The Virtual Arena: The Changing VR Out-of-Home Landscape – Part 1

The Virtual Arena

Covering the immersive Out-of-Home entertainment scene for VRFocus, in his latest Virtual Arena column, industry specialist Kevin Williams reports on the last major amusement trade convention of the pre-pandemic international scene. In this first part, information on the trends that were establishing themselves, and the key developments making this market so important for the technology.

With the global business sector in near lockdown due to the international health crisis, many observers are turning their gaze to how much the business scene will have to change in the post-pandemic landscape. The speculation of the employment of the latest virtual reality (VR) technology to drive a new investment in training and entertainment has been discussed – especially seeing the importance that this technology has had with a populace in self-isolation. The possibilities of what the commercial entertainment sector will look like once the facilities re-open, has also been considered.

Amusement Expo International
Image credit: KWP

Only a matter of weeks before the chaos of the pandemic, and resulting lockdown that has seen all entertainment, cinema and leisure amusement venues temporarily closed; and the American amusement trade held their influential trade convention – Amusement Expo International (AEI) in the heart of New Orleans. On show were pivotal new developments in VR deployment for immersive Out-of-Home Entertainment. This gave a glimpse at the trends being followed, but now reveal what the post-pandemic landscape will be working with when the entertainment scene re-emerges in the West from slumber.

The application of VR tech into the commercial entertainment scene has been split into key categories, and all examples were on show at AEI – offering an excellent opportunity to explore the popularity and audience appeal. First off, we have seen the emergence of the “VR Amusement” category – best described as the adaption of VR technology into the established platform of video amusement hardware, adapting many of the characteristics into a reliable VR platform.

At the show, the amusement distributor and developer UNIS Technology presented its new VR amusement piece ‘Ultra Moto VR’. A two-player “ride-on” motorbike racer on a motion platform, with the unique element of offering conventional play through the games screen, or reverting to immersive play using the VR headsets.

Ultra Moto VR
Image credit: KWP

Ultra Moto VR’ is a Chinese developed title that had been converted for Western deployment and had already seen considerable success, with strong Return-on-Investment (ROI) when tested at several locations. For many operators still evaluating the value of VR platforms in commercial entertainment, the systems unique ability to swap between a full VR or conventional video amusement approach offered a strong incentive. And allowed operators to charge VR prices for a conventional packaged amusement piece.

Another adaptation of an amusement package with a VR element was presented from US-based Barron Games, a well-known name in the foosball and air hockey table market, the company had partnered with Swiss-based Kynoa SA, to represent their innovative ‘Koliseum’; the system, a VR based foosball tabletop platform offering four players the chance to compete in an immersive re-creation of the traditional game (called ‘Koliseum Soccer VR’). The cabinet and controllers invoking the design of a conventional foosball table.

Koliseum
Image credit: KWP

The need to create compelling games that still fit the limitations of the amusement entertainment and family entertainment centres has driven many of the new designs on show. The developer MajorMega had initially launched its vast four-player motion stage experience (called ‘Hyperdeck’) – but the company chose the New Orleans trade show to launch a brand-new concept. Called ‘Hyperdrive’ this two-player cooperative VR experience has one player taking the role as the driver, and another player the gunner, the whole compact experience sitting on a D-BOX motion platform.

The system was a work-in-progress with much of the feedback to this design, being taken away and applied to a final production prototype, scheduled for release (that had originally been) for later in the year. The motion simulation experience linked to a seated ride platform has been another popular element of the investment in commercial entertainment VR. One of the most successful of the initial categories has been the Virtual Ride Simulator – one of the earliest adaptations of offering VR in an amusement suitable package, this approach has gamed much momentum.

One of the first adaptations was that from LAI Games with their hundred-unit-selling ‘Virtual Rabbids: The Big Ride’ – developed in partnership with Ubisoft, creator of the cartoon ride experience based around their zany characters, and using D-BOX motion hardware. The system has found favour with operators offering what the company describes as unattended virtual reality. At the show the company presented their “Big Expansion Pack”, offering six new rides. This included their new interactive experience ‘Space Skirmish’ – a new departure for the platform, from the previous passive style of experience.

Hyperdrive
Image credit: KWP

The popularity of this category was seen with an explosion of new developments, at the show, from other developers. Canadian based TRIOTECH presented to the amusement trade their production version of STORM. Employing a similar approach, the two-rider experience, however, had started at the first with an interactive element to the ride simulator. The company mounting on their HTC Vive headsets, Ultrahaptic hand trackers so the player could grab items as their traversed the speeding coaster track, scoring points. TRIOTECH also revealed its next ride experiences in development to keep a regular supply of titles, and the company was keen to reveal it had ramped up the production line to deal with a strong initial order book.

Following along this popular category, and formula of approach, amusement powerhouse Raw Thrills, chose the amusement trade show to present their prototype interpretation of the virtual ride simulator. This version called ‘King Kong of Skull Island – placed the two riders on motion seats, and also included in this case Ultrahaptic sensors in the seat restraint to track hand movement – the players dropped into a wild ride through the mythical movie Skull Island, home to giant beasts, dinosaurs and King Kong.

