The Virtual Arena: The Ascendance of Arena-Scale Entertainment – Part 2

The Virtual Arena

The second and final part of his report observing the current immersive Out-of-Home entertainment scene for VRFocus. In his latest Virtual Arena column, industry specialist Kevin Williams concludes his overview of the Free-Roaming VR sector in LBE, and looks at the key developments, and the next phase of investment as the market re-emerges.

Continuing the coverage of the impact that free-roaming out-of-home entertainment is having on the re-emerging market, we see that major IP and a continuation of business are driving the sector. While many tried to paint the post-COVID LBE VR market as doomed – the reality is that the market has started to re-emerge from lockdown and are seeing a return of their audience, while the operators that have survived the loss of business now look to the investment towards the next phase of establishing their prospects.

Battle Arena
Battle arena – Image credit: KWP

The Re-emergence of the Free-Roam Business

Establishing a full suite of VR entertainment experiences for the various needs of the entertainment venue business has been a constant challenge for many corporations. One of those that has established an important place in the market is VRstudios. Along with the company’s enclosure and free-standing VR platforms (‘ATOM’), they have also defined backpack VR arena experiences with their ‘FLEX’ VR game arena platform. Supporting from four to eight players in either small 25’x25’ to big 40’x40’ arenas, using their Attraction Management Platform (AMP) to integrate the hardware support working with the HTC Vive headset and HP backpacks.

The company before the pandemic had installed the first ‘FLEX Arena’ system in partnership with entertainment chain Dave & Buster’s demonstrating the value of adding a new attraction and revenue source to otherwise underutilized space. This level of flexibility opening the opportunity to venues of all scale to include a free-roaming arena in their offering. As with all their range, ‘FLEX’ is supported by the company’s overarching Attraction Management Platform (AMP) that handles content and operation of their systems – and also supports the VR sports competitive element of their platform, bringing an eSports capability to the ‘ATOM’ and ‘FLEX’, and free-roaming experiences, in general.

Nomadic VRthe company had initially wanted to develop their own videogame content, but after an initial process, reverted to a partnership to license a version of the popular zombie shooter from Vertigo Arcade (‘Arizona Sunshine: Contagion Z’). But soon the reality of what they offered impacted the plans of the operation. Long before the pandemic, Nomadic had closed its Orlando flagship venue (only open some eleven months) and plans for Las Vegas and Los Angeles sites were shelved. But the company has built on the valuable lessons it has learned from operating in the sector and during 2019 partnered on a major installation creating a pay-to-play LBE VR experience, Vader Immortal: Lightsaber Dojo, based on the consumer VR experience (Star Wars Lightsaber Dojo). In September it was announced that following this initial test, Nomadic and ILMxLabs would be partnering to make Lightsaber Dojo more efficient for family entertainment centres and arcades to operate in a tethered upright amusement version.

Vader Immortal Lightsaber Dojo

Backlight – known for their innovative VR escape game and arena-scale attraction has not been dormant during the lockdown period and are part of the new opening news. The Las Vegas-based AREA15 venue labelled as a 200,000-sq.,ft., “experiential art, retail and entertainment complex”, will be the flagship location for a brand new platform from Backlight – a 6,000sq.,ft., space that will have two groups of six play. The ‘OZ Experience’, pop-up LBE VR installation that will utilize backpack PC’s and offer a compelling attraction to support the eclectic mix of partners for this experimental entertainment venue. But Backlight has also been working on other projects launching this year based on their VR escape gaming and new innovative experience platforms. The company looking at rolling out their new innovative platform for wider deployment, most recently for their groundbreaking free-roaming experience Toyland: Crazy Monkey – combining a unique D-BOX motion seat system, married into the free-roaming experience, players take on hordes of toy enemies as they are shrunk into toyland.

Toyland
The motion seat part of the unique Toyland experience. Image credit: YMAGIS

While others are re-assessing their LBE VR aspirations, other new incumbents are entering the water and applying much of the lessons learned from theme park style attraction presentation. One of the veteran attraction manufacturers is Mack Ride (part of Mark International) and they have over recent years established a media-based interest. Launched in September YULLBEFull Body Tracking Free-Roaming VR Experience, developed by new division MackNeXT in cooperation with VR Coaster and Mack Rides. Working in calibration with motion tracking specialists Vicon, the YULLBE attraction offers two unique arena-scale experiences which can accommodate up to 32 users – what could be called an “Attraction-scale Platform.” The first being a fully tracked, backpack PC experience presented through the Pimax 4K VR headsets (customised for the attraction). But this is not a one-off installation, YULLBE is part of a roll-out of a chain of LBE VR centres across Europe.

