The Virtual Arena: The LBE VR Reopening Perspective – Part 2

The Virtual Arena

Covering the immersive Out-of-Home entertainment scene for VRFocus, in his latest Virtual Arena column, industry specialist Kevin Williams continues his visits to re-opening VR and immersive entertainment venues – with exclusive access to the new videogame from Zero Latency. In these features, he reports on the latest experiences and the new conditions that the international LBE business is adapting to. 

There has been a continuing surge in the development of new free-roaming VR experiences in the location-based entertainment (LBE) sector. A unique platform for the commercial entertainment sphere offering all the aspects most dreamed about from the promise of VR; the ability to play in a social group, immersed in a vibrant virtual world that the users can freely navigate. While for consumers, first the tether, then the limitation of performance has hindered the realisation of this aspect on home hardware. Emerging from lockdown and the LBE VR scene has seen an upswing in new experiences being released. 

So, it was obvious that we would be visiting another of these new launches. Located in the Boxpark venue in the shadow of the Wembley Stadium arch in London – one of the latest location-based entertainment venues is nestled on the second floor of this hospitality and entertainment site. Called MeetSpaceVR, the venue is the latest VR experience offering in the capital. The operation includes a dedicated VR arena for free-roam experiences as well as a VR lounge for the playing of VR Escape Room content, and eSports competition (all supported with a private hire bar area) – and this latest game release fits perfectly into this offering. 

Boxpark
Image credit: KWP

Zero Latency has been one of the leading innovators in Free-Roaming (Arena Scale) VR experiences – one of the first to launch the concept onto the market and one of the first to roll out a stable of titles with proven player appeal – installed across 45 venues in some 22 countries. The company choosing its partnership with MeetSpaceVR to launch their latest title – Undead Arena VR. This new Arena Scale experience has between four and eight players wearing the HP powered backpack PC, donning HP Reverb G1 headsets with headphones and mic, and wielding the unique Zero Latency weapon.

MeetspaceVR
Image credit: KWP

The new game offers a unique and compelling take on the zombie-blaster. Undead Arena VR is modelled as if the players are taking part in a reality TV show, set after the zombie apocalypse, blasting through waves of the undead achieving scores that at the end will transport the winners to become instant celebrities. A fast pace zombie-wave-shooter, with unique touches and a compelling narrative that proved an enjoyable workout. The players able to swap between machinegun, shotgun, and crossbow to score headshots and wipe-out the most zombies for that all elusive high score.

The 15-minute game begins only after a professional run down of the features and safety elements of using the Zero Latency hardware – and how the players personal weapon works and the scoring principles. Along with the ability to use fire and explosive barrels to hold back the hoards. And then the players are dropped into the heat of the action, progressing through level after level, and Zero Latency using some of their well-known tricks to immerse the player, including moving walkways and rising elevators all simulated virtually.

Zero Latency
Image credit: KWP

The game encourages the players to work as a team in order to survive the zombie infestation, and soon into the game the player is fully immersed in the destruction, surviving (with their score intact) the next wave of the undead. The game is targeted at a 13 and older audience, and the action is fast, frantic, and highly addictive – and it is obvious to see that this title lends itself perfectly to becoming its own eSports sensation. A game that will encourage repeat play to see if the score can be improved, and better proficiency with the different weapons achieved for those crucial headshots. 

The team behind MeetSpaceVR revealed the extensive efforts they had gone through working with their landlord (BOXPARK) and following the local government guidelines to achieve the July 4th re-opening. The facility now offering 30-minute individual play sessions for the registered guests, with appropriate physical distancing from other groups and team members. The venue currently operating at 20% of pre-COVID capacity – constantly evaluating the process. But was able to reveal that they are seeing a steady return of old and new customers. We would like to thank all involved in making our visit possible.  

MeetspaceVR
Image credit: KWP

The explosion in player interest in Arena Scale has not diminished since it appeared on the market. A strong platform that illustrates the separation of what a solitary VR experience can achieve in the home, and the power and immersion of multi-player free-roaming VR experiences in location-based entertainment. 

In the post-pandemic landscape, concern has been made about the speed of resurgence of this play experience – though initially, the figures look positive that players are returning as can be seen at both MeetSpaceVR and the other opening sites in Europe and the West. There are however some signs that a lack of liquidity of some Arena Scale LBE VR businesses will mean difficult times ahead. It was reported that The VOID, one of the high-profile developers in this field have entered difficult straights. It was revealed that their Californian Downtown Disney District site had permanently closed its doors. Later revealed that the lease termination was because of a breach of the Walt Disney Studios Motion Pictures license. All but one of the remaining 17-sites of The VOID had not reopened, other than reports of the Malaysian site located in the Genting resort complex – sources revealing that that site had removed all Disney intellectual property and VR experiences. Once more information is available on this situation, we will share this with our readers.

The VOID

At the time of visiting the Wembley MeetSpaceVR operation, we took the chance to look at another re-opening site offering VR entertainment. Located on the riverside London-county-hall location, NAMCO Funscape is a bowling, hospitality, and amusement venue – one of the capitals leading entertainment centres prominently placed in London’s’ tourist epicentre close to the well-known London Eye attraction. While the attraction may not be operational yet, the Namco amusement site had opened its doors.

