developer MediaMotion. The company promoting their ReactiVR product range that includes the ‘Motion VR’ platform, a two-seat MediaMotion MX4D motion-seat, linked to HTC Vive headset and controllers. The company demonstrating available game content working directly with Skydance Interactive (Archangel) and The Rogue Initiative (Steel Cobras) to integrate their games with this immersive seat configuration.

The Motion VR experience

The ability to drop a turn-key VR solution was demonstrated from VRX Networks. The company has presented their VRX Zone – the platform partnering with Hollywood movie studios to produce VR interactive blockbuster movie experiences, leveraging the power of the big marketing budgets. VRX Networks looking to have installed at over 50 installations by the end of the year. Running on their Oculus VR headsets games promoting The Emoji Movie, Jigsaw and Jumanji motion pictures.

Various examples of turn-key VR standalone solutions were also seen from SMAAASH, an Indian based developer of FEC facilities and attractions for their market. The company promoted their Finger Coaster VR virtual rollercoaster and Vertigo, their walk-the-plank experienced. Another standalone approach was from CXC Simulations – the company famous for their competitive network racing simulator race rooms, have turned to VR applications with their over 20 facilities running VR race rooms, employing the HTC headset.

The Chinese developers have lead the charge in the out-of-home adoption of VR entertainment systems, and the leading developers came on mass to IAE to offer interested operators a range of platforms. Manufacturer NINED presented their range of products including the Baby Bear virtual viewers for younger guests, all the way up to the KAT Walk platform. The unique omni-direction VR system, offer competitive experiences.

The KAT Walk network experience

The other Chinese developers included Movie Power, with their Skiing VR piece and their more traditional egg-shaped 9D VR ride experiences. While developer Skyfun Animation showed their own selection of VR systems such as the motorcycle system Crazy Motorbike VR – these systems using the Deepoon BPVR E3 headset. One Chinese developer, LEKE VR, came to the Orlando show with their stylish racing car experience called the VR Racer. It was revealed that the company has signed an exclusive partnership with new UK operation Immotion Group – and following a fundraising of some £1.3m, the new operation plans to distribute VR Arcade pieces into the West.

VR Amusement Platforms

The ability to offer a VR experience in a package that operates similarly to a conventional video amusement piece has not been lost on developers of the latest platforms. Amusement machine manufacturers embracing the new technology to develop amusement quality VR standalone platforms, and the leading examples made the trip to IAE.

No stranger too VR amusement pieces, UNIS had already partnered last year with VIRTIX to launch their Omni Arena – network gaming experience that is now supported by the brand new Omniverse – a proprietary content delivery and arcade management platform for use by commercial Omni operators around the world. The UNIS booth at IAE saw two new VR systems, with the launch in the West of the game D-Day 2077 – a alien invasion VR experience with the player wielding a Gatling gun. The other game was Tiger Knight an ancient Chinese knight horse riding game. These games dependant on the use of the HTC Vive headset.

The UNIS based D-Day 2077

Amusement manufacturer LAI Games released Virtual Rabbids, the latest developer to partner with Ubisoft to utilize the lovable Rabbids brand. With their new VR amusement piece, the company has developed a two-rider motion simulator with three selectable VR experiences, LAI Games promoting the systems as the first attendant-free VR ride experience that is operated and serviced like any other coin-op amusement game.

Virtual Rabbids

VR Special Attractions

With a crowded show floor with the latest trends for the theme park and attraction sector – VR was defiantly a ubiquitous technology with many examples popping up across the event, not a niche but a definite trend in the market.

Of the less than usual applications seen at the show, and D3D Cinema, a company working with science museums and planetariums, has partnered with SOMNIACS to launch their Birdly VR physical flight simulator – the company revealing that they have placed the system in several museums, and are now looking to the amusement sector.

The big surprise in deploying VR into DOE saw the waterpark industry apply VR into their future business. The developer Ballast presented the on the Wiegand Sports booth what they called the world’s first aquatic VR headset – in partnership with the water slide developer, they are launching their VR Slide a system that marries a specially created VR experience.