YULLBE
YULLBE players don Pimax and PC backs. Image credit: MackNeXT

The European developer DIVR Labs has proven to be a strong developer of free-roaming VR experiences, most notable for their installation at the Hamleys Toy Store in Prague in the Czech Republic. The operation reconfigured the basement of the toy store to turn it into the Golem VR attraction. An arena-scale immersive experience that was based on the 15th Century Prague folk law, where Rabbi Löw created a creature known as a Golem. The attraction employing backpack PC’s, Oculus Rift CV1 headsets and the use of Ultraleap hand tracking – players in groups of four traversing the virtually created cityscape, the environment employing physical as well as virtual effects with great results.

Building on this success and the DIVR team started to roll out several experiences at new locations but were impacted by the lockdown of business with the global situation. Now re-emerging from this lockdown and the company reveals its first new installations at the Premium Outlet Prague Airport called Meet the Dinosaurs. The free-roaming time-travelling dinosaur experience transporting groups of four players back 80 million years, in an area of ​​150 square meters (players using backpack PC’s and HP Reverb headsets). Quickly following on from this, and the third DIVR location opened in the UAE.

DIVR Labs

One of the European developers that has grown a strong following in the LBE VR, is Swiss-based TrueVRSystems. Having been one of the first to develop an effective free-roaming platform incorporating multi-player and physical effect immersion – the operation has gone on to license its platform across numerous sites. During last year, the company announced plans to expand the level of capacity of their virtual worlds, accommodating 10-player simulations. This was the fifth VR arena-scale experience created by the company, supporting the OptiTrack system, and running on Oculus Rift CV1 headsets – with the use of the StrikerVR weapon system. At the time leading up to lockdown, the operation had content licensed across some 13 venues, with plans for new US and EU venues. 

A crowded landscape of free-roaming developers and one of the early developers is VEX Solutions – with a suite of different VR applications, the company has their VEX Adventure turnkey platform, offering 6m x 6m virtual arena for players for up to four PC backpack wearing players, using HTC Vive headsets, including the use of haptic vests. The VEX platform offers physical effects (heat, olfactory and vibration) within the arena to enhance the virtual experience – offering some six available games, on average offering 40-minutes of play from developers such as ECLIPSE and Backlight Studios.

Another backpack PC VR arena developer and operator is MASSVR – the company had established in Chicago their unique interpretation of the multiple player experience. Long before Fortnite was a thing, the company had installed an 8,000 square feet VR arena in a converted department store floor plan. This Westfield, Skokie location would be joined by a dedicated facility in Bloomington, IL – offering one of the largest mass playing experiences with some 16-players simultaneously. The game experiences are PvP style with teams battling through environments to capture the flag – but in a unique immersive element, the games incorporate virtual jetpacks and zip-lines, as well as an assortment of weaponry. The company with its emergence from lockdown announced the addition of its VR Champions high-action active game experience with a group of eight players in a “head-to-head” competition. 

MASSVR
Players ready for the MASSVR experience. Image credit: MASSVR

One of the start-ups that gained some coverage was BiggerInside – the company showed a free-roaming concept back in 2019 at the IAAPA Europe event and went on to roll out their concept called Protocol 223. It uses the Microsoft MR tracking system, with HP Reverb headset and HP-Z-VR backpack PC – the system had the additional element of full body and hand tracking through extensive “eXosuit” fully body tracking, favouring a softer style of play away from players brandishing weapons. The four-player game arena also included physical maze wall elements to marry the physical and virtual worlds together and created a unique PvP style of experience.

The VR arcade scene has striven to broaden its appeal, looking for the latest innovation to keep relevant. The ability to offer a turn-key arena-scale offering to the widest audience has seen the free-roaming genre added to the libraries of content providers. One of the established facility management and content providers to hundreds of VR arcades is Synthesis VR, and in August the company partnered with Secret Location, to launch a free-roaming, multiplayer version of their previous popular content, releasing Blasters of the Universe: Infinity Forever. This attraction takes the original wave-based shooter and brings it to the world of arena-scale.

