Goliath Review: Effective, Innovative Account Of Psychosis On Oculus Quest

Goliath offers an innovative exploration of mental health, even if its best ideas are sparse. Read on for our Goliath review.

Knowing where to draw the line with VR is tough. Though it provides fertile ground to explore difficult topics from fresh, effective directions, the risk of overexposure is painfully immediate. I often recall the uncomfortable proximity of War Remains, or even the raw visualization of grief in Vestige as experiences that always had me mere moments away from lifting the headset off of my face in search of relief.

As an innovative account of psychosis, Barry Gene Murphy and May Abdalla’s Goliath doesn’t prove to be as intense an endurance test, instead finding interesting new ways to explore psychotic trauma without hugely taxing the viewer.

Based on a true story, Goliath is one part biography, as the titular protagonist recounts his journey through psychotic episodes and psychiatric institutions before finding respite in online gaming communities. Its other part is a sort of contextualization of those events via the narrator, played by Tilda Swinton, who challenges our concepts of reality and experience.

Golitah Review – The Facts

What is it?: A roughly 20 minute experience following the titular protagonist’s real-life account of his struggle with psychosis and how online gaming helped.
Platforms: Quest
Release Date: September 9
Price: Free

Like Battlescar before it, the piece presents a constant stream of storytelling techniques and deliveries, maintaining an erraticism that both keeps it dynamic and effectively communicates the struggles of Goliath’s trauma. Some of these ideas are familiar, like playing with scale in ways that dwarf and intimidate viewers, or immersing them in a simple wave shooter. But Goliath’s best ideas are its own, including memorable use of your own voice in a particularly potent moment, and distorting reality to convey the effect of psychiatric drugs. Swinton’s narration is particularly notable, both in its lulling reassurance as it guides you and its existential nature, which has the power to change how you interact with this world.

I just wish, though, that the experience did have more to call its own. Finding ways to talk about psychosis without aggressively confronting viewers — which is often done elsewhere in stereotypical ways — is commendable, but I found myself wanting Goliath to push its more innovative moments further, rather than the fleeting touches they end up being. The piece has a lot of say in a short amount of time, and this is a rare experience I wish had taken more time to properly flesh out some of its moments.

In fairness, though, that’s only one part of the story Goliath’s telling, and its latter sequences that place viewers in game worlds and pitch the protagonist and his friends as virtual characters has warmth, especially in its touching final moments. These messages alone make the piece a spiriting watch.

Goliath Review – Final Impressions

Goliath is an effective and sometimes innovative account of mental health in VR that navigates its tough subject matter without placing too much strain on the viewer. Though not all of its ideas land memorably, poignant narration from Tilda Swinton and a thoughtful take on the benefits of gaming communities anchor a worthwhile experience you’ll benefit from watching.

Review_GOOD


For more on how we arrived at this rating, read our review guidelines. What did you make of our Goliath review? Let us know in the comments below!

We Live Here: Behind The Scenes Of VR’s Hard-Hitting Account Of Homelessness

This year’s Venice Film Festival made a huge push for VR, with a good number of projects debuting on headsets. Among them was We Live Here, Rose Troche’s hard-hitting account of homelessness. Now you can go behind the scenes of the project with a new making of video below, and a Q&A from producer Emily Cooper.

Director Rose Troche’s latest VR project, We Live Here, premiered this week at the 77th Venice International Film Festival. The project was made under the Oculus initiative, VR For Good and paired VR maker, Troche with Mark Hovarth, founder of Invisible People.

The piece takes on the subject of homelessness through the lens of Rockey, a woman living in a tent, in a park in Southern California. We Live Here places the user in Rockey’s tent. Through interacting with the different items in Rockey’s tent, the user discovers more about Rockey’s past, present, and what she hopes for her future and the devastation when all of who you are is ripped away by a sweep. We Live Here seeks a very simple message: we are not so different from those experiencing homelessness. It reminds us that most of us, we are closer than we think to the event that could leave us like Rockey – homeless.

Emily Cooper, the project’s producer, sat down, virtually, with Troche for a Q&A about the project.

Emily Cooper: Your directing career started in film, when and how did you start creating in VR?

Rose Troche: One of my favorite parts of the Sundance film festival is New Frontier. Each time I attend the festival I look forward to seeing the innovation displayed in that section. It was there I had my first VR experience. It blew my mind. I remember talking to Shari Frilot about it and several months later she introduced me to Morris May. Together Morris and I made, Perspective Chapter 1: The Party, and Perspective Chapter 2: The Misdemeanor. I was hooked from the beginning. Having been a film and television writer, director and producer for years I loved the challenge of this new medium. As soon as you are done with a piece the technology has moved forward at lightning speed. Trying to keep a piece ‘fresh’ in this creative landscape is the ultimate challenge, while also maintaining quality of story.