Previously covered by VRFocus – the NAMCO Funland had undergone COVID measures, with the bowling and hospitality elements closed off – and the amusement machines enforcing physical distancing. This, however, did not diminish the interest to try the VR entertainment on offer, with the company operating the only two Bandai Namco VR Zone Portal Mario Kart VR installations in the capital. The site also had their Beat Saber Arcade machine and the Extreme Machine VR experiences. And taking pride of place and being well played during this visit the LAI Games Virtual Rabbid’s machine – all these systems sporting new signage regarding the hygiene necessities of using the venue.

Bandai Namco VR Zone
Image credit: KWP

We look forward to reporting on the other VR ZONE Portal installation at the O2 location once the Bowling Alley sector (along with hotel, gyms and theaters) are permitted to reopen for business after the expected lifting of Governmental restrictions. And we will be visiting several other new sites in the coming days – watch this space for more information.

The VOID Downtown Disney Location Receives Lease Termination Notice

Photos posted to a discussion forum taken at what looks like Downtown Disney in California suggest The VOID’s location there was “in default’ and had its lease terminated by Disney.

The VOID provides high-end VR experiences built around Disney-backed properties like Star Wars: Secrets of the Empire, Avengers: Damage Control and Ralph Breaks VR. The VOID and other types of location-based VR entertainment venues have been largely closed since March after closure orders related to the COVID-19 pandemic, though some places have reopened.

In the case of the Anaheim VOID, the location closed on March 17 and, according to a source familiar with the The VOID’s Downtown Disney operations, the staff was on paid leave through the end of March and on unpaid furlough since then. The source also passed along that the VOID’s management is in talks with Disney about the notice.

We’ve reached out to both Disney and The VOID for further comment.

While the current generation of VR arcades and other types of location-based VR-driven entertainment venues were never on solid ground to begin with, the pandemic may well have put the nail in the coffin for many locations. In another blow, last week Facebook and its subsidiary Beat Games told arcades to pull one of the most popular titles — Facebook-owned Beat Saber — by the end of July.

The VOID is a Utah-based startup offering premium experience that are backpack-driven and can cost well over $100 total for a family of four to have a roughly 30-minute experience in VR. The experiences are multi-room stories often enhanced by wind, heat and haptic effects that aren’t readily available at home. The VOID’s first major project was connected to Ghostbusters and in 2017 the startup joined Disney’s startup accelerator program. The VOID also has a Disney-connected location at Disney Springs in Florida, with other locations in other major cities around the world.

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Community Download: What’s The Best Star Wars VR Experience?

Community Download is a weekly discussion-focused articles series published (usually) every Monday in which we pose a single, core question to you all, our readers, in the spirit of fostering discussion and debate. For today’s Community Download, we want to know what you think is the absolute very best Star Wars VR game or experience out there?


Today is May 4th, 2020, also known as May the Fourth, also known as Star Wars Day because Fourth sounds like Force. May the Fourth be with you, get it?

Chances are if you’re a VR fan then you’re a Star Wars fan and if you’re a Star Wars fan then you at least have a passing interest in VR. That’s just the law.

But the question is: what’s the best way to experience Star Wars in VR? Obviously there’s The Void, which has an amazing Star Wars location-based VR game that runs you and up to three others through a daring adventure across Mustafar as you narrowly escape Darth Vader’s base. But it’s a bit impossible to try that right now. Then there’s the excellent and totally underrated X-Wing VR Mission in the original Battlefront remake from DICE for PSVR. It still rocks. Plus, Vader Immortal is a wonderful episodic experience for Quest and Rift (coming to PSVR soon) that’s definitely worth experiencing. But maybe you prefer the fan-made variety instead? There’s one for flying an X-Wing, a series of Skyrim VR mods, a Robo Recall mod, and many others, to pick from too. We also rounded up a bunch of options a few years ago here.

Regardless of your choice, there are a lot of great options out there these days. What’s your pick for the very best Star Wars VR game or experience?

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Community Download: Will The Coronavirus Kill VR Arcades?

Community Download is a weekly discussion-focused articles series published (usually) every Monday in which we pose a single, core question to you all, our readers, in the spirit of fostering discussion and debate. For today’s Community Download, we want to hear what you think about the Coronavirus and its impact on VR, specifically VR arcades.


It’s way past time to take the Coronavirus (COVID-19) seriously. Here in the United States, governors across the nation are urging restaurants, bars, and any other in-person business to transition to delivery and remote work as much as possible, even going so far as shutting them down in some states. Many employees at companies across the country are working from home as well to limit social contact.

We’ve already started noting some impacted businesses. Locations like Two Bit Circus are closing down (temporarily) for now, while others like The VOID are not (yet) but we expect this to continue hitting industries such as VR arcades fast and hard. It’s unclear how large and far-reaching the impact will be at this time.

How much worse do you think this is going to get? Will the coronavirus (COVID-19) have a big enough impact to totally wipe out the location-based VR sub-market, or at least severely cripple it? If not in the US with big companies like The Void, what about in China, where most consumers don’t have the space or money for VR at home?

Beyond location-based markets, COVID-19 is already impacting VR as a whole too. The Quest is struggling to stay in stock due to production issues, the same goes for the Index, E3 2020 in June has been canceled, conferences are moving to in-VR events, GDC 2020 is postponed, F8 is canceled,

Let us know what you think about this in the comments down below!

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Hands-on: The Void – Causing Heroic Mayhem in Avengers: Damage Control

As there are no permanent The VOID locations in the UK at the moment when VRFocus was over at CES 2020 in Las Vegas it seemed like the ideal time to test the location-based entertainment (LBE) company’s latest offerings, Jumanji: Reverse the Curse and Avengers: Damage Control. You can read what the impression of Jumanji in VR was like here. As for becoming an Avenger, don’t expect to be Captain America or Black Widow just yet.