The prototype Ballast waterproof headset

But Ballast was not the only developer of a waterproof VR headset for application in water parks. Turkish based Polin Waterparks, through their new interactive entertainment division Polin Games has partnered with VR specialist Polymorph to create their SplashVR – running a demonstration on their booth, with guests sitting in a rubber ring and using Samsung Gear VR’s, the actual attraction will use the specially developed waterproof headset of their design – riders viewing a unique game experience while traversing down the water ride.

The production version of the SplashVR waterproof headset

 

A demonstration of the SplashVR system

VR was everywhere at the IAE theme park show, even seeing it applied in a Mixed Reality experience. Created by N-Flatables, an inflatable race track accommodating RC car, specially configured with their own camera, what transmits the images to players wearing headsets and controlling the vehicles (called Live-Drive RC). This unique game experience is developed as a perfect private hire style attraction used for parties, and temporary installations.

The Live-Drive RC announcement

With the end of IAE for another year, it was clear that VR was fully imbedded in the thinking of the DOE scene. While the consumer videogame scene is still finding it hard to establish true mainstream momentum for the technology – some observers claiming that the latest consumer adoption of VR has stalled – for the attraction and amusement industry there has been an incredibly large investment towards deploying immersive technology into the mainstream business.

As an observer of the immersive technology scene, for me 2018 will be the proof of the pudding for this latest attempt to adopt VR into the attraction scene. We will now be in a position in the coming months where we will see a slew of new VR based attractions and operations opening across the globe. It will be this point where we see if VR can pay it way, and that this latest attempt to adopt the tech will be more than a novelty, and a bankable business – we will endeavour to cover the main developments in this sector in VRFocus.
Kevin Williams will return with The Virtual Arena in the New Year.

The Virtual Arena: The Attraction Industry’s VR Future! (Part 2)

Continuing the coverage of the Digital Out-of-Home Entertainment (DOE) applications of Virtual Reality, in his second part of Kevin Williams, charts developments that were seen at the leading International Amusement and Attraction convention in Orlando.

In this next part of our coverage from the show floor of the largest trade event dedicated to the theme park, attraction and amusement industry:

VR Standalone Enclosures

As previously covered in our first report from the record breaking International Association of Amusement Parks and Attractions Expo (IAE); and we follow on from the developers of facility based free-roaming VR backpack, multi-player experiences, we have seen new developments in this business approach.

Many exhibitors at IAE saw the appearance of Standalone VR Enclosures, that can offer the VR backpack experience with in a compact foot-print. These pop-up modular designs have gained momentum and made a big splash onto the scene. Leading the charge was media attraction developer TRIOTECH who in a far-reaching agreement partnered with game publishing powerhouse Ubisoft towards releasing their Virtual Maze. Developed with Asterion VR, this modular maze VR experience was launched to the IAE audience running Virtual Rabbids: The Big Maze. But this was revealed to only be the start, with TRIOTECH and Ubisoft taking to the stage to announce their partnership, and following the Rabbids title, will in 2018 also launch a game based on the successful Assassin’s Creed franchise.

Ernest Yale, President and CEO of Triotech and Deborah Papiernik, senior vice president of new business for Ubisoft
The TRIOTECH Virtual Maze in action

Major partnerships to drive adoption of new VR attractions is a common component of the growth of the Out-of-Home entertainment industries approach. Regarding development of Standalone VR Enclosures’, another prominent developer at the show was A.i. Solve, who presented their WePlayVR – a popular VR backpack enclosure system, having players’ either navigating a virtual temple, or alien invasion. In partnership with leading amusement manufacturer and distributor BANDAI NAMCO Amusement, the companies have already installed the system in over thirteen locations, with many more sales chalked up during the show.

The WePlayVR experience

VR Standalone Platforms

Beyond the dedicated enclosures, several exhibitors promoted standalone (pop-up) VR platforms, created to be placed in a wide variety of venues ranging from shopping malls, cinema foyers, and family entertainment centres (FEC). These standalone approaches came in multiple varieties – leading lasertag and escape room specialist, Creative Works has partnered with the developers of the HoloGate VR platform; a four-player VR platform for FEC operators to deploy. The tethered VR experience using the HTC Vive head-mounted display, and offering a competitive multi-player experience that proved popular with many of Creative Works clients.

