The Virtual Arena: Exploring Cyber Space – Virtuality

The application of XR into the attraction and amusement landscape is covered by industry specialist Kevin Williams. In his latest Virtual Arena column – continuing the marking of a year of anniversaries in the scene – we look at the UK VR company that defined the first amusement phase of VR – Virtuality.

Virtuality

Following on from the marking of anniversaries in the first phase of VR and immersive technology adoption with our feature on the Sensorama – and we jump to the third phase of VR development in the 1990s. At this time, VR moved from the workbench and the simulator centre, and into the amusement landscape. A period that cemented the concept of VR as an entertainment medium and paved the way for the sector we see today.

The late 1980s saw a flourish of innovation and technological advancements coming from English academia, and one such was the Loughborough University of Technology, where a talented entrepreneur was experimenting with spatial viewing systems. This individual was named Dr. Jonathan Walden – and his experimentation was gaining recognition. He would go on to create an unwieldy demonstration system, (nicknamed the ‘Caterpillar’), and win a £20,000 award for “Best Emerging Technology” that would go to fund the company’s dreams to take VR from the laboratory and workbench, and into the mainstream.

Virtuality Caterpillar
The ‘Caterpillar’ demonstrator. Image credit: KWP – Archive Library

This funding would be part of the investment that would allow Dr. Walden through his previously formed company W. Industries to drive their commercial ambitions. An operation that would partner with a leisure entertainment company to create a VR platform that could be deployed into the amusement sector. And so, after much development, and major false starts, 1991 would see the launch of the ‘Virtuality 1000CS’ (Cyber Space – Stand-Up), and the ‘Virtuality 1000SD’ (Sit-Down) – released to much fanfare in a big launch event. The newly named Virtuality would go on to place themselves on the London Stock market, ambitions high about controlling the cyber-space.

Virtuality
The launch event for the new VR hardware. Image credit: KWP – Archive Library
Virtuality 1000CS
The Virtuality 1000CS. Image credit: KWP – Archive Library
Virtuality 1000SD
The Virtuality 1000SD Image credit: KWP – Archive Library

The innovation was clear in the concept – though the applications had a lot to answer for. Based on computing power initially supplied by the Commodore Amiga 3000 motherboard. The technology proved temperamental and unwieldy, the Visette-1 head-mounted display, using LCD displays was a shoebox of a design, and as well as being heavy was less than robust to the needs of amusement.

Virtuality
Exploded view of the Visette-1 headset. Image credit: KWP – Archive Library

Also, the pace of game development seemed wanting. The company’s first CS game had been ‘Dactyl Nightmare’ based on a demonstrator created for a television show. And while it would find some popularity in its novel multi-player configuration, the other games created for the SD platforms were far less popular. The innovation for multi-player would even see the creation of a fantasy four-player game called ‘Legend Quest’ that would be housed in its own short-lived locations.

Virtuality sunk its investment into lavish self-promotion and marketing, supported by break-neck research and development. The technology jumped in leaps and bounds, and soon they were ready to launch their next iteration of the concept. Late 1993 would see the release of the ‘2000SU’ and ‘2000SD’ platforms – greatly reduced in physical size and greatly advanced in computer performance (now depending on the Intel 486 DX-33 processor).

Virtuality 2000SU & SD
The Virtualaity 2000SU and 2000SD. Image credit: KWP – Archive Library

The new Visette-2 boasted better performance and a greatly reduced form factor – with performance that would not be surpassed till the release of the Oculus DK2 some 22-years later.

Virtuality Visette-2
Exploded view of the Visette-2 headset. Image credit: KWP – Archive Library

But still, the games would fail to strike gold. Most of the Virtuality hardware was living off the novelty of the VR experience rather than a compelling game platform that would draw repeat visitation. The company looked towards finding a muse or winning formula that would offset the high price of their hardware and plicate their investors. Fanciful partnerships with sales agents in the States, to try and generate orders and placate Virtuality’s investors – seeing the company’s value collapsing from its heyday of being worth £90m.

In 1993, Virtuality would surprise the industry and sign a strategic joint venture to develop virtual reality hardware and software, with Japanese amusement giant SEGA Enterprises. The purported £3m collaboration was to develop VR amusement and attraction hardware based on the joint development and Virtuality’s Visette patents. With SEGA ambitiously projecting sales annually of some 2,000 VR units. The first fruits of this partnership would see the development by AM3 of ‘SEGA-Net Merc’ (‘Dennou Senki Net Merc’) – a poorly executed technology demonstrator.

Virtuality SEGA-Net Merc
The SEGA-Net Merc. Image credit: KWP – Archive Library

This would be followed by the full release of the joint VR headset developed by the partners, with the SEGA ‘Mega Visor Display’ (MVD), in 1994. That would be fielded on the first VR ride attraction, the ‘VR-1’. Rolled out across several SEGA ATP (Amusement Theme Park) sites including JOYPOLIS and SEGA-World.