Avengers: Damage ControlYes, that’s right you don’t get to play an actual Avenger, more a supped-up super soldier thanks to Wakanda’s chief tech wizard Shuri. She’s one of the few characters from the Marvel Cinematic Universe (MCU) to make a proper appearance, narrating the intro video all The VOID experiences have before you take the VR plunge and don all the kit.

As this is an Avengers experience subtlety and clever puzzles aren’t its forte, this is all about action. Shuri has designed a special Emergency Response Suit (ERS) which has a selection of features including blasters in your palms – aka Iron Man – and a shield. All designed for you to inflict maximum damage whilst hopefully not taking too much yourself.

There are three main attacks, each useful in their own way. The standard repulsor blast which emits from either hand, a larger more powerful beam when using both hands together, or, once the shield has absorbed a certain number of hits there’s a multi lock-on function to destroy several enemies at once.

The VOIDAnd there are a lot of enemies. Avengers: Damage Control might come from the MCU, but its story is entirely original, featuring Ultron and his merry band of robot forces. Hence why there’s plenty of target practice. Each scene tends to be filled with robots – the final boss battle in particular – so keeping your arms up can feel like a bit of a workout. There are pauses in the action to rest but the roughly 20-minute experience soon whips by, keeping your attention with lots of shooting and the occasional camo by some of the Avengers squad.

As with any title at The VOID, levels are split between several rooms ensuring you can (slightly) wander around to get a better feeling of being in this digital space. This is nicely intertwined with the MCU as you encounter Doctor Strange – actually played by Benedict Cumberbatch – who opens those magical portals to step through.

Wind and other effects occur for that ‘4D’ experience, little details that can go unnoticed yet help add that sense of presence which you only be experienced at LBE venues. While the vests have haptic feedback to let you know when you get hit. And to make sure there’s still an element of hands-on gameplay you get to control a ship at one point with a physical steering wheel – as well as shooting stuff, obviously.

Avengers: Damage ControlHaving tried almost all The VOID’s other virtual reality (VR) experiences Avengers: Damage Control didn’t stand out as much as Nicodemus or Star Wars: Secrets of the Empire. The overall gameplay has a far more repetitive feel to it than other VOID titles yet still provided an enjoyable session. Due to the amount going on Avengers: Damage Control is the stronger experience when compared with Jumanji: Reverse the Curse, and if you’re new to The VOID then almost becoming an Avenger will put a smile on you and your friends’ faces.

The Virtual Arena: The Standalone LBE VR Experience!

Covering the immersive Out-of-Home entertainment scene for VRFocus, in his latest Virtual Arena column, industry specialist Kevin Williams reports in two parts on the new phase of investment with the growth in “Arena-Scale VR – Standalone”, This first part looking at the influence the new Oculus Quest has had on the deployment of this latest phase of location-based entertainment (LBE) VR, seeing phenomenal growth in interest.

“Arena-Scale VR” – the ability for groups of players to compete in the same virtual world has proven to be a big trend in the latest phase of commercial VR entertainment. Offering a unique element for this VR application, totally unachievable from a consumer perspective. Currently, the popular trend was for backpack PC’s to be employed to supply the virtual experience – but with the advancements in technology a new category has emerged with “Arena-Scale VR – Standalone”.

Employing standalone headsets with positional tracking, and enough processing power to create compelling content, one benefit is the ability to wirelessly communicate with each other, and in some cases additional peripherals and operator management screens; removing the cost and complexity of the backpack PC solutions.

LBE standalone VR
One of the first examples of a LBE Standalone Arena-Scale experiences. Image credit: KWP

Oculus Attempts to Enter the Arena

The first series of standalone headsets started to make an appearance in 2018, and one of those which received a special amount of attention was the Oculus Quest. However, the interest in using this kind of hardware in location-based entertainment (LBE) has not been a priority for the manufacturer, until recently.

Oculus underlined a new commitment to LBE VR when, at 2018s Oculus Connect 5 (OC5) convention, the company invited the operator and developer, The VOID, to present an example of its “Hyper-reality” VR attraction (operating in some eleven sites). Running ‘Star Wars: Secret of the Empire’, the demonstration took OC5 delegates through a special enclosure that maps real objects with the virtual world, created in partnership with Lucasfilm’s ILMxLAB development studio.

The current chain of VOID locations is using a modified version of the, now discontinued, Oculus CV1 headset in its construction – developed under license. This is just one of a handful of such partnerships. However, in comparison to other VR headset developers, Oculus has been less active in establishing enterprise entertainment partnerships – previously seen as standoffish with regards to the explosion of interest in this application of the virtual hardware.

The same OC5 in San Jose revealed the Oculus Quest (evolving from the Santa Cruz prototype), as a new standalone platform. Separate of the PC offering, seeing the CV1 superseded by the Rift-S, the Quest offered a new cost-effective opportunity with Facebook CEO Mark Zuckerberg promising it would run “Rift-quality experiences”. But it was the opportunity that it represented outside of the consumer market that interested a new group of developers.

During OC5, Oculus started to reposition its sights on a possible pivot to fully support the LBE VR scene. Running alongside The VOID popup installation at the Oculus event, was a demonstration of their Capability Concept Demonstrator (CCD), based on a previous popular CV1 game. ‘Dead and Buried Arena’ was a demonstration created by Oculus with support from the original videogame developers. The demonstration included a 371 square-metre arena, with two teams of three players each, wearing Oculus Quest. The demonstrations illustrated the prototype’s asymmetric “co-location” technology.