Blasters of the Universe: Infinity Forever

As previously reported other developers have started to offer free-roaming plug and play solutions for operators wanting to add this level of entertainment to their facility. As we covered in the first of our venue visits after lockdown, the escape room scene has embraced VR – and we had seen that Vertigo Arcades, along with an arena-scale version of their popular Arizona Sunshine, had released the brand new title Ghost Patrol VR, also for four players and also as a simple turn-key VR arcade addition. Vertigo Arcades had worked closely with Nomadic on a unique version of their popular title, creating Arizona Sunshine: Contagion Z as an exclusive version only for their LBE venues. Charting the major movements in the LBE sector of late, and just as we went to the wire news came from the Dutch game’s parent. It was announced that Vertigo Games Holding had had 100-per-cent of their shares acquired by Koch Media GmbH Austria – a wholly-owned subsidiary of Embracer Group AB, (more commonly known as THQ Nordic), for $59.3m. 

Other major developments continue to underpin the more positive nature of this sphere of immersive tech following the upheaval. SPREE Interactive – despite COVID-19, major venue openings have been taking place. In August SPREE Interactive in partnership with Pixomondo (Hollywood FX house) and broadcaster giant ProSieben launched Mission to Mars attraction at Forum Schwanthalerhöhe, Germany. An example of a pop-up retail unit installation for an immersive 10-player free-roaming VR experience. ProSieben’s popular Galileo television program is recreated immersively with a 15-minute VR experience, having guests take on an adventure to investigate humanity’s possible survival on the red planet. The attraction employing Pico standalone VR headsets and SPREE’s unique architecture that alleviated the need for backpack PC’s. Opened in August as the European LBE VR scene re-emerged from lockdown, an extremely popular attraction with audiences seeing over 60-per-cent capacity which has led the mall owner HBB to expend the attraction until the end of November.

Red Planet - SPREE Interactive
Players get ready to visit the Red Planet. Image credit: SPREE Interactive

Hyperverse – had heavily promoted their interpretation of what was needed, with their “full-immersion free-roam VR park” concept. The company had achieved initial success with installations as part of existing entertainment venues in Moscow, Chelyabinsk, New York, and Samara, the operation had initially raised some $1.5m in investment. Their hopes of being a turn-key solution was difficult as the water became crowded with more start-ups entering the free-roaming arena. Offering three free-roaming experience for between two and six players over 25-minutes, at venues such as Moscow’s ArenaScape.

While most arena-scale investment has been for LBE VR as seen in these reports, there are new applications for free-roaming experiences being developed for the arts. It was revealed recently that in London, The Royal Opera House (ROH) has been developing the first “hyper-reality opera” in partnership with Figment Productions (known for their work in theme parks and attractions). The free-roaming VR experience will place the user in the heart of an original operatic, artistic creation (inspired by the freeing of Ariel from The Tempest). The arena-scale application incorporating 4D effects married to the immersive experience, is called Current, Rising. It is scheduled to open later this year in the Linbury Theatre, part of the Opera House in Covent Garden, London. In what has been described as “historic stagecraft and cutting-edge technology”.

The Road Ahead

One of the key aspects of the latest phase of development in LBE VR has been the adoption of free-roaming applications. What industry specialist KWP has dubbed “Phase Five” of the latest adoption of VR into the commercial entertainment landscape, where vast cumbersome and technologically complicated free-roam arenas were deployed. In many cases employing camera-based mapping and tracking of objects in a complicated ballet usually referred to as SLAM (Simultaneous Localization Mapping). With advancements in technology and the simplification of the process the ability to track multiple users within an arena has been achieved, and the cost reductions are being applied towards creating cost-effective solutions.

The new generation of FAM (Flexible Arena Mapping) platforms will drive the investment in more free-roaming installations. No matter the consumer VR scene hopes to encroach on the experiences achievable with free-roaming, such as with “Co-Location” – the unique entertainment offering from this installation in a commercial setting, is still highly compelling, and unbeatable.

The Virtual Arena: The Standalone LBE VR Experience! – Part 2

Continuing the overview of the immersive Out-of-Home entertainment scene for VRFocus, the second part of his Virtual Arena column, industry specialist Kevin Williams reports on the new phase of investment in “Arena-Scale VR – Standalone” – concluding with a look of the content platforms and developers and the appearance of some amazing new VR headsets looking to muscle their way into contention, as the sector migrates towards an XR future.