The HoloGate VR system in full flow

Another company offering a plug-and-play solution for operators that want to deploy a unique VR experience was motion cinema seat developer MediaMotion. The company promoting their ReactiVR product range that includes the ‘Motion VR’ platform, a two-seat MediaMotion MX4D motion-seat, linked to HTC Vive headset and controllers. The company demonstrating available game content working directly with Skydance Interactive (Archangel) and The Rogue Initiative (Steel Cobras) to integrate their games with this immersive seat configuration.

The Motion VR experience

The ability to drop a turn-key VR solution was demonstrated from VRX Networks. The company has presented their VRX Zone – the platform partnering with Hollywood movie studios to produce VR interactive blockbuster movie experiences, leveraging the power of the big marketing budgets. VRX Networks looking to have installed at over 50 installations by the end of the year. Running on their Oculus VR headsets games promoting The Emoji Movie, Jigsaw and Jumanji motion pictures.

Various examples of turn-key VR standalone solutions were also seen from SMAAASH, an Indian based developer of FEC facilities and attractions for their market. The company promoted their Finger Coaster VR virtual rollercoaster and Vertigo, their walk-the-plank experienced. Another standalone approach was from CXC Simulations – the company famous for their competitive network racing simulator race rooms, have turned to VR applications with their over 20 facilities running VR race rooms, employing the HTC headset.

The Chinese developers have lead the charge in the out-of-home adoption of VR entertainment systems, and the leading developers came on mass to IAE to offer interested operators a range of platforms. Manufacturer NINED presented their range of products including the Baby Bear virtual viewers for younger guests, all the way up to the KAT Walk platform. The unique omni-direction VR system, offer competitive experiences.

The KAT Walk network experience

The other Chinese developers included Movie Power, with their Skiing VR piece and their more traditional egg-shaped 9D VR ride experiences. While developer Skyfun Animation showed their own selection of VR systems such as the motorcycle system Crazy Motorbike VR – these systems using the Deepoon BPVR E3 headset. One Chinese developer, LEKE VR, came to the Orlando show with their stylish racing car experience called the VR Racer. It was revealed that the company has signed an exclusive partnership with new UK operation Immotion Group – and following a fundraising of some £1.3m, the new operation plans to distribute VR Arcade pieces into the West.

VR Amusement Platforms

The ability to offer a VR experience in a package that operates similarly to a conventional video amusement piece has not been lost on developers of the latest platforms. Amusement machine manufacturers embracing the new technology to develop amusement quality VR standalone platforms, and the leading examples made the trip to IAE.

No stranger too VR amusement pieces, UNIS had already partnered last year with VIRTIX to launch their Omni Arena – network gaming experience that is now supported by the brand new Omniverse – a proprietary content delivery and arcade management platform for use by commercial Omni operators around the world. The UNIS booth at IAE saw two new VR systems, with the launch in the West of the game D-Day 2077 – a alien invasion VR experience with the player wielding a Gatling gun. The other game was Tiger Knight an ancient Chinese knight horse riding game. These games dependant on the use of the HTC Vive headset.

The UNIS based D-Day 2077

Amusement manufacturer LAI Games released Virtual Rabbids, the latest developer to partner with Ubisoft to utilize the lovable Rabbids brand. With their new VR amusement piece, the company has developed a two-rider motion simulator with three selectable VR experiences, LAI Games promoting the systems as the first attendant-free VR ride experience that is operated and serviced like any other coin-op amusement game.

Virtual Rabbids

VR Special Attractions

With a crowded show floor with the latest trends for the theme park and attraction sector – VR was defiantly a ubiquitous technology with many examples popping up across the event, not a niche but a definite trend in the market.

Of the less than usual applications seen at the show, and D3D Cinema, a company working with science museums and planetariums, has partnered with SOMNIACS to launch their Birdly VR physical flight simulator – the company revealing that they have placed the system in several museums, and are now looking to the amusement sector.

The big surprise in deploying VR into DOE saw the waterpark industry apply VR into their future business. The developer Ballast presented the on the Wiegand Sports booth what they called the world’s first aquatic VR headset – in partnership with the water slide developer, they are launching their VR Slide a system that marries a specially created VR experience.