At the time of the demonstration, Oculus stated that it expected location-based entertainment (LBE) developers to benefit from the technology developed for the D&BA system. But, after the expenditure of such a complicated demonstration, all news of further investment in this direction ceased, and even the original D&BA team was disbanded internally. On the conference stage, the pivot was on par with the statement from Oculus’ head of experiences, telling the audience that the company now loved the idea of an audience being able to go to a destination and have an experience and to love that experience and continue that adventure at home.

Oculus LBE arena
The 2018 artist’s interpretation of how Oculus envisaged an LBE arena. Image credit: Oculus

Oculus Quest would go on to be launched in May of 2019, and by October of that year it was reported that sales had achieved some 500,000 units, but it soon became a very popular seller up to the Christmas period (deliveries in some areas pushed to late-February). The platform is proving to be one of the most successful for VR sales from the Facebook-owned company, since its partnership with Samsung with the Gear VR. But regarding an LBE initiative, none was forthcoming until the end of 2019.

It would not be until the Facebook Developer’s Conference (F8) 2019 that we would see a reversion in the approach to commercial entertainment, with a pivot in the approach for the ‘Oculus for Business Initiative’. This came with the introduction of a new program for the Oculus headset range, including the Quest – led internally by Facebook directly. Oculus for Business had been created as a division in 2017, focused on enterprise customers rather than entertainment.

Others’ Lead the Charge in Standalone

Though receiving very little coverage, major LBE VR deployment of the Oculus Quest was undertaken in partnership with leading Japanese video game and amusement operation, BANDAI NAMCO Entertainment. This came with the launch of their brand new MAZARIA facility in Sunshine City, Ikebukuro, Tokyo, during July 2019, when the latest investment by the corporation in a hybrid VR-amusement crossover was revealed.

This came in the form of ‘PAC-MAN Challenge VR’, a two-player experience which sees players using the Oculus Quest standalone headset to allow players to race around the iconic PAC-MAN play-space, collecting power pills and avoiding ghosts, all in 256 seconds. The title was started by the BANDAI NAMCO “Project-i-Can” team two-years ago, working in cooperation with Oculus, at that time developing the prototype Santa Cruz version that would evolve into Oculus Quest.

PAC-MAN Challenge VR
Two-players take on the ghosts in PAC-MAN Challenge VR. Image credit: MoguraVR

The second big development surrounding Oculus Quest’s usage in location-based entertainment (LBE), saw ILMxLAB announce a popup training arena based on the ‘Vader Immortal: A Star Wars VR Series’ – in partnership with LBE developer Nomadic. The company announced it was opening at six Cinemark theatres, running ‘Lightsaber Dojo, A Star Wars Experience’ (closing in February). The ILMxLAB videogame is an arcade-style version of the consumer original, using Oculus Quest standalone headsets, players paid some $9.99 for a six-minute experience.

This the first of the main announcements of Oculus supporting the use of their standalone hardware with major IP franchises (ILMxLAB, LucasFilms’ immersive entertainment studio, has connections with the company already, having previously worked together with The VOID projects). Nomadic previously opened its free-roam venue concept under a partnership with Oculus.

Vader ImmortalMuch rumoured, Oculus eventually lifted the veil on its full pivot to support the LBE VR scene. Building on the initial Oculus for Business division’s work, and under the new direction, it was revealed during F8 that new Oculus for Business bundles would be available, supported by the needed Terms of Service (ToS) and warranties for deployment in commercial entertainment and other enterprise applications. This would be supported by a software development kit (SDK) that would allow access to a suite of tools, and most importantly the ‘Co-Location’ platform used for multi-player connectivity – unable to be achieved on the consumer Oculus Quest.

At the beginning of this year, the promise of Oculus support for a standalone VR solution for enterprise was indefinitely put on hold. After the disbanding of the 2018 Capability Concept Demonstrator (CCD) team, Oculus had been attempting to create a workable ‘co-location’ solution on top of the standard SDK that addressed concerns from legal, over tracking accuracy that could lead to injury. Taking much longer than hoped and leading to still being stated as “Available Soon”, months after being promised.

Attempting to stem the floodgates, Oculus for Business went ahead and released an Enterprise User Agreement addendum for the Quest, permitting “Hospitality Entertainment” deployment. But sadly, much of what the LBE sector was waiting for was still prohibited, the addendum seemed more drafted for single-site VR arcades to use the Enterprise licensed Quest but forbidding use of Oculus co-location functionality.

New stipulations saw enterprise developers forced to create their own co-location firmware, and undertake appropriate liability coverage, all to placate the concern overshadowing corporate thinking. However, this “speedbump” has not deterred the entertainment sector from embracing the opportunity, even if they may be looking at alternative VR platforms to release on.

Independent Devs stake their claim

The corporation had initiated the Oculus ISV (Independent Software Vendors) Program to accelerate customer adoption of VR solutions built for Oculus enterprise products. The first of the developers selected by Oculus to support this program was the French location-based entertainment developer, Scale-1 Portal. Earlier in 2019, the company launched its ‘VOXEL ARENA’ platform, which saw networked Oculus Quest systems for four-player competition employed in the LBE VR market. The new system will be launched in March of 2020, with its first title being ‘PANIK’, offering a fun and challenging teamwork-based virtual experience.