A Perfusion of new Developers

One of those who presented one of the first crop of Oculus Quest-based arena-scale systems during the September IAAPA in Paris was Belgium-based Pixnami (and their new division Hero Zone). The company showed the prototype platform, using Oculus Quest in an LBE configuration for a four-player VR experience. The system comprises a 13 sq.,m. foot-space enclosure (with touchscreen operation). The company has developed two videogames for the platform, including ‘Cyber Shock’ and a new title ‘Dead Ahead’ – offering a zombie blasting wave shooter. Hero Zone ran Oculus Quest headsets modified for deployment by a third party, using headphones and Power Pack. Recently Hero Zone sold its first production units, which will be installed by the end of February (as covered in a previous EAG convention feature).

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

One of the largest showings of this kind of approach was from VEX Solutions. The company has already established a large stake in the backpack PC VR room-scale business (with its VEX Adventure’ system) but has also developed a new ‘VEX Arena’ – making use initially of the Oculus Quest headset. Focused on offering a flexible game space of between 16-up-to-100 square meters – with between two or 12-players, which claims operational through-put of some 120 players-per-hour. VEX revealed its latest iteration with ‘VEX Arena V2‘, with available titles including Battle Royal, Archery, Team Deathmatch and Deathmatch, and offering more functionality from the original development.

VEX Arena
Out on test the ‘VEX Arena’, proving its flexible scope. Image credit: VEX Solutions

Another developer entering a new sector for them is MANUVR Entertainment, with its new game LAVR Tag – offering from two (up-to-100) players the chance to take part in an arena-scale laser tag experience, initially developed to support the Oculus Quest. The company proposes to allow inter-location communication with player competition based around the company’s ‘SnapMap’ infrastructure – the first installations signing on to license this experience to be announced. While ANVIO, the developer of backpack PC free-roaming experiences, has been demonstrating a standalone VR system running on the Oculus Quest, building on its experience in creating team-based co-op VR titles.

Other companies throwing their hats into the ring include TheDeep – a team with a long pedigree in facility operation of their content under a chain of sites. The company announced its new ‘Infinite’ platform as a cost-effective alternative to their already-launched PC backpack arena-scale VR experience. The system offers the ability to accommodate four, six, eight and 10-players simultaneously, using Oculus Quest. The company has been evaluating the prospects of the Oculus for Business entry into LBE and has created a cost-effective platform to accommodate those interested operators.

One of the other entrants into this sphere was Phenomena VR, the company known for its location-based entertainment centre haptic wearable, plus unique VR experiences such as ‘Horos’, and its innovative edutainment-based ‘Enter the Duat’. The company launched a brand new multi-player Oculus Quest LBE system, called ‘Phenomena Platform’, at the end of December. Comprising of four-players (available in either 2x2m, 5x5m, 6x6m and 8x8m), it is described as a “new laser tag style game”, offering frantic action between the two teams. The company has also revealed it has gone one step further and launched a large “stadium-sized” version, with six-player vs. six-player competition.

Developers who have looked at using standalone VR systems in multi-player experiences have moved beyond employing the ‘Co-Location’ systems and favoured brewing their own tracking and multi-player systems. Other modifications are also being considered to address issues with the design of the Quest. The front-heavy nature and lack of robust audio design, has seen the creation of what has been dubbed the “Franken-Quest” – obtaining the robust HTC Vive DAS (Deluxe Audio Strap) and combined to offer an aftermarket hybrid which is much more appropriate to the needs of the LBE scene.

As mentioned previously, some operators are using the VRNRGY Power Pack, offering counterbalance and longer operational life through the packs of Samsung batteries. Another modification for LBE applications is from Kabetec, with its modicap sound kit headphones. A company with extensive knowledge of aftermarket modifications for enterprise VR headsets – working previously on the Samsung GearVR used by VR Coaster, DOF Robotics for their Oculus Go, and for SPREE for its Pico headset deployment. Issues of hygiene and robustness are essential considerations for deployment in this sector.

Modicap - Oculus Quest
An example of the modicap modified Quest. Image credit: Kabetec

New Zealand-based Beyond Studio is a developer of VR videogames and software which is on a mission to make content affordable for the LBE scene and players. The company had a soft launch for debut title ‘Oddball’ – described as a hilarious laser-tag 2.0, multi-player free-roaming VR videogame. This is a fun family-friendly player vs player experience, where you can blast sticky balls and powerups such as “fart bombs” at each other. It is currently on test in a popup installation at the company’s headquarters, where they have been charging an introductory price of $10(NZD) per-player for two matches (lasting five-minutes each).