The prototype Ballast waterproof headset

But Ballast was not the only developer of a waterproof VR headset for application in water parks. Turkish based Polin Waterparks, through their new interactive entertainment division Polin Games has partnered with VR specialist Polymorph to create their SplashVR – running a demonstration on their booth, with guests sitting in a rubber ring and using Samsung Gear VR’s, the actual attraction will use the specially developed waterproof headset of their design – riders viewing a unique game experience while traversing down the water ride.

The production version of the SplashVR waterproof headset

 

A demonstration of the SplashVR system

VR was everywhere at the IAE theme park show, even seeing it applied in a Mixed Reality experience. Created by N-Flatables, an inflatable race track accommodating RC car, specially configured with their own camera, what transmits the images to players wearing headsets and controlling the vehicles (called Live-Drive RC). This unique game experience is developed as a perfect private hire style attraction used for parties, and temporary installations.

The Live-Drive RC announcement

With the end of IAE for another year, it was clear that VR was fully imbedded in the thinking of the DOE scene. While the consumer videogame scene is still finding it hard to establish true mainstream momentum for the technology – some observers claiming that the latest consumer adoption of VR has stalled – for the attraction and amusement industry there has been an incredibly large investment towards deploying immersive technology into the mainstream business.

As an observer of the immersive technology scene, for me 2018 will be the proof of the pudding for this latest attempt to adopt VR into the attraction scene. We will now be in a position in the coming months where we will see a slew of new VR based attractions and operations opening across the globe. It will be this point where we see if VR can pay it way, and that this latest attempt to adopt the tech will be more than a novelty, and a bankable business – we will endeavour to cover the main developments in this sector in VRFocus.
Kevin Williams will return with The Virtual Arena in the New Year.

The Rogue Initiative’s Nghia Lam & Pete Blumel Discuss Crowe: The Drowned Armory

Founded in 2015, The Rogue Initiative has built a team of award-winning industry veterans from the likes of Amblin Entertainment, Disney, Dreamworks Animation, Pixar, Warner Bros., Sony Pictures Entertainment, Activision, Epic Games and Microsoft. It comes as no surprise then that they’re delving into the in-between world of gaming and filming through virtual reality (VR). VRFocus spoke to Pete Blumel, CEO and Creative Director as well as Nghia Lam Design Director at The Rogue Initiative. 

The Rogue Initiative announced they were working their first VR videogame Crowe: The Drowned Armory in 2016. Released on Steam for HTC Vive on the 30th May 2017, Crowe tells a story of a tribal boy discovering ancient forgotten technology abandoned by his ancestors as he tries to defend his village from alien invaders. A fairy guides you, and you will be asked to solve puzzles that incorporate head-tracking and parallax. In Survival Mode, you can take down enemies with various weapons such dual plasma pistols.

Crowe: The Drowned Armory is currently available on Steam for the HTC Vive, Oculus Rift on the 5th October, 2017 and for PlayStation VR later this year. Watch the video below to see what the Rogue Initiative want to do and how they are working with established filmmakers on VR projects.

The Rogue Initiative are Working on Several Augmented Reality and Virtual Reality Projects

When VRFocus visited AR and VR on the Lot it was to find out what the creators were working on and see which companies wanted to showcase to Hollywood. However, virtual reality (VR), augmented reality (AR) and mixed reality (MR) companies also use the event to find new partners, new investors, as well as share tips and tricks on ways of creating original content for new platforms. This is exactly what Pete Blumel, CEO and head of studio The Rogue Initiative was doing on a panel at the event.

Blumel has had a very successful career in both feature films for Dreamworks SKG, animation and videogames. A career which has included work on Call of Duty: Modern Warfare, Shrek, Transformers, Prince of Egypt and The Island to name but a few. His experience across multiple mediums led him to leading the team at the Rogue Initiative on the studio’s slate of film, television, interactive and VR & AR projects. When VRFocus sat down to talk to Blumel, it seemed that while they were on various projects each of them had an aspect of VR or AR to them.

It’s been a busy year for the studio bringing Crowe: The Drowned Armory to the Oculus Rift and HTC Vive. They’ve added a survival mode as well as a meditative mode where players can view potential future maps without interacting with them.

Crowe_The_Drowned_Armory_2-hiIt’s also gotten busier with them working in China on a project that is VR based; a science-fiction television show that has VR components in it, as well as a companion piece to go along with it, a science educational franchise that is going to be both VR and AR on various platforms and an AR project Blumel can’t talk about any further. Blumel explains that they want to incorporate VR and AR in any way they can. VRFocus will be covering these as they come out.