PANIK - Scale-1 Portal
Players competing in ‘PANIK’ at one of the first tests of the platform in September. Image credit: Scale-1 Portal

Another member of the Oculus ISV program is Chicken Waffle, an independent developer with a wide track record in content development and with videogames on many of the leading platforms. The company has also partnered with CenterTec, one of the established leaders of the deployment of the concept of VR arcades, with a successful location business that has also expanded into the educational side of the market, to become a community technology centre.

Working with Chicken Waffle, CenterTec has developed its own Oculus Quest powered mobile multi-user solution and has defined several titles that will offer a cost-effective platform. For operators looking at the investment needed to operate a sensible free-roaming offering, this platform will be backed up with the experience gained from operating educational content and will use many of the unique patents held by the operation. But unlike other developers, this system is cross-platform reliant and was seen supporting several of the standalone VR headsets at CES 2020.

Concerning the availability of a software and hardware solution for the VR arcade operators was one aspect under scrutiny with a question over the Oculus Quest availability for LBE deployment. One of the leading providers of commercially licensed VR game content, and venue management solutions, is Springboard VR – an operation with some 500 companies globally deploying their solution, utilising content from all the major consumer game studios, offering suitable VR content licensing through the platform. Most recently, Beat Games (Beat Saber) and VR Nerds (Tower Tag) added their successfully licensed content to this extensive library.

Springboard VR announced during last July its LBE + Education Solution for the platform, offering a device management kit for the Oculus Quest, allowing access for LBE, training and educational content, and for operators to run the system in location-based entertainment venues. This includes the content that had been appropriately licensed with a subscription model for commercial usage. The company is supplying a beta landing page – which at this point has not been updated. Springboard VR is working to support the Oculus Quest and currently supports VR hardware from Pico, HP, and HTC.

Springboard VR Oculus Quest
The marketing campaign for the beta program for interested supporters. Image credit: Springboard VR

Fennec Labs, an augmented and virtual reality development studio with specialisation in VR arcade content, had a big hand in developing the Springboard VR management platform. The company has been privately working on its own standalone VR platform, having undertaken a detailed evaluation of the current crop of headset options, evaluating Oculus Quest and Pico Neo 2 platforms for their PvP title called ‘RE: COIL’ – offering a new multi-player arena-scale LBE VR experience (the project is not tied to the Oculus API). With the launch in early-2020, the company proposes a basic licensing model for operators to get their hands on this title initially but are intending a complete turnkey model in the future.

SynthesisVR – the developer of one of the most advanced software solutions and management programs for operators of VR arcades and LBE VR venues, has established its own considerable library of the latest commercially licensed VR game content. SynthesisVR revealed its entry into LBE standalone support, having developed a version of its premium platform to support the Oculus Quest, HTC Vive Focus Plus, and Pico, as well as other upcoming Android-based headsets. This agnostic approach will offer VR arcade operators the ability to manage multiple devices, launching content simultaneously across them, and with tools for time management and payment collection (all licensed for commercial deployment).

Studio I-Illusions recently teased us with footage of Space Pirate Arena, in what has been described as a multiplayer “hall-scale” VR game, based on the Oculus Quest, for deployment in commercial locations. It is at an early (beta) stage of development but has seen serious interest from VR arcade operators based on its IP – this is a serious addition to the ranks of content looking at this opportunity.

Space Pirate Arena
Sequence from the teaser video of the beta version of ‘Space Pirate Arena’

UK-based developer Make Real, with a background in immersive networked technology solutions for enterprise and Out-of-Home Entertainment, is another entrant working towards releasing its own Oculus Quest LBE experience. The company is working on a four-player networked VR videogame within a shared “co-location” space, whilst a “theatre-scale” AR audience, powered by 5G, mixes the realities scale. Building on a collaborative puzzle solving narrative, the title has been developed in support of the Oculus for Business LBE initiative and is expected to go live in mid-2020, for operators to franchise.

The concluding part of this feature on the Standalone LBE scene follows shortly.

Hands-on: The VOID – Jumanji: Reverse the Curse

Virtual reality (VR) can prepare you for many things be it surviving the zombie apocalypse, how to put together an engine, fly a plane or even become an expert bartender. What VR doesn’t prepare you for is your skinny white mate with a ginger beard suddenly changing into action hero and all-round nice guy Dwayne ‘The Rock’ Johnson, but then what should you expect when playing one of The VOID’s latest VR experiences – Jumanji: Reverse the Curse?

Jumanji 2More than any other location-based entertainment (LBE) operator, The VOID specialises in VR tie-in experiences to the biggest IP’s and latest movies. Its roster includes the likes of Ghostbusters: Dimensions, Star Wars: Secrets of the Empire, Ralph Breaks VR, Avengers: Damage Control and now Jumanji: Reverse the Curse – the only other is original IP Nicodemus.

Just like the film it’s based upon, stepping into Jumanji: Reverse the Curse is all about surviving dangerous adversaries, solving puzzles and trying not to get eaten by crocodiles when a teammate is taking too long to cross a river. Oh, and also arriving to find the body you once inhabited is a little different. There’s no character selection so there’s no fighting over who wants to be Jack Black or Karen Gillan.

Which might be a little annoying on subsequent playthroughs but for the first it shouldn’t matter. Each character has their own unique set of abilities which are put to the test at a certain point throughout Jumanji: Reverse the Curse. As Johnson and Gillan both play tough, badass characters they do more of the fighting, whilst Black and Kevin Hart provide support roles ideally suited to the puzzles. Cast in the role of Jack Black’s Professor Sheldon “Shelly” Oberon this meant being able to see clues that weren’t legible to anyone else.