Oddball - Beyond Studio
Players of the VR game Oddball at Beyond Studio. Image credit: Beyond Studio

EscapeVR is a developer of VR content based around their collaboration with Escape Games Canada (a developer of physical rooms). Building on their experience in creating compelling content, EscapeVR has moved to the next level in offering a turnkey free-roaming platform called ‘Arenaverse’. Able to accommodate from four-players to a maximum of 12, the platform has been developed to use the Oculus Quest and has several gameplay modes, including team vs team, and wave-shooter with players vs enemies. The company has been developing the project in secret, and only revealed their intentions off the show floor during the IAAPA event last November.

EscapeVR - Arenaverse
The stripped-down version of ‘Arenaverse’ at an Orlando game center. Image credit: EscapeVR

From the Asian market, Vietnamese developer Holomia Technology started testing its arena-scale VR system, running the game MissionX, facilitating four-to-six players using the Oculus Quest in both 6x6m and 6x12m spaces. The company is developing special gun-style controllers to work with the Quest’s interfaces. The final system to be launched in February with a monthly game license fee. Another new entrant to this sphere is Korean studio Finger Eyes, which has moved towards developing the zombie blaster Helios Battle, converted to the Oculus Quest and available as both a four-player system in a 5x5m enclosure and also working on a larger 15x15m 16-player version. This first title is supported by a new two-player game called ‘Death Cage: The Zombie’.

Holomia - MissionX
Prototype MissionX being put through its paces at the Infinity location. Image credit: Holomia

Well-known developer of VR arcade products, Movie Power, threw its hat into the ring with the launch of ‘VR Infinite Space’. The new release from the Chinese developer sees the deployment of a modified version of the Oculus Quest using the HTC Vive DAS, while the player, along with the headset, wears a haptic vest and battery pack. Due to the difficulty in obtaining Oculus hardware in China, the system uses Quests as a promotion point towards the final release. The arena able to accommodate from two-to-six players, in one of four videogames each offering 15-minutes in duration. The system comes in two versions, with an 8x8m and a 10x10m system, described by Movie Player as “redefining VR backpack”.

VR Infinite Space
The ‘VR Infinite Space’ arena. Image credit: Movie Power

Other Standalone Alternatives

While many may have become overly fixated on the Oculus Quest as a standalone VR headset solution for LBE, several other providers have already started the process of entering this very lucrative sector with their own standalone solutions. These alternative solutions do not come with the burden of the same restrictions, business aversions, or possible unavailability – as has been seen with the Quest in an open commercial entertainment deployment.

An early entry into the low-cost standalone approach for VR, away from cumbersome backpack PCs, came from Modal Systems. The company was initially promoting its own headset system design, but eventually relented and went with a partnership with HTC, to use the then-new Vive Focus Plus standalone, six-DoF, all in one tracking platform. HTC is even investing in Modal to be able to use the system in North America. The company is launching its game ‘PING!’ on this system, with installation at the Rio Casino in Las Vegas, back in 2018, as well as at TwoBit Circus in Los Angeles.

Modal - HTC Vive
Promotion for the Modal platform in partnership with the Vive Focus. Image credit: HTC Vive

Another developer who embraced the HTC Vive Focus Plus standalone for deployment in LBE VR was Pillow’s Willows VR Studios. The company launched its four-player experience ‘Exodus Burned’ in 2018. The escape from a doomed spaceship experience lasts 15-minutes. The videogame involves players cooperating to escape using the standalone headsets, while spectators can watch and support the antics on audience screens. The platform is developed for LBE venues and popup social events, supporting in-game advertising.

One of those developers who has promoted the creation of cost-effective standalone arena-scale VR experiences is SPREE Interactive. The company has developed its own patented, unique, special tracing platform, which was first employed in 2018 with the Samsung Gear VR headset. However, the company recently partnered with Pico with their new ‘SPREE Arena’, with the company combining its full motion tracking system with the Pico G2, and so allowing multi-player VR competition. SPREE is offering a 10-player arena (10x10m) and a 20-player version (20x10m), establishing the kiosk recharging station for the headsets, and a special enclosure for the game space. Recently the company also announced a partnership with Pixomondo towards the release of ‘Mission to Mars’, a 20-player edutainment experience.