Based on the movie property, the early version of the ride/game experience, placed players in a frantic jeep chase across the island, avoiding the monsters, and interacting with the game in scripted quick-time events – finally placed face to face with the legendary giant ape. Still in an early stage of development, the system followed a proven formula, but also hope to offer a cost-effective solution for operators wanting a VR platform. Raw Thrills had worked with HP to deploy the new Reverb headsets with their 5G performance.  The other example of the VR ride system at the show was a much more compact and basic offering. From Brazilian RILIX; the company presented an updated version of its non-motion pod called the ‘Rilix Coaster’. The original version of this system, first seen back in 2015.

King Kong of Skull Island
Image credit: KWP

This system offered as a low-cost solution for areas with high-foot-traffic that want to offer a VR experience in a unique package. As a low-cost system, comprises only a sub-woofer and wind-effect system, with the simple Oculus Go headset arrangement. The platform offered in three flavours as a standalone arcade piece, a system operated by rental companies, and as a self-service (vending machine style) platform for players to walk up and try. To allow this the system and headsets are ruggedized. It is this category of “Self-service VR Kiosk” approach to VR entertainment systems, which had become a new aspect of the market gaining momentum.

On the show floor were other examples of self-service VR kiosks – the first from VRsenal the company have designed a sleek upright kiosk with a tethered headset. The platform called ‘Beat Saber Arcade’ running the popular and well recognized VR music rhythm game licensed from Beat Games (recently acquired by Facebook). The system has been deployed in several entertainment facilities in the West and made unique use of the HTC Vive headset in a wireless configuration. The systems’ appearance at AEI was also to promote new partnerships with leading amusement distributors to help support sales of the platform to a wider operator-base.

The other self-service VR kiosks on display at the trade event was from VR LEO USA – the company showing their ‘LEO’ platform. Another large screen video kiosk with a tethered VR headset. This system, however, was not a single game solution but offered three VR experiences to select from, developed by the Chinese parent company. A unique element of the ‘LEO’ is its automatic retention system, that pulls the headset free of use after the game; and lowers it for the next player. While pulled into retention, the platform self-disinfects the headset with high power ultraviolet lights.

VR Leo USA
Image credit: KWP

This hygiene element has started to be seen employed across all aspects of VR entertainment system deployment. Long before the global health crisis, the LBE VR scene has been employing measures to secure the continued health and safety of the users on this medium. Now with the full glare of the Pandemic on our doorsteps, the reality of how VR will be deployed in social entertainment is being re-addressed. The question is if unattended self-service platforms such as above will need to be re-evaluated for deployment in the new market.

This concludes the first part of our report on the developments in the commercial entertainment VR arena, now we move to the second part, and looking at emerging trends and the outlook for the sectors future #AfterLockdown.

The Virtual Arena: VR in UK Amusement

Covering the immersive Out-of-Home entertainment scene for VRFocus, in his latest Virtual Arena column, industry specialist Kevin Williams reports on the amusement industry’s latest trade extravaganza in London, and the new VR platforms revealed to invited trade buyers, with his exclusive coverage revealing these new category of systems for readers. 

The amusement trade represents the pay-to-play sector and started the new decade off underlining how much virtual reality (VR) has influenced innovation in this business. The UK saw one of the largest exhibitions for the sector this month, and VR was front-and-centre. The Entertainment, Attractions and Gaming (EAG) International Expo 2020 – held in London at the beginning of the year for amusement trade professionals – has become a hotbed to demonstrate the latest VR applications in the European Enterprise entertainment sector.

EAG at ExCel
The crowded hall of the ExCel exhibition center. Image credit: KWP.

The various categories of deployment in this market were on display. First was “Standalone VR Arcade” – these are VR systems applied along lines that conform to the needs for amusement deployment in leisure entertainment venues but also applying various levels of “self-service” VR deployment, looking to remove the need for an attendant to run these systems from the mix.

Many of these systems are represented by distributors, companies that place and service the hardware with venue operators for the manufacturer. On the Harry Levy Amusement booth, the VRsenal developed ‘Beat Saber Arcade’ system was presented, an upright kiosk with retractable HTC Vive headset and controllers, configured to as a standalone system running the popular music rhythm VR experience. The machine has become a popular platform with already some 100-units deployed in the Western market.

Beat Saber Arcade at EAG
Beat Saber Arcade proving a big hit with the player-base at the show. Image credit: KWP

Taking on a more familiar amusement approach, UNIS presented on the Instance Automatics booth their ‘Ultra Moto VR’ – a two-player arcade-style ride-on motorcycle racing videogame, with its own motion platform. Players are able to experience the action on the big screen or immersed using the 3Glasses VR headset. The platform marketed to operators as “easy to manage” – offering a familiar package to the VR entertainment medium in amusement.