This mechanic makes Jumanji: Reverse the Curse a true team experience as each person has a pivotal role to play to aid in completing the story. On the other hand, you will always need four people to play or it won’t work, so be prepared to partner with strangers if you can’t make the full quota.

As with any experience at The VOID, players are taken around a tightly woven series of rooms to maximise the play area. This also allows for other elements to be introduced such as wind when flying on a balloon controlled by a monkey (spoiler: it crashes). The VOID also likes to introduce other physical elements into its titles. For instance in Star Wars: Secrets of the Empire you can pick up guns while in Jumanji: Reverse the Curse one player can hold a flaming torch to light the way, adding a nice visual touch when walking through dark caverns.

Jumanji: Reverse the Curse isn’t very action-oriented, especially if you play as Franklin “Mouse” Finbar or Oberon. So this does mean a lot of walking and just keeping an eye on your surroundings (several gold coins are littered around) which can get a little dull in comparison to The VOID’s other titles. As for the puzzles, they’re all fairly simple and logical so there’s no worry in getting stuck. Obviously, it’s a delicate balance as The VOID doesn’t want guests spending too long in one area as that will hold up the system, however, having a low difficulty reduces that satisfying feeling upon completion.

Jumanji: Reverse the CurseThere were the three tattooed lives on each character’s arm which meant you could effectively die. The chance of that happening was very low, mostly occurring when someone wasn’t paying attention to their foot placement and fell through a hole, rather actually being killed by a nasty Jumanji creature.

Unlike previous experiences at The VOID where you exit with a big smile and wanting to go again, Jumanji: Reverse the Curse lacked that spark. The only reason to play again would be to try a different character which doesn’t seem worth it. If you’re a diehard fan of the series then you’ll like the various nods to the franchise, for everyone else, this is the weakest title at The VOID, spend your money on any of the others previously mentioned.

The Best Location-Based Centres in the World

Okay, let’s build a complete guide to virtual reality (VR) for a newcomer. First of all, let’s put aside any kind of home use. If you’re a newcomer, you want to try it, nothing more at this point, right? Then, you need a place to go. And there are VR parks, VR arcades, VR centres and VR rooms for you to choose. So where should you go?  

Avatarico hand trackingAsk yourself these questions. 

Did you try VR before?

If yes, hopefully, it wasn’t some low-quality rollercoaster at the mall. 

If no, all the experiences in the market are accessible enough for a first-timer so keep calm about that. 

Did you feel uncomfortable using VR or 3D-cinema?

You should know that it may happen when you’re in VR, especially if you have already experienced it before. Staff in good locations know what to do if it happens and will help you. 

Are you an experienced videogame player?

If yes, ask for challenges because the entry-level experience may look too simple for you. 

If no, it’s not a problem. Stick to attraction-like VR. Go to a VR escape room centre or VR theme park with a bunch of VR simulators. 

What are your favourite genres?

If you like shooters then go warehouse-scale VR to shoot some zombies. If you’re into Dance Dance Revolution or Guitar Hero, then try a rhythm-based title like Beat Saber. If you are fond of adventures then go to a VR escape room centre. 

If you don’t know just ask yourself what do you like to do, what movies are your favourite? And that would be the clue. 

Single-player or multiplayer?

Do you want to go it alone? Then head to a VR arcade or VR park. Most will have a varied selection of videogames to suit most tastes and skill level.

If you want to go with company then choose VR escape centres, warehouse-scale VR or check if VR arcade or VR park does have a title that your group would like. 

VR ArcadeWhom are you gonna take with you?

This is the most important question on the list. Do you want to go with your friends? Will you bring the kids? Or your parents? Or co-workers? 

If it’s a kids party, they will love theme parks and will easily adapt to VR in arcades. If you don’t want them to play anything violent then choose wisely. VR escape is a convenient solution since it’s a complete event and you can choose a theme in advance. 

If you bring elders with you, choose the most accessible VR escape experience, the one which is more of an attraction than a videogame. Try VR park to see how your old folks will manage a VR swing or a flying simulator. 

With colleagues, decide do you want to compete or to cooperate. VR escape is the perfect fit for team building. Some VR arcade games or warehouse-scale VR are good competition. Look at your group. Do your teammates have different videogame experience?

If you’re all experienced in videogames, then go to a VR arcade, and figure it out in the process. And if everyone likes to shoot then just go to warehouse-scale VR. If the diversity is high, either choose a VR park with a lot of attractions or universal experience for everyone which is VR escape game.

If all of you like the same movie may be The VOID will satisfy your needs with its experiences based on famous franchises. 

Also, use this scale of action. It’s not universal, and there are exceptions. Start with this lense, try things and then create your own lenses. 

0 – A visual experience, less interaction VR Cinema
1 VR rollercoasters, swings, bungee
2 Short VR experiences like The Void and Dreamscape
3 – Well-balanced Seated VR escape rooms, VR flying simulators
4 Free-roam VR escape rooms, VR arcades, VR racing
5 – Plenty of interaction, less to experience VR free-roam shooters

 

Top locations across the globe

This is list doesn’t pretend to be full in any way. Here are some examples of perfect client management, diversity of content and unique audience appeal.