Cooper: Your past VR work covers timely and relevant social justice issues, what about the topic of this project spoke to you?

Troche: From my first foray into VR I wanted to make work that was socially relevant. In the rebirth of VR, makers seemed to share this idea. At that time we called it the ‘empathy machine’. We know now that you cannot make someone have empathy who does not possess it prior to putting on the headset. But, what we can do is use the power of immersive storytelling to dive deeper than we had in traditional mediums.

I had always wanted to make a piece about homelessness, so it was serendipitous that the folks at VR For Good paired me with Mark Hovarth, the founder of Invisible People. What transpired was an education. Mark took me under his wing and showed me the complex nature of the homeless crisis. Frankly, it was overwhelming and humbling. I decided I wanted to make a piece that would take on a fundamental truth – those who are homeless are not broken. They’re stories, and lives are familiar. We who are housed are not better because we have a key to a door. I learned and wanted to show in We Live Here that the road to homeless is one that does not have many obstacles. For most of us it is closer than we think.

Cooper: This is your first foray into a fully 6dof interactive VR project, with so many tools and technology at your fingertips how did that affect your process?

Troche: Oh wow! It was and still is awesome. I had, to this point, always shot live action 360 video. Suddenly, I was offered interaction. The opportunity to grow a story out in ways I had not in my past work was exciting. I love animation and wanted to work with artists to illustrate some of Rockey’s most compelling stories. I knew I wanted to create a safe space in the volumetric capture of Rockey’s tent. Having all of these approaches available gave me the opportunity to make a really multidimensional experience. Rocky’s life, our lives, are not one note or one color or one style – these different tools helped us to not only build the world, but also represent different stages of her life. We worked hard to seamlessly integrate all of the technical approaches in the experience.

Cooper: When you met Rockey, the woman who inspired and acted in the experience, what stood out to you about her?

Troche: At the point I realized I could not offer a solution to the homeless crisis, that it is far too large, far too complex, I decided to make the scope of this piece personal. It was at that time I began looking for someone to be the center of it. Mark introduced me to Eric Montoya at LA Housing and Eric introduced me to Rockey, the woman who would become the inspiration for We Live Here. I can still remember the first time Eric took me to the Sepulveda Basin to meet her. She wasn’t home but I recall standing outside her tent and being immediately impressed. Rockey had made a walkway – she built a gate, dug a trench around her tent so the water wouldn’t get in. She had a makeshift kitchen and shower. When I finally met Rockey, she was warm, hopeful and hilarious. She was creative, talented and smart – her life filled with adventure – breaking stallions, living on a boat, getting married on a motorcycle – these were just a few of Rockey’s stories. The search was over – the piece would revolve around Rockey’s life.

Cooper: Did face any challenges throughout the creation of the experience?

Troche: Yes, I think there was a tremendous learning curve for me. I am so used to being able to make changes to the bitter end- that is not how an experience made on a gaming platform works. Changes are time and time is money and that runs out quickly. I am so grateful for the work VR Playhouse did, that the animators have done and most of all the outstanding work Flight School has and is doing. There is a wonderful collaboration that exists in creating pieces like this and I feel it is the creator’s job to share the vision for the piece as clearly as possible and try best to inspire the team that will bring that vision to fruition.

Cooper: Do you have a favorite part of the experience?

Troche: I really love the house (music box) There is something about Rockey’s voice, her longing for a home that breaks my heart. I also have to give a big shout out to the horse animation.

Cooper: How have you views on the housing and homelessness crisis shifted after the two years you worked on this project?

Troche: Gosh I’m so grateful for my time with Mark – for the time spent going out into communities with various organizations. I learned to look at people experiencing homelessness, to say hello and ask, “how are you?”.  I have learned not to leave my leftovers on a park bench and think that I’m doing something to help those who are experiencing homelessness. I learned that agency is key to feeling respected and seen. I learned that everybody needs a home and safety, that no mistake is so great that homelessness is the price paid. I know now that we don’t have enough affordable housing or healthcare. I learned you are nothing without a piece of identification. I now know you lose your rights when you lose your home. I know we are not doing enough to eradicate homelessness. I know now I am implicated in this despair. I don’t know how we got to the point where we think people living on streets is normal. I don’t know when we allowed this erosion of humanity to happen. I worry about the crisis exploding even more now due to Covid 19, as eviction moratoriums are lifted and jobs are lost.

Cooper: After the headset is taken off and the player walks away, what impact do you hope this experience has?

Troche: I hope a little voice stays in your head that reminds you, when you next see someone homeless, to take a moment and remember they are a person with a past, a present and a future. I hope that voice reminds you to take action to end homelessness.

Cooper: Knowing that not everyone has a headset, do you have hopes for people to see this project after Venice?