Spree Arena
The crowded ‘SPREE Arena’ in action. Image credit: SPREE Interactive

Beyond these established standalone headsets, there is a new generation looking to surpass what has already been achieved. Examples of these systems looking to offer an alternative were seen at CES 2020, revealing the latest phase of VR headset manufacturing, towards establishing all-in-one standalone VR.

As was expected, CES’20 revealed some new concepts driving forward the VR arena, and some major opportunities for the Standalone approach. Panasonic revealed its much-anticipated new VR eyeglasses – the reference product shown incorporated micro OLED panel for the world’s first High-Dynamic Range (HDR) capable Ultra-High Definition (UHD) VR system styled as a pair of eyeglasses. Panasonic partnered with veteran component developer Kopin Corp., to create the HDR VR system in an incredibly compact and stylish package – PC tethered wirelessly via 5G. The system is Enterprise facing at this point and offers an incredibly compact and dynamic package for applications like Arena-Scale VR entertainment – a true Next-Gen approach.

Panasonic VR EyeglassesThe appearance of true competition in the Standalone VR scene continued during CES’20 with Pico revealing its new VR models called the Pico Neo 2 and the Pico Neo 2 Eye. These systems have been developed primarily for Enterprise deployment, building on what has previously been achieved (as mentioned above with such partnerships with SPREE Interactive). The Neo 2 series boasting a more powerful Qualcomm Snapdragon 845 chipset – a 4K display resolution, but also the support of Wi-Fi 5 connectivity offering wireless PC tethering. A serious competitor to the Quest, and from a company that had already established an LBE VR presence.

We have already covered the work HTC achieved with its Vive Focus Pro in the Enterprise sector, another aspect of HTC’s entry into Standalone is the partnership with Qualcomm and the 5G Wi-Fi initiative leading towards their Beta of Viveport Streaming, (the equivalent of what the physical Link cable for Quest achieves regarding linking a mobile VR headset to play PC VR). Though HTC chose to abandon its previous announcement schedule for new hardware at the CES 2020 – teasing “a new vision for Vive” would now be revealed around Mobile World Congress (MWC) in February. Another major corporation that surprisingly decided not to bring any new Standalone VR to CES’20 was Samsung – much rumoured to be working on a successor to its million-selling VR platform, deciding instead to bide time.

Several haptic enhancements have been rolled into the mix of accessories that could be seeing deployment into the consumer, but also LBE space. bHaptics showcased during CES’20 a full-body-haptic-suit – and in support of this, partnered with both Sairento VR and Thrill of the Fight, running the haptic system on Oculus Quest. A multi-sensory kit to enhance the VR experience, bHaptics is looking at further deployment into the Enterprise entertainment arena.

bhaptics kitAnother example was from BeBop Sensors with its multiple finger actuator ‘Forte Data Glove’. Offering an enterprise-focused interface and able to accommodate multiple-users (with cleanable construction design), the glove is now Oculus Quest compatible. One feature that is going to be central to the deployment of Standalone headsets between multiple users will be hygiene – and while construction can include cleanable elements, fundamentally a dedicated process is needed.

In conclusion

It will now be up to these various manufacturers to present a workable solution to run alongside the changeable efforts of Oculus – addressing the issues of availability (at the right price), ensuring an open and appropriate Enterprise business structure (for developers and operators), and achieve a level of immersion with superior tracking and support that builds rather than hinders this opportunity of LBE VR.

So in conclusion of this recent coverage of the amazing explosion in interest towards “Arena-Scale VR – Standalone”, it is expected to not be the last on reporting this fascinating sector. As we go to the wire there are other corporations readying to throw their hat into the ring (such as news from Sony, and Samsung). Underlining this point, as this feature was being compiled the news broke of the launch of the brand new Lynx-R1. Offering a powerful new Qualcomm Snapdragon XR2 chipset, the system created wholly for Enterprise deployment. Designed from the start for pass-through MR applications (combining the ability to offer AR and VR performance). The system to be priced at $1,500, available in summer of 2020.

Lynx-R1It is this innovation, and a need to support what has already proven a highly anticipated phase of the Enterprise entertainment landscape, moving from just VR to a full “XR” opportunity. We will now see several other major collaborations from major players, expected to be revealed in the coming months, developers that will champion this latest phase of the new Out-of-Home XR entertainment arena. Watch this space for the latest and most in-depth coverage.

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.