Europe

Torch VR in Prague, the Czech Republic is the best VR attraction in Prague according to TripAdvisor. The rating is 5 out of 5. You can play both seated and free-roam VR escape games there. If you’re looking for hand-tracking VR it’s the best place in Europe to try. 

DNA VR in the first VR arcade in London, UK and it keeps the highest ratings on TripAdvisor. It’s a good choice if you want to try different experiences all in one place. Likewise, Vertigo VR in Milton Keynes, UK is another noteworthy arcade but it has VR escape games onboard. The location has 5 of 5 on TripAdvisor. 

Virtual Room has high TripAdvisor ratings in a few VR escape room locations across the globe. One of them is in Paris. If you want to go to time-travelling with your team, it’s a perfect choice. 

VR Games Zone in Oslo, Norway is the best VR centre in the country. You can play both seated and free-roam VR escapes there as well as warehouse-scale shooters. 

VR Gamehouse is a VR arcade in Amsterdam with the highest TripAdvisor rating, offering VR racing simulators. 

Zero Latency is the synonym for warehouse-scale VR, and its Madrid location has an enormous number of reviews. If you’re looking for zombies to shoot, it’s the place.

Beat Saber Arcade Machine

Asia

VR Star Park in China is the largest Virtual Reality theme park in the world recently featured at VRFocus. Check out Nathie’s video about it. You’ll find all kinds of VR experiences from rollercoasters to bumper cars, from swings to warehouse-scale VR shooters. Go there with teenager kids and elders, friends and colleagues. 

Looking for VR escape rooms, check Virtual Room in Singapore

Before getting $68 million from Andreessen Horowitz, Sandbox VR started its way as Glostation in Hong Kong. The location keeps its ratings high. The experience is a mix of free-roam VR, escape room and hyper-reality. The Singapore location has five stars as well.

Australia

Virtual Reality Rooms in Sydney, Australia is the first centre in the country dedicated to seated VR escape games. This one was the proof of concept for Entermission opening its locations across the USA right now. Also on the recommendation list is Sydney’s Virtual Room owns one of its best centers in Sydney

Australia is also a homeland of Zero Latency, so go check its Melbourne location to know if there are any zombies left to be shot.

Star Wars Secret of the EmpireAmerica

The biggest arcade in America is VR World, New York. It has all kinds of VR arcade games, plus some VR escapes and free-roam shooting titles. Virtual Room’s third-best VR escape centre is located in Los Angeles.

Avengers: Damage Control, Star Wars: Secrets of the Empire, Ghostbusters: Dimension, Ralph Breaks the Internet and Jumanji: Reverse the Curse. These are the franchises you can visit at The VOID facilities. Their locations are well spread across the USA. Visit them if you want a short experience in a well-known universe. And in Dreamscape, you can visit an alien zoo with exotic animals for 15 minutes. There are locations in Los Angeles and Dallas

Bonus

There is no point listing all the Hologate locations here. Plus it’s hard to understand what locations are actually good since there are no reviews at TripAdvisor or Yelp. But if you want to shoot with your pals at each other, try Tower Tag at one of those. There are accessible across the globe.

Virtual Arena: London Calling LBE – VR’s Venue Explosion! (Part 2.)

In the latest coverage of the immersive Out-of-Home entertainment scene for VRFocus, in his latest Virtual Arena column, Kevin Williams reports on an eruption of brand new Location-Based Entertainment (LBE) VR entertainment properties making the capital their home. In this second part of this three-part report, we look at the emergence of new VR arcades in the capital, as well as the popularity of Arena-Scale gaming within many of these new offerings.

After covering previous the new start-up located in one of the many London arches (see the Electronic Theatre report in part 1), there is also another VR offering that was visited recently. Located in Haggerston, North London, the Otherworld VR is a unique adaptation on the VR arcade approach growing in popularity across the globe. Developed by The Dream Corporation, this VR entertainment venue attempts to offer a unique experience, while building off the proven aspects of pay-to-play VR.

OtherWorld outside
The entrance to OtherWorld VR. Source: KWP.

Launched this year, the unique element of the delivery of the VR experiences is how Dream Corporation has developed its unique launcher, offering some 16 different VR videogames, reached by the user traversing a virtual island. Another unique element is the VR platforms themselves “Immersion Rooms” comprise a number of SFX elements married to the VR games to offer what the company like to call “sense-hacking” experiences. The site comprising 14 of these unique cylindrical VR pods – all powered by HTC Vive Pro headsets. 

The key aspect of the overall venue is its marriage to a strong hospitality element, the Otherworld VR venue comprising a special bar and touchscreen ordering element. The Dream Corporation partnered with Red Deer on interior design, in what has been described as a “neon jungle“. Focused on the individual, but predominately for group hire of the space, looking at an average £30-per player price range for a 55-minute experience. The Dream Corporation having raised some $1.3 million to date, agreeing to terms for two additional UK sites and the commencement of a European expansion.

OtherWorld inside
View of the 14 Immersive Rooms at the OtherWorld VR venue. Source: KWP.

More conventional Free Roam VR entertainment has been created by UK operator MeetspaceVR in cooperation with Australia’s Zero Latency, who have opened recently at the Box Park location at Wembley Park, London. This venue is the latest deployment of an Arena-Scale (Free Roam) VR experience offering a chance for groups of up to 8-players to simultaneously experience the latest in true free-roaming VR experiences. 

Deploying the popular Zero Latency platform, allows groups of players to select from five of the free-roaming VR experiences filling the 20 x 10m “warehouse-scale” arena. Players wearing the latest PC backpacks and using HP Reverb headsets (this being the new ‘gen2’ VR hardware from the company). MeetspaceVR offering 30-minute gameplay experiences, at on average some £30-per player.