Troche: It’s interesting to make a piece about homelessness that can only be seen in a headset that costs about 400 dollars and one where you need at least a 7×7 unobstructed space in which to experience it. It almost seems contrary to the purpose of the piece. But then I think we must use the tools available to us to learn how to be better – to break down the barriers between us. I believe VR is an intensely powerful tool and it is my goal to have as many people see, We Live Here as possible, to take this tool to community centers, churches, schools, to the DMV and the bar – it would be so cool for all of us to get to see, We Live Here.

Cooper: Are there any other thoughts you’d like to leave us with?

Troche: I still have notes on the project : )

Venice VR: Players Are Joining Live Performances, Not Just Games

Venice International Film Festival’s Venice VR Expanded is the first festival to feature multiple live immersive theatre productions in competition, with production teams joining remotely from around the world. This is the fourth year that Programmers Liz Rosenthal and Michel Reilhac have integrated groundbreaking works with VR and live actors who until this year, have been in the same physical space as festival attendees.

The three VR productions with live theatre varied dramatically between each other. La Comédie Virtuelle invited visitors to explore a theatre with live dancers in avatars ranging from dancing donuts to dancing mannequins. Finding Pandora X had players help the remaining Gods of Mount Olympus recover the box of hope that Pandora removed. And The MetaMovie Presents: Alien Rescue allowed audience members to play a character hired by a team of alien-rights activists to help them rescue a rare and dangerous creature from captivity.

But what they all have in common is that their different approaches to immersing audiences in real-time stories are essential to celebrate and showcase, as this form of storytelling is becoming increasingly important. I stepped into all three productions and connected with their creators to learn more about their storytelling strategies.

Help Players Become Part of The Performance

Kiira Benzing directed Finding Pandora X, which was awarded Venice VR Expanded “Best VR Immersive User Experience” this year. This is a major achievement, especially considering the dramatically increased complexity of creating a live immersive production. The production cleverly integrates players into a collective Greek Chorus, while actors see, speak and collaborate with them both as a group and individually throughout the story. Interactions with the characters and other players that we were all in the adventure with, did wonders for reinforcing the illusion of presence in it.

The action and dialogue moved at a pace that allowed for all players to feel as if they were actively playing an important role, while also avoiding moments where a player could try to be disruptive. Puzzles in the narrative also move it forward. Benzing explains that “it’s a balance of being respectful to the actors to hear their dialogue, while also feeling the freedom to contribute your own voice when encouraged by the performers[…]I think that giving voice to something and being empowered to speak in key moments is an unusual surprise.” Giving players the ability to speak allows them to meaningfully contribute to the story. “Every audience is different and collectively they take on a shape together as an ensemble. I love to hear how they want to problem solve and I hope that some of them will form a social bond and make new connections from being a part of the Greek Chorus in our show.”

There are of course risks with allowing players mics to remain open in some cases, such as with larger groups. Avinash Changa from The MetaMovie Presents: Alien Rescue’s co-production company WeMakeVR explains that during Venice VR Expanded, they integrated fifteen players in one showing. Fourteen of them join as Eyebots. “ Some guests can have a lot of background-noise, which can negatively impact the experience for other guests. But, there is also a great dynamic created when the Eyebots cannot talk. They come up with various creative ways to communicate and collaborate with the Hero.”

Meet New Heroes

Brave live immersive theatre productions can prepare to host a completely new hero character with each performance, allowing players to define their backstory and react as they choose, along with the live actors.  In The MetaMovie Presents: Alien Rescue, this is currently offered up to one lucky hero player. Changa explains that what this risk requires is for the production team to rapidly get to know the player from the moment they enter the environment. “What’s fascinating is that even though many of our audiences have no experience with role-playing, everyone can do it instinctively […]. So often it’s just a question of giving someone some positive reinforcement so they know it’s ok.”

But risk still exists. A designated hero can encounter stagefright, motion-sick or even technical issues. To help to reduce this risk further, Changa shares that they’ve developed “a process of checks that start from the moment the guest gets a ticket…” to “a few brief checks when the Hero arrives into the virtual world.” I feel that it is essential for our industry to keep taking risks, and there are other safety measures that can be considered when offering such open roles like this, such as before the play begins, and with tricks that actors and the behind-the-scenes team can employ. Magicians, comedians and more know the value and tricks for integrating the audience into their never-the-same-twice shows.

Create Guardrails for Play

The MetaMovie Presents: Alien Rescue director Jason Moore is careful to integrate tactics that guide people through the story, without disturbing the nature of agency inside the experience. He explains “We want them to follow the story, and we do use characters like Elbee to guide them in the really large maps like the massive Blackhawk Spaceship (two hundred meters long with four levels) and if you stick close to the Hero and other characters you’ll always be in the center of the action. But hey, if you want to go off and explore on your own, that’s fine too. And if you get lost along the way, we’ll lead you back to the action, but it’s really up to each audience member.”