Virtuality - Mega Visor Display
Diagram of the Mega Visor Display (MVD) headset. Image credit: KWP – Archive Library

This VR headset platform would be superseded by the hype-driven ambitions of SEGA America to create a consumer VR headset. Interest in the real SEGA Japan MVD would be side-lined by the ignominious collapse of the fictitious US consumer prototype. Thus, marking the start of the implosion in VR interest.   

SEGA Mega Visor
The SEGA Mega Visor. Image credit: KWP – Archive Library

For Virtuality the company was in dire straits, unable to capture a winning formula that would enable high quantity sales, and address the technical issues raised by new versions of their hardware. Haemorrhaging capital, the company would rush to release the third iteration of their amusement hardware, with the ‘3000SU’ – powered by an Intel Pentium. Desperately attempting to address complaints and lacklustre reception to their games. Even in 1996, jumping into an ill-fated partnership to license ‘PAC-MAN’ from NAMCO, creating an abortive first-person perspective interpretation of the classic arcade maze game in VR.

Virtuality 3000SU
The Virtuality 3000SU. Image credit: KWP – Archive Library

But nothing could stop the downhill trajectory, the company wildly pivoting from one business initiative to another, trying to salvage some market share, and leverage their investment. Going on to partner with Philips Electronics, Takara, and Atari Corporation, to create some of the first consumer versions of VR technology. Examples include the aborted Atari ‘Jaguar VR’, or Philips ‘Scuba Virtual Immersion Visor’ that would be released but failed to enthuse. Virtuality wildly pivoting to partner with IBM, to create a workstation variant of their amusement hardware for the commercial sector.

Virtuality Scuba Visor
The leaflet for the Scuba Visor. Image credit: KWP – Archive Library

For Virtuality the end was near. Too many failed partnerships, too many promises broken, and agreements with sales agents that failed to deliver. While at the same time those machines that were in circulation were prone to mechanical failure, and growing player indifference as the growth in console gaming and the apathy of the amusement trade took hold. VR was unable to live by novelty alone. Eventually, the investors would have enough, unable to live on hype alone, Virtuality would be wound up in 1997 – its assets sold, and the name would vanish into the shadows. But the legacy would live on.

For many in the 1990s, their first taste of VR came from these machines in the arcades, and that first taste had started a hunger. Over 20-years-later, others would go on to borrow heavily from Virtuality’s innovation and the path they had carved. Though many would be less able to learn from the painful lessons the company endured.

Defining the Next Normal for Immersive Concert Experiences

Immersive Concert

Entering 2020, no one could have imagined the real-time metamorphosis which would occur on the digital frontier over the next 14 months. Those who had been heralding an “immersive revolution” likely saw their pioneering foresight rewarded to some degree, as both businesses and consumers were thrust into spontaneous adoption of unfamiliar trends.

In the realm of live music experience, a few content platforms shrewdly pivoted to meet demands, while, as the year progressed, power players and decision makers were forced to take seriously this previously ignored (and therefore largely non-existent) landscape.

Now, as we embark on the furtherance of that journey into 2021, we are at least afforded a small bit of perspective, gained from the meaningful virtual music experiences which did occur. Furthermore, there is enough user-adoption data to speak for itself, and the table appears set for virtual concerts to occupy at least some portion of the total market take, even once the world resembles its former self.

Just what percentage of the market they will occupy is the looming question. And what impending breakthroughs can we expect in the coming year? While not a definitive case-study, the below reflects a reasonably comprehensive snapshot of the current and near-future virtual concert ecosystem.

Music Artists

Virtual Livestreams

At the onset of stay-at-home orders, the internet played host to an onslaught of typical artist livestreams, most of which were not monetized, and many of which felt like nothing more than webcam rehearsals. Removing for a moment the semantics surrounding the term “virtual” as an apt delineator for what a typical livestreamed performance represents, a few artists managed to manufacture splashy online concert experiences which felt more immersive and nudged the medium slightly forward.

To wit, major pop acts like Dua Lipa and Gorillaz, along with indie-cult darlings Glass Animals, and even 72-year-old event-music pioneer Jean-Michel Jarre all put forth meaningful livestream contributions last year in terms of attendance/revenue, spectacle, and just plain entertainment value.

Reports seem to indicate that these shows stacked-up with real-world event parameters, garnering significant participation from the artists’ respective fan-base(s), and boasting recoupment which vastly exceeds their production budgets. This is especially noteworthy, as it not only signifies that there’s viable business to be done during lockdown, but that a good percentage of any artist