An aspect of the deployment of the MeetspaceVR venue is the inclusion of VR eSports (vSports), that will see the Zero Latency system as well as standalone Vive VR terminals and eSport PC stations offering a competitive environment to the VR venue. There are also plans for the site to include VR escape gaming, creating a dedicated overall VR entertainment offering. Given the great success of their cooperation in the UK, Zero Latency and MeetspaceVR are already in expansion talks for further venues in Q1 and Q2 of 2020, including Birmingham and Manchester locations.

MeetSpaceVR outside
Outside MeetspaceVR. Source: KWP.
MeetSpaceVR inside
The new MeetspaceVR and the players deep in competitive VR action. Source: KWP.

One of the other new VR arcade locations to throw open their doors this year are NAVRTAR – the company was the first site to offer a free-roam VR and bar experience in the capital. Located in a retail unit in London’s Ealing area. The venue offers three distinctive VR offerings, first with VR demo stations to allow players to get their VR feet, then with dedicated private booths, and finally with an Arena-Scale five-player HP backpack, and Oculus CV1 headset experience – this system provided by developer VRArcade – with NAVRTAR offering this from £28 per person. NAVRTAR has been specially designed to offer a social group experience, being one of the first VR arcades in this sector to comprise a dedicated hospitality component.

NAVRTAR image1
NAVRTAR’s new location. Source: KWP
NAVRTAR image2
Kevin Williams’ fresh from playing Zombie Apocalypse at NAVRTAR. Source: KWP.

The popularity of Arena-Scale VR experiences has grown across the industry – with news that the poster-boy for this application, The VOID and their “Hyper-Reality” film based free-roaming experience planning on opening a permanent location in London in the coming months. This builds on the previous “Pop-up” of their ‘Star Wars: Secrets of the Empire’ that saw a temporary installation back in December 2017 at the Shepherd’s Bush, Westfield shopping centre. While the other big name in Arena-Scale VR installations, Sandbox VR, has also revealed plans for a new London opening, also in a couple of weeks, following its own major injection of financial investment.

Interest in this aspect of the technology and the LBE VR scene, in general, will be reflected in the coming new-look EAG International Expo 2020, taking place on the 14-16 January at London’s ExCeL. The leading trade gathering for the attraction and amusement trade, a special one-day conference has been organized by leading developers in this sector – promoting the new opportunities that LBE VR is offering the European and International sectors. Arena-Scale development, and the latest standalone VR experiences playing a major part of the event. 

The next part of our coverage of developments in this sector follows shortly.

Step Into the Jungle When The VOID Opens Jumanji: Reverse the Curse This Month

Next month will see the theatrical release of Jumanji: The Next Level in cinemas worldwide. To help promote the new film Sony Pictures Virtual Reality (SPVR) has teamed up with location-based entertainment (LBE) specialist The VOID on an immersive experience called Jumanji: Reverse the Curse.

The VOID - Jumanji: Reverse the Curse

Up to four players will be able to take on the roles of Dr. Bravestone, Ruby Roundhouse, Professor Oberon and “Mouse” Finbar in an effort to save Jumanji from a new terror. The quest is to rescue the Scepter of Se’payu containing the Red Jewel of Jumanji and return it to the temple from which it was stolen. All while evading man-eating wildlife, navigating across treacherous landscape and battling evil henchmen.

“Since first collaborating on Ghostbusters™: Dimension, Sony Pictures Virtual Reality has continued to believe in our unique ability to bring stories to life in a fully immersive, social and dynamic way,” said Curtis Hickman, Co-Founder and Chief Creative Officer of The VOID in a statement. “Through close collaboration on this project, we have been able to develop a dimension that is more interactive and immersive than any VOID experience has ever been before. Utilizing new technology and more illusion design, Jumanji: Reverse the Curse is a true adventure that travellers will want to experience over and over again.”

THE VOID - GB - UNITY - BANNER

“As the characters in Jumanji are pulled into the game, we naturally had the idea to create a VR experience where fans can do the same.  What’s more fun for moviegoers than to have the chance to live in VR as the characters they love – and, like in the movie, players will have to work together as a team to win the game and save Jumanji,” said Jake Zim, SVP, virtual reality, Sony Pictures Entertainment. “We had a fantastic experience working with The VOID with Ghostbusters: Dimension and are excited to take immersive entertainment to the next level with this new Jumanji story.”

Jumanji: The Next Level will be available at select The VOID locations from 27th November 2019. Tickets will go on pre-sale from 16th November, no price has been revealed at the moment. For further updates keep reading VRFocus.

The VOID locations featuring Jumanji: The Next Level: 

  • Cinemark West Plano, Plano, Texas
  • Grand Canal Shoppes in The Venetian and The Palazzo Hotel, Las Vegas, Nevada
  • Third Street Promenade, Santa Monica, California
  • Westfield San Francisco Centre, San Francisco, California
  • The Battery Atlanta, Atlanta, Georgia
  • Mall of America, Minneapolis, Minnesota
  • The Rec Room at Square One, Mississauga, Ontario
  • The Rec Room Toronto Roundhouse, Toronto, Ontario
  • The Rec Room West Edmonton Mall, Edmonton, Alberta
  • Resorts World Genting, Pahang Darul Makmur, Malaysia
  • Tysons Corner, McLean, Virginia