Gilles Jobin, director of La Comedie Virtuelle:  Live Show, encourages guests to go absolutely anywhere they please in the space. They even have a map that allows visitors to jump from room to room if they prefer not to walk. Instead of limiting where guests can go, he chose to “make them invisible when they reach the performing space of the dancers [to] not disturb the experience of other users.” This also gave me the confidence to dance even more freely with the live dancers and dancing objects.

Benzing and her team chose to lift the guardrails further, at the end of the experience. And for good reason, the guardrails were lifted when players were taught how to fly around the large environment. It was a finale to the narrative and experience, with a power that many players would not want to play with for just a short moment in time.

Have a Story-Based Reason for Every Element

Magic is in the details, and the award-winning Finding Pandora X team provided thoughtful integrations of story elements into how players interact with the environment. For example, with the experiences’ branching narrative, players have the choice to split up to visit different worlds. To get there, portals are required. However, the portals didn’t just appear with no context. Their appearance and how they were summoned by a live actor with song, masked the technological need for portals to jump to different spaces, making it feel more seamless and entertaining. And when players are given the opportunity to fly, instead of breaking the narrative with instructions on which button to press to fly, Zeus shows players how to fly with their arms, using a mechanism that feels more natural and akin to how a child would fly during imaginative play.

Choose The Right Performance Venues

Virtual performance venues are becoming increasingly accessible from people’s homes.

Rosenthal highlights that consumer adoption of social VR has recently accelerated. Where social VR platforms were once considered to be tailored to a niche subculture, she explains that we’re now seeing these and new platforms being used by wider audiences. In fact, with her team’s collaboration with VRrOOm, all of VR island, down to the ability to take a gondola ride to get there, was recreated in VRChat for curated projects to showcase, and accredited industry leaders to network and celebrate.

As businesses and even location-based entertainment companies adopt social and collaborative immersive spaces as a solution to connect with their employees and audiences due to the pandemic, live performances in VR are an important topic to both save and inspire new businesses and experiences.

Just like traditional shows are best consumed on different platforms, like broadcast TV, Netflix or YouTube, so are live immersive experiences. The story vision should drive the decision making around which platform(s) are most appropriate. For Finding Pandora X, VRChat provided the team with what they needed to create detailed custom story worlds and avatars, while also being able to reach a wide audience of VR headset users. For The MetaMovie Presents: Alien Rescue, the team selected Neos because of the ability to allow them to collaborate in real-time inside Neos to create the very high degree of detail for their world-building, such as their lighting, textures, motion and more. And for La Comedie Virtuelle:  Live Show… they created their own platform solution to bring their vision to life, allowing live mocap dancers from around the world to join the same space. Jobin explains that during Venice VR Expanded, their setup connected 3 mocap spaces at the same time from his studio in Geneva, as well as Bangalore and Sidney.

While Benzing selected VRChat for the premiere of Finding Pandora X, her productions are designed knowing that it can be valuable to tour them across different performance venues. She explains: “I think of our productions like a moving troupe, and with the right infrastructure and support … we could certainly run our production across other places.” Benzing is a trailblazer for immersive theatre and has in fact designed an immersive performance for two venues at once, with Loveseat –  her first innovative theatre experience selected by Venice Film Festival in 2019. It played to two audiences simultaneously – a live audience in Venice (in the real, physical world) and a virtual audience in Social VR. “I love this format” she explains “because I have an interest in bringing the live and virtual audiences closer together. But [this year] we had to eliminate the live element due to the pandemic. Focusing on just the Virtual audience has enabled us to go deeper into more immersive elements and take risks with trickier story elements during a live show by branching our narrative and running two interactive quests which play a bit like an escape room.”

Between fully real and virtual worlds lives an array of additional options for live theatre. Changa explains that soon MetaMovie-experiences will “have options to actually get dozens, and later hundreds of guests” into them, with developments that will “blur the lines between gaming, cinema and immersive experiences into something very new.” Our vision is to offer experiences suited for smaller groups, as well as ones that are created specifically for larger audiences, varying in the narrative through to levels of interactivity.

Comedie Ticket office

Offer Different Ticketing Options

In stories, there are starring and supporting roles. Each character is awarded different perspectives and opportunities. Where there is variance in the immersive theatre experience, it offers reason for players to return to try out different roles. And, it offers studios an opportunity to sell players different ticketing options. They can vary by character, timeslot, and even packaged deals.

Changa shares that when The MetaMovie Presents: Alien Rescue releases this December, they will have “various tickets with the Hero-role being a more premium tier, and less interactive roles being lower priced. There are various other models that will be released in stages after the initial launch.”