Blumel seemed very pleased with the way VR and AR were moving forward. The standalone headsets which are appearing in both the West and East are needed to replace the cardboard and mobile VR headsets. The Rogue Initiative believe there’s a place for both the standalone headsets as well as the untethered, warehouse VR experiences such as The VOID and Nomadic VR. They’re looking at their own content and trying to experiment with how their content can cater to both. People are starting to pay attention, studios are looking at original properties and publishers are starting to take notice. This is clearly evident with AAA titles coming to VR such as Fallout 4 VR. The technology is still new and people are learning that putting the camera into people’s hands is not a bad thing, you need interactivity, need real-time engines and more to tell a beautiful story in VR. Film producers started to see the trend in producers asking how to make their product more interactive when Blumel was working on Call of Duty: Modern Warfare.

At events such as AR and VR on the Lot, Blumel said that a lot of people have come to them to ask how to tell stories in VR and they have been able to make new partners when newcomers were able to get over the hurdles of the new ‘technology wall’. Blumel explains that they’re looking for talent and want to foster that talent for the future of immersive technology. The Rogue Initiative are working with famous filmmakers and are currently working on a VR project with Michael Bay. The Rogue Initiative and Bay will produce and develop original content in cinematic-style VR. The experience will offer the “gritty, danger, close action coupled with Michael Bay’s signature style and storytelling that fans all over the world have come to expect from his blockbuster action films.”

Follow and subscribe to VRFocus for further news and watch the video below to get some advice from Blumel on the VR industry.

The Rogue Initiative Announce Location VR Project Steel Cobras

In May, Los Angeles-based production studio The Rogue Initiative released its first virtual reality (VR) title in the form of Crowe: The Drowned Armory for HTC Vive, with an Oculus Rift version arriving last month. The studio collaborates with world-class filmmakers, studios, and technology companies on various projects, the latest being a location-based VR experience called Steel Cobras in conjunction with MediaMation’s MX4D motion effects seats.

Few details have been released on Steel Cobras, other than the title is a co-op flying experience where players take control of a massive gunship. What is unique about the experience is it’s combination with MediaMation’s MX4D seats which feature fully motorised seats which can move up and down, tilt backwards and forwards as well as side to side. They also include a rumble function, neck ticklers, a back poker, scent dispensers, air and water blasts built into the arm rests and leg ticklers.

Steel Cobras

“The Rogue Initiative and MediaMation are proud to announce our first co-op location-based 4D VR experience, Steel Cobras!,” said Pete Blumel, Co-Founder, CEO and Chief Creative Officer of The Rogue Initiative reports CatsandVR. “The experience will put you in the gunner’s seat of the feared Steel Cobra gunship on a high-speed trench run in high, fist-pumping style. We took the latest technology in interactive VR and blended it with a 80s nostalgia to create a fun-filled co-op experience that thrills your senses.”

While Cathy Twigg, Co-Founder and Chief Production Officer added: “I’m very excited for The Rogue Initiative to debut its first location based entertainment multi-player experience, Steel Cobras, with our wonderful partners MediaMation at IAAPA. We are looking forward to seeing it at the event.”

The Rogue Initiative and MediaMation will be showcasing Steel Cobras at the International Association of Amusement Parks Attractions Expo 2017 (IAAPA Expo) in Orlando, Florida this week.

“The Rogue Initiative is proud to partner with MediaMation, a leader in the field of 4D/5D Motion EFX seats, to bring our signature premium AAA level immersive entertainment content to our fans in amusement parks, location based entertainment centers, and arcades globally,” said Hrish Lotlikar, Co-Founder and Chief Business Development Officer.

As further details are released on when Steel Cobras will be made available to arcades and theatres, VRFocus will let you know.

Crowe: The Drowned Armory Gets Oculus Rift Version

Many Oculus Rift users have been eagerly awaiting news that cinematic virtual reality (VR) title Crowe: The Drowned Armory would make it over to their preferred platform. The wait is almost over for those users, as developers The Rogue Initiative have announced a release date for the Oculus Rift version.