UNIS - Ultra Moto VR
High-speed competition on the VR motorcycle game from UNIS. Image credit: KWP

Also, on the Harry Levy Amusement booth, was another top-selling VR product, LAI Games has seen great success with its  ‘Virtual Rabbids: The Big Ride’ – with hundreds of sales of this two-seat motion ride platform already achieved. Developed in partnership with D-BOX and with content from Ubisoft, the VR ride-experience runs on HTC Vive. At the London show a new compact version of the platform was on display, (for cruise ships and smaller venues), also incorporating three new ride experiences, including a new interactive ride, with scoring elements.

Virtual Rabbids at EAG 2020
Riding through the Rabbids universe in this eclectic experience from LAI Games. Image credit KWP

The division of the Japanese amusement developer, operator and manufacturer, Bandai Namco Amusement represented the latest entry into this genre with a new two-seat VR motion ride platform from Triotech. Launching their new ‘Storm’, the company has integrated many of the popular elements seen with other systems, using the HTC Vive Pro headset incorporating Ultraleap, to track the riders’ hands. This offering an interactive game element to the roller-coaster ride experience.

Triotech at EAG 2020
Players using their hands to capture the items during their ride on the TRIOTECH system. Image credit: KWP

Moving on from the standalone amusement deployment, also on show at EAG’20 was the “VR Enclosure” platforms that offer multiple-player VR experiences within an enclosure than as just individual machines. The market leader in this genre is HOLGATE, who came to the London show with its over 500-unit selling ‘HOLGATE Arena’. The latest version of the tethered platform offering a four-player plethora of different co-operative VR experiences, including titles licensed from Angry Birds, World of Tanks and other properties – running on the VR high-end Valve Index headset.

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

The VR Enclosure approach can also be deployed for the larger game experiences – such as with “Arena-Scale VR” – using backpack PC’s to allow free-roaming for multiple players co-operating in immersive shooting and escape game experiences. EAG exhibitor VEX Solutions presented ‘VEX Adventure’ that takes the Arena-Scale system and places into a flexible platform for both LBE and enclosure deployment. The company showing its system at the show as a complete turnkey solution, with player registration tablets, the onboarding infrastructure – HP backpack PC’s and HTC Vive Pro headsets (incorporating Ultraleap units), and force-feedback weapons.

VEX Backpack PC
Backpack PC VR offering a free-roaming experience on the VEX booth. Image credit: KWP

A glimpse of the future of this application was seen at EAG with the latest example in “Arena-Scale VR – Standalone”, these platforms negate the need for a backpack PC and employed the all-in-one Standalone VR headsets, (a far-reaching feature on the emergence of this new aspect of the VR scene will be published soon in VRFocus). At EAG’20, the exhibitor Hero Zone demonstrated its version of this approach, with a four-player platform, employing Oculus Quest headsets, modified with the Modicap soundkit and battery extension. The pop-up enclosure running the new title ‘Dead Ahead’ – for some co-operative zombie blasting. The first installation of this platform is going live in February.

Hero Zone at EAG 2020
Team of players try out the new Hero Zone game and modified Oculus Quests’. Image credit: KWP

The final aspect of the diverse Out-of-Home entertainment deployment of this technology is the category of “Large VR Attractions” – turning VR tech into dedicated attractions for theme parks and LBE venues. One of the major developers in this field is Holovis, working on several attractions, but at EAG they revealed plans to develop smaller-scale applications that can suit amusement and FEC (Family Entertainment Center) deployment – offering big experiences in a small package.

Displayed for the first time, Holovis revealed their first title with ‘The Descent’, developed in partnership with D-BOX – the company created an intense alien blaster which uses the physicality of a special-effects mine-cage, descending virtually into the bowls of the Earth, battling waves of aliens on the way down. The system borrowing heavily from all the physical effects deployed in larger attractions, Holovis hoping to open a new sphere of the market with “Mid-Scale VR Attractions”, seeing their first orders at the show.

Holovis at EAG 2020
The brave player controls their descent into the nest of voracious aliens on the Holovis platform. Image credit: KWP

Along with the new hardware on display EAG 2020 held a seminar to present the opportunity of what immersive entertainment platforms offer the operators in this sector (ranging from seaside, leisure, amusement and FEC venues). Held in partnership with the show organizers, and industry consultancy KWP, the session brought together presenters from key executives in the field, including MeetSpace, operator of the Zero Latency arena in Wembley, the co-founder of HOLOGATE, SPREE Interactive, famous for its arena-scale family VR entertainment, and operating developer IMMOTION – who have championed a radical approach on getting “bums-on-seats” with the deployment of VR entertainment into the leisure sector. While later in the seminar the aspects of deploying VR in eSports experiences saw presentations from Virtuix and others.

Hologate seminar at EAG 2020
The well-attended seminar session listens to the latest developments from HOLOGATE. Image credit: KWP

This gives a snapshot of what proved a fascinating and intense three-day convention, with many orders made for the latest VR hardware. This will hopefully mean that even more of the general public will be able to get their first taste of VR entertainment at one of the many hundred entertainment venues in the UK and across Europe.

The London show will be followed by a plethora of trade events to start the year, including events in Japan and North America. But also, interest in Enterprise VR will see launches of the latest eSports and even Edutainment deployments. Watch this space for our next coverage.