In addition to ticket options that vary by the type or quantity of experiences that a player can purchase, there are add-ons that can be offered. As a member of the Greek Chorus in Finding Pandora X, my VRChat avatar received a cloak to wear before the play began. Not only did it get all players into an appropriate look for the show. But,that cloak is now a look that I’ve kept that I can put on my avatar even after the show. Offering players digital take-aways like this is a value-add. Plus, I saw many others exploring the visual Venice VR Expanded world wearing their cloaks which became a subtle promotion for the production.

There are many other options for ticket add-ons that can be offered. And, there are options to incent people to visit the theatre space to then trade-up to purchase a performance ticket. Jobin and his team have the theatre space open for anyone to visit at any time, even when the live dancers are not performing in La Comedie Virtuelle: Live Show. He shared that they noticed that when the show was not on, some visitors “were playing hide and seek in the virtual theatre.” With beautiful environments that encourage exploration, there could be an opportunity to employ this up-sell tactic.

Uncover Audience Insights Unlike Any Other Entertainment Experience

Benzing takes the time to observe the Finding Pandora X production every day from a few perspectives, with the ability to watch from nearly anywhere in Mount Olympus – the environment of the show. And she is observing while actively playing a role in the magic. “In this show” she explains, “ I have been running the lights and sound and this enables me to have a close eye on every detail in the world and make sure the scenes are being heightened by the theatrical design.” By doing this, Benzing learns how players are interacting with the story world, and each other, such as “how they teach each other skills or pass each other an interactive prop in the show. The body language has been beautiful to observe…

Zeus has a scene where he gets proposals from the Greek Chorus. Watching him cleverly respond to each audience member’s suggestion always makes me laugh.”

This level of intimate real-time observation is possible from the perspective of cast members, through to the silent observers in the immersive theatre productions. During showtime, plays can even integrate small tests around changes in the scenes, to see how it impacts their guests.

Social VR platforms, or maybe even companies behind top game-engines, can consider offering more tools for their users to build their own live immersive theatre. And the platforms can, in turn, learn more about what different audiences want to experience in VR and beyond.  After all, we are already stepping into our fun avatars to enter a range of unreal social VR environments. Soon, we will also be interacting with trained AI-characters in immersive plays. As Shakespeare wrote, “All the world’s a stage, And all the men and women merely players.” The metaverse is very much a part of our world now.

Best Of Venice VR 2020: Oculus Quest Impressions

The 77th Venice International Film Festival is currently in full swing, with a big offering of virtual experiences this year as part of Venice VR Expanded.

There’s a wealth of VR content available across multiple platforms, but of particular interest are some of the 6DoF Oculus Quest experiences available to those with festival accreditation. Some of these are premiering at Venice while others were already available at festivals earlier in the year.

Sadly, none of these experiences are available to the public just yet. Some of them may receive a full release on VR platforms at a later date, but for now Jamie and I have tried them all and summed up our impressions.

Here’s what we thought of this year’s Oculus Quest content at Venice VR Expanded.

Ajax All Powerful

ajax all powerful venice vr oculus quest

Ajax All Powerful is a short animated VR comedy that follows a crude genie (or djinn, as he prefers) named Ajax. He’s addicted to human souls, which he snorts like cocaine and acquires by fulfilling wishes to his various masters. The short sees him negotiate his contract with his newest master, a young girl called Izzie. There’s more to her than meets the eye though — she’s hired a detail-orientated lawyer to fix up the wish contract.

It’s a crude yet charming short that packs a lot of laughs in a small amount of time, playing with genie tropes in clever ways. The camera and animation work experiments with scale a little, but if there’s one thing that lets Ajax down, it’s that it never really takes full advantage of VR as a medium. That aside, it’s an entertaining ride and definitely worth checking out if it ever releases to the public.

Paper Birds

paper birds vr

This VR animation brings together two of the best studios for VR immersive content — Baobab Studios and 3DAR — to work on a beautiful new experience. While Baobab’s latest solo project, Baba Yaga, is available at Venice VR this year as well, Paper Birds sees them team up with 3DAR, the studio behind the fantastic Gloomy Eyes. 3DAR’s influence here is immediately evident — Paper Birds shares a lot of its visual style with Gloomy, providing some amazingly detailed dioramas and animated characters.

The similarity is definitely not a bad thing — it doesn’t feel so close to Gloomy Eyes as to be repetitive, but it’s also a style of animation that won’t feel worn out for a while yet. Unlike Gloomy , the experience does feature a few interactive moments (perhaps an addition that Baobab brought to the table) which require you to use hand tracking to manipulate the environment. It’s an interesting experience overall, but the narrative does fall a bit flat. It ends in a manner that suggests it’s the first part in an episodic release (again, much like Gloomy) — future installments might flesh things out a bit more.