The Oculus Rift version will include chapter one of the story mode, which introduces players to the mysterious world of Jayde, where the players takes on the role of a young warrior who is trying to find a way to defend his people against and alien invasion and comes across a long-forgotten armoury of high-tech weaponry.

Oculus Rift owners will also get access to the Survival Arena, a high-speed action mode that features new weapons, environments and a new soundtrack. Leaderboards are available so users can track their progress and compete to get high scores. A Passive mode is also available, which allows users to explore the world with no danger, to discover the beauty of the environment and discover the six ‘meditative spaces’ scattered in the environment.

HTC Vive users shouldn’t fret, however, as all the updates and improvements introduced for the Oculus Rift version will also be made available to HTC Vive users for free as part of an update.

Crowe: The Drowned Armory will launch on Oculus Rift on 5th October, 2017, priced at $8.99 (USD), complete with all new updates and DLC. Further information and updates can be found on the Steam store page, or official Crowe: The Drowned Armory website.

VRFocus will bring you further information on Crowe: The Drowned Armory as it becomes available.

Crowe: The Drowned Armory Gets Survival Mode

Released only a few days ago for HTC Vive, adventure-shooter Crowe: The Drowned Armory is already getting and update to introduce a new play mode to the title in the from of a Survival Mode.

Released on Steam for HTC Vive on 30th May 2017, Crowe: The Drowned Armory is the first virtual reality (VR) experience to come out of development studio Rogue Initiative. Telling the story of a young tribal warrior who finds his village invaded by alien conquerors. To protect his village, the boy discovers a long-forgotten armory of high-tech weaponry which he must learn to use in order to drive back the invaders and protect his home.

With the help of ‘techno fairy’ AMI, the player needs to learn how to use weapons such as a shield and plasma energy bow and solve puzzles in order to reach the bottom of a flooded, abandoned temple and face the giant dragon that lurks within.

Crowe_The_Drowned_Armory_1-hi

The new Survival Mode will introduce some new elements. Players will need to defend a platform from enemies and teleport to a new platform before the current perch is destroyed from underneath them. The developers are also introducing a range of new enemy types to defeat and new weapons; dual plasma pistols. Players will also be able to compare their time and score with fellow players with the introduction of a Steam Leaderboard.

Crowe: The Drowned Armory is currently available on Steam for £11.24 (GBP), a 24% launch discount from the usual price of £14.99. Currently the title is only available for HTC Vive, but is planned to et a Oculus Rift version on 13th June, with a PlayStation VR version following later in the year.

VRFocus will bring you further updates on Crowe: The Drowned Armory as they become available.

Rogue Initiative Launch Crowe: The Downed Armory on HTC Vive

Rogue Initiative have unveiled the studio’s first original interactive virtual reality (VR) experience, which will be made available as a timed exclusive for HTC Vive from 30th May, 2017, followed by Oculus Rift and PlayStation VR later on the year.

Crowe: The Downed Armory tells the story of a tribal boy who must defend his village from alien invaders by discovering the secret of long-forgotten technology that was abandoned 1000 years ago by his ancestors. The story aims to blend sci-fi and fantasy into an epic, immersive story.

“This is not a game, ‘Crowe‘ is a cinematic interactive experience that combines puzzle solving, character interaction and combat with an epic ending built in a virtual reality world,” said Pete Blumel, Co-Founder, CEO and Creative Director, The Rogue Initiative.

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“At Rogue Initiative, we focus on world building, along with character driven storytelling. I think with ‘Crowe,’ we built out a beautiful world experience for our consumer which makes it perfect for our premiere release,” said Cathy Twigg, Co-Founder, Chief Content & Production Officer, The Rogue Initiative.

Players are guided through the experience by a techno-fairy referred to as AMI in order to fight off the first enemies and learn how to use weapons such as a plasma energy bow. Crowe: The Drowned Armory incorporates head-tracking and parallax into its puzzles, so users will need to get to grips with the control methods in order to progress into the dangerous temple.

The title will be exclusive to the HTC Vive until 13th of June, when it will be made available for Oculus Rift. There are plans to bring the title to PlayStation VR, but a release date has not yet been confirmed.

A trailer is available to view below.

VRFocus will bring you further news on Crowe: The Drowned Armory and other VR titles when it becomes available.