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 Virtual Arena: Defining the Next Phase of Immersive LBE (Part 2.)

The Virtual Arena

Covering the immersive Out-of-Home entertainment scene for VRFocus, in his second and concluding part of his latest Virtual Arena column, industry specialist Kevin Williams continues the observations made while many location-based entertainment (LBE) venues remain in lockdown. This section looks at the growth in Arena Scale immersive entertainment and investment towards the sector’s future after lockdown. 

While many of the venues are in lockdown, the continued investment in the entertainment business has seen the development and launch of new products that will drive the investment in a sector of VR that has benefited from a strong audience appetite.

Viveland
Players try out the new motion-seat dinosaur experience at Viveland: Image credit: Viveland/Kocpc

One of the first territories to see their VR arcade business emerge from lockdown was Taiwan. In this sector, HTC has opened its chain of Viveland sites. A cross between a VR park and a showroom, these have also expanded into “HTC Viveland XR Super Somatosensory Paradise” – a new popup variant. And it was at one of these sites that Fantahorn Studio debuted ‘Dinosaur Age XR’ – a prehistoric VR motion seat experience. Post-lockdown audiences flocked to try the attraction, underlining the considerable interest still seen in this deployment of the medium. 

The VR Free Roam Scene

Following on from the last report and speaking of the new distributors of free-roaming (Arena Scale) platforms, its time to look at the considerable popularity of this application with the entertainment audience pre-pandemic. One of the first and leading providers of this application was Australian based Zero Latency. Not allowing the current global crisis to impact their continued investment in developing its platform, the company used May to announce the launch of its latest title. Called Undead Arena VR, the videogame planned to be installed across their 45 Zero Latency venues internationally, (subject to when each will resume business).

The game offers from one to eight players the chance to play as a team in a post-apocalyptic world, part of a retro 80’s TV game show. Fighting off hordes of zombies to gain the high score and become a celebrity. The developers have jokingly defined the game as Smash TV meets The Hunger Games. Deployed on the latest free-roaming backpack PC platform, the company recently adopting the HP Reverb headset for their latest system. This coming as HP rolls out its new HP Reverb G2 (supported by Valve and Microsoft), offering a strong platform for LBE consideration.   

Zero Latency
The latest version of Zero Latency in operation at MeetSpaceVR in London. Image credit: KWP

A new free-roaming entrant into the market revealed its platform recently. YULLBE is an advanced backpack VR system, developed between Vicon Motion Systems, VR Coaster and MackNeXT (media development specialists in the Mack Group of companies). The platform supports up to 32 players, fully-body tracked in large arenas, employing Vicon’s advanced camera-based architecture, (architecture already used by Arena Scale operations such as Dreamscape and SandboxVR). The YULLBE system will see its first outing for summer 2020, in Germany, as an attraction next to the Europa-Park and the Rulantica waterpark. Seen as a new fully immersive form of VR entertainment, it is targeted at a broader audience than before. VR Coaster having previously partnered with SPREE Interactive on the Roam&Ride attraction ‘Eurosat Coastiality’.  

Recommencement of LBE VR Business

All this preparation is to ready for the staggered re-opening of VR entertainment businesses internationally, as reported in the first part of this feature. There has been even greater scrutiny paid to the safe and appropriate operation of VR technology in the commercial entertainment environment #AfterLockdown.

One of those leading the charge is also one of the largest providers of VR entertainment systems internationally having sold some 400-units of their Hologate Arena tethered enclosure platform. The company has amassed a wealth of experience in best practise of operating and cleaning VR in commercial settings, compiling all this knowledge into a simple guide for operators and developers across the market. The Hologate Hygiene and Safety Standard condensing the essential practice towards checking, operating, and cleaning this technology as well as the wider requirements regarding operating VR simulator rigs. The guide shared with the whole of the industry offers support to all to ensure a common practice in providing the best experience to the paying audience, as the industry emerges from forced hibernation.

Hologate

Another aspect of Hologate’s support of the impacted VR amusement scene is to backup struggling operators beyond advising them on the best practice in operating their hardware. The company announced that it would be offering two months subscription-free to owners of their hardware to take effect as soon as their venues reopen. This was intended to help ease some of the stresses that hard-pressed facility operators were experiencing as they prepared to reopen their businesses after such a long period of disruption.

Hologate at EAG 2020
VR teamwork in the latest blaster from HOLOGATE. Image credit: KWP

The reopening of the LBE VR scene has started to gain momentum, in Asia, several venues have thrown open their doors – and with the applying of new health measures has still seen strong interest from the playing audience to enjoy VR. As we mentioned previously, HTC has been promoting its Viveland operation – the company is one of the leading VR headset providers to invest considerably into a lucrative commercial entertainment strategy. While consumer VR has proven a slow burner, the commercial deployment has proven a more productive business model, that others now hope to emulate. Last year the company also pointed to wireless multiplayer LBE VR as “the next big thing”. This was part of a drive to establish the company’s Focus Plus standalone mobile VR platform that had been first to prove the genre. 

Vive Focus Plus - Nolan Bushnell

Looking to the future of LBE deployment, the next phase of VR development has supported this growth of interest on arena-scale VR applications. Beyond the conventional backpack PC approach, we have seen the investment in standalone systems. Initially, this approach was popularized by the HTC Focus Plus, but it has been dominated by interest in the Oculus Quest. However, the restrictions of the platform have impacted some plans for Commercial Entertainment application. But the standalone enterprise market will soon be flooded by a new phase of systems. As revealed by Qualcomm and its new XR2 architecture powering the ‘XR Viewer’ series. Amongst these VR and AR 5G enabled headsets are a number of enterprise-focused systems that point to the future of new arena-scale deployment, with a much higher quality of immersion, pointing to the next phase in mobile VR application.

Qualcomm - XR Viewers

Now towards the reopening of the shuttered LBE VR businesses, and the recommencement towards the new normal. How the scope of impact that the global health crisis has had on the business of immersive entertainment, and if encumbered head-mounted displays, or the development of unencumbered immersive projection systems will spell the next chapter in the deployment of out-of-home entertainment.