We Live Here

we live here vr venice oculus quest

We Live Here is a thought-provoking experience that aims to provide some insight into the life of the homeless, and de-stigmatize preconceptions you might hold towards those who find themselves living on the streets. The experience follows Rockey, a 59-year old woman who has been homeless for 3 years, living in a tent in a Los Angeles park. Through a mixture of 360 footage, interactive environments and 6DoF immersive animations, you’ll learn more about Rockey and the experience of being homeless.

The narrative provides some interesting new perspectives on an important issue, but it’s integrated into a very basic VR experience that looks visually messy and features very low quality interactions with the environment. While the message and perspective are welcome (and somewhat enlightening), they comes in a VR package that feels messy and poorly integrated. The concept is solid, but the execution is not.

Baba Yaga Baba Yaga VR Review

The latest from Baobab Studios, Baba Yaga is an interactive movie featuring the voices of Daisy Ridley, Kate Winslett, and Glenn Close. It’s a sweet little piece, casting viewers as one of two daughters of the leader of a tribe that falls ill. Together, you set out with your sister to find a cure in a cursed forest, risking a face-off with the dreaded Baba Yaga.

The film gives viewers a handful of moments to interact with the world and make your own decisions, but it doesn’t go quite as deep as you might hope after the experiments first seen in Baobab’s Bonfire. A charming adventure for sure, but familiar territory for this studio.

Read our full review here.

Goodbye Mr. Octopus

goodbye-mr-octopus

A wistful short that recalls Dear Angelica, Goodbye Mr. Octopus sees a teenage girl reckoning with her overprotective father whilst daydreaming of her adventurous mother, currently out on travels. She reads a letter from her mother, suddenly taken on a journey through her brief past with visions of her mother venturing through the wilderness.

Though short, Mr. Octopus makes a warm impact with its welcoming visuals and look at how two divergent personalities can still find peaceful cohabitation. Director Amaury Campion makes great use of VR as both a teleportation device and a time-traveling machine, melding strands of history and space and funneling them into a specific moment in time. Quite a pleasant time, all-in-all.

A Taste of Hunger

a taste of hunger vr

An experimental narrative that shifts away from linear storytelling, A Taste of Hunger is one of the more mature and confronting experiences on this list. As you walk around a black void marked with only a large circular shape on the floor, various scenes will fly in and out of existence around you. Your surroundings are constantly changing as you move, showing you fragments of a story depending on your location.

All of the presented scenes are visually-distorted, blending polygonal shapes with recorded footage that has been converted into messy, incomplete 3D renders. There’s no strict start or end to the experience — you’re told to simply exit when you’re ready to — and you’ll come away with your own interpretation of what these vignettes mean and how each of them might be linked. It’s a confronting and at times creepy experience that pushes the VR medium to create a unique and unsettling look into the story of a woman’s life.


Which of these experiences would you like to try? Let us know which experience you’re looking forward to most in the comments below.

7 Amazing Free Venice VR Experiences To Check Out On Viveport

If you have any interest in VR beyond gaming, be it movies, art, interactive storytelling or just the general culture, you need to get yourself over to HTC’s Viveport platform this week.

The 2020 Venice Film Festival is in full swing and, due to the ongoing restrictions of the COVID-19 pandemic, much of this year’s VR offerings have gone online. Better yet, a whole host of the festival’s submissions are free to see over on Viveport, without the need for the premium Infinity subscription or even passes to the event itself.

The collection is available until September 12th and offers a few demos for familiar experiences like The Room VR but, more importantly, provides a fascinating glimpse into the current state of VR filmmaking and beyond.

It’s often true that VR movies skew towards a younger age for a broader demographic, and there is some of that here. Beat from Keisuke Itoh, for example, is a heart-warming tale of a robot in search of love. Ajax All-Powerful, while brilliantly vulgar in its comedy and absolutely not for children, brushes with that lighter side too. I found a lot to love in John Hsu and Marco Lococo’s Great Hoax: The Moon Landing, in which the Taiwanese government lands on its own idea for achieving greatness – faking its own moon landing and having you act it out for a ridiculously good time.

But where this particular strand of Venice VR content really excels lies within the tougher, more complex matter. Minimum Mass, directed by Raqi Syed, Areito Echevarria, is a gut-wrenching story of familial pressures when entering relationships and coping with loss, with its collection of diorama-sized scenes jumping back and forth in time. It conjures equal parts warmth and discomfort as it ensnares you in the darkness its subjects face before reaching a striking conclusion I won’t soon forget.

Other experiences blur the line between games and storytelling like Agence, a piece we first revealed at the Upload VR Showcase: Summer Edition in June. It’s a fascinating mini god-sim in which five cutesy creatures inhabit a tiny planet. You can set each creature to either have a directed form of AI or employ reinforcement learning, which means that later versions of the game will learn and build upon their experiences. Lasting up to 10 minutes per playthrough, it’s pretty incredible to watch them go from curiosity to anger or fear, and you can interact with them to help influence events, too.

There’s also a taste of other content to come. I found myself arrested by the opening to Pierre Zandrowicz’s Mirror, in which a stranded explorer faces her past as she treks across an alien planet, with a rare focus on visual realism bringing out the drama in its darkened landscapes and emotion in its facial expressions. I can’t wait to see more of it.

A personal highlight, though, is the first chapter of Fifty Nine Productions’ Here, from director Lysander Ashton. It’s a rather incredible adaptation of the Richard McGuire graphic novel of the same name, rooting the viewer inside a living room in 2020 and then opening up windows to the past, spanning past occupants and far beyond. It really feels like different time zones are suddenly encroaching on your own reality, and it’s quite a thing to behold.

That’s just a few highlights from what’s on offer at Venice this year. Venice VR isn’t stopping at Viveport, though. Those with accreditation access can also view a handful of other experiences on Oculus Quest, and there are also live performances and other exhibits hosted on platforms like VRChat. We’ll be bringing you more coverage of the festival as it continues, so stay tuned.

 

Metal Gear Creator Hideo Kojima Is Judging Venice’s Online VR Film Festival

Metal Gear Solid and Death Stranding creator Hideo Kojima is a member of the jury for this year’s Venice VR Expanded, an online portion of the Venice Film Festival.

While it appears parts of the festival are still going ahead on-location this year, the VR selection is moving entirely online. This was likely in response to the COVID-19 pandemic; even if lockdown is easing across Europe, a VR-focused event where hundreds of users swap out the same headset still sounds like a big risk. It’s not yet clear how this will work, though some form of accreditation will be needed to view the projects online.

A total of 44 projects from 24 countries will be available to view from 2 – 12 September 2020. 31 of those will be in competition for a grand prize. Also joining Kojima on the jury this year is The Key creator, Celine Tricart, and Asif Kapadia, the director of Amy Winehouse documentary, Amy.

Kojima is renowned for his approach to storytelling in games, though notably hasn’t made a VR project himself yet. That said, he has had plenty to say on the new medium over the past few years, including some interesting comments on people’s approach to the platform. We’ve long hoped that the developer would dive into a VR game of his own.

Appearing in this year’s line up is Jon Favreau’s Gnomes and Goblins and Agence, two projects that made a splash at our VR Showcase: Summer Edition in June. Outside of the competition, there will also be a selection of games like Down The Rabbit Hole and The Room VR.

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Venice VR: State Of The Art

A year has passed since my first trip to Venice VR; the new element of the Venice Film Festival which has grown steadily in the last three years. Last year’s exhibition set the bar high for the professionalisation of the exhibition experience. This year the expo came back with gusto, with over 40 pieces on display on ‘VR Island’ and a total of 21 companies taking part in the Production Bridge – the marketplace event where teams can pitch to an array of interested investors. With so much to see at the exhibition, and a noticeably larger and even more international crowd congregating around it, the once abandoned little island of Lazzaretto Vecchio didn’t really know what hit it.

Venice Film Festival - LogoFirst off, I was of course very happy to see a strong UK presence, which included content from Sky, the BBC, Breaking Fourth, and our adoptive Tiny Planets, who have spent time at Digital Catapult over the last year. The marketplace also featured new work from the National Theatre, and two companies supported by our CreativeXR programme, Limbik Theatre and Up Creatives, who did us proud as they pitched for further investment for their projects.

Musing about this festival in relation to last year, it seems that no sooner have we set a new standard for how these things should be done – we’re pushing the boundaries all over again. One more year of progress translates to an exponential leap in ambition for some, and this year saw a noticeable increase in live-action VR hybrids, multiplayer experiences, free roaming pieces involving backpack computers, full body tracking, vibrating floors and the occasional haptic chair.

On the installation end of the spectrum, widely lauded pieces included The Horrifically Real Virtuality, DVgroup’s latest offering featuring an appropriately surreal encounter with Ed Wood, Bela Lugosi and Umami, Tiny Planets and Novelab’s tale about rediscovering memories through food.

The Horrifically Real VirtualityOn the more stand-alone end, the BBC and Anagram’s Make Noise, which marks the 100th anniversary of women getting the vote in the UK, features simple but very effective interactions triggered by your voice. Baoab Studios’ Crow: The Legend is a great example of how a small amount of agency and embodiment can go a long way; including you within the narrative without you having to drive it.

Penrose Studio’s Arden’s Wake: Tide’s Fall, Atlas V’s Battlescar, and Breaking Fourth’s Lucid also serve as great examples of how a good story, well executed, even without interaction can be incredibly effective and accessible.

There seems to be an interesting tussle between producers pushing hard at the boundaries of interactive storytelling, finding ever more complex and imaginative staging approaches and blurring the lines between the real and virtual worlds – and those wanting to simplify and create solid, robust experiences that are more suitable for a broad, entry-level audience.

This is in part reflective of the different audiences that producers are making a play for. Whilst the latter is probably more friendly to a wider user base, and is likely to have online distribution as it’s ultimate goal, the former is perhaps better suited to the kind of highly motivated, spectacle-seeking audiences who willingly seek out obscure locations and part with (often significant) amounts of money to spend an evening locked in an Escape Room with some people they hopefully like. Of course, they both have their merits and challenges – one suffers from a lack of installed user-base, and the other is challenged by the investment and logistical headaches to overcome in order to run an installation at significant scale.

A hot topic of debate at an industry panel, hosted by Venice VR programmer Liz Rosenthal on distribution and monetisation options, about which she recently wrote an article for Digital Catapult, was around the success and failure of location based entertainment (LBE). Eddie Lou, Founder of Sandbox Immersive Festival in China discussed the failure of the ‘first wave’ of arcade experiences in China over the last 2-3 years, and cites the low quality of content and overall experience as a key factor. Marcie Jastrow, SVP of Immersive Media at Technicolor, on the other hand, points to an earlier point of failure of dedicated location-based venues, and says that the real problem is getting people to go at all. It is difficult, she explains, to
convince people to go out of their way to find such an experience if they don’t really know what it is, and therefore don’t have the confidence that it will be worth their while. She suggests that the answer is not in building ‘VR Cinemas’ but in finding the places that already have the greatest footfall, and building content for that particular audience. “Go somewhere where there are thousands and millions of people, and all you’re looking for is 1% to have their ‘aha’ moment” says Jastrow, pointing to the relative success of the Periscape VR installation at JFK airport in New York, which is reportedly breaking even. Her point is clear; “find the distribution channels before you make the content.”

PeriscapeVRThis brings us to an interesting, if not entirely new, debate; are we creating art, or are we creating an entertainment business? And more to the point, can we have both? This conversation stretches into all corners of the creative world, of course, but it is an interesting one to be having at this stage of our immersive evolution. If we are focussing more on commercial sustainability, then certainly we can afford to be a lot more ruthless about working out where there are
opportunities for finding these ready-made audiences – whether they be museums, shopping centres, airports, or music festivals. But then there are those that would argue we don’t yet know enough about what works to be limiting our artistic experimentation in this way.

Looking around at Venice, there are some experiences that seem to fall more obviously into one or other category, but not all of them. I personally see the value in both, but in any eventuality there is one obvious and universal truth; you need to know who your audience is. Whether you’re targeting the masses, or going for the most niche audience of megafans, as long as you know them well, understand what they like and know how to find them – then you’re off to a good start. Experimentation is great as long as we are learning something from it, because in the end, whether your heart is in business or artistic
expression, we all want the same thing – a sector that can see out the so-called ‘winter of VR’ and sustain itself long term.

Venice VR represents another fascinating peek at the way these audiences of the future may be whiling away their time, and I look forward to seeing how this debate about LBE and commercially successful experiences may have moved on by this time next year. I also can’t help but wonder, given recent product launches, how much augmented reality (AR) storytelling we might see in the festival circuit over the coming year, and I can’t wait to find out.

Float On Over To The Venice Film Festival This Year And You’ll Find The Island Of VR

The Venice Film Festival is the oldest film celebration in the world, founded in 1932. The 74th Venice Film Festival is due to be held from 4th August-9th September 2017, and in line with several other film festivals, the festival is introducing a line-up for virtual reality (VR) experiences. However, there is one twist, the VR Festival is getting its own island.

Venice has dedicated as island in the lagoon for the presentation of VR experiences during the festival. The island, called Lazzaretto Vecchio, sits less than 50 meters from the centre of the festival location. The island has a dark history, having previously housed a leper colony and a plague quarantine zone between the 15th and 17th centuries and widely reputed to be haunted.

VR Director Michel Reilhac, who is co-programming the Venice VR festival with Power to the Pixel Co-founder Liz Rosenthal, said: “We will have something like 4000 square meters to just do the installations,” says Michel Reilhac. But it’s not just about the space, he adds. The atmosphere on the island is “simply magical.”

Venice VR will feature a dedicated VR theatre with 50 revolving leather seats, which is located in a huge hanger-like building that dates back to the 16th Century. VR experiences on offer at the theatre include The Deserted by Taiwanese direction Tsai Ming-Liang, Proxima by Mathieu Pradat, Gomorrah VR – We Own the Streets by Enrico Rosati and the The Argos File by Josema Roig.

There will also be several VR installations available to experience, such as The Last Goodbye, a story about a holocaust survivor visiting the camp where his family died; Draw Me Close, a VR piece about dealing with a dying loved one and Alice, a blend of live-action and animation based on Alice in Wonderland.

Further information can be found on the Venice Film Festival website.

VRFocus will bring you further information on VR Venice and other VR-related events as it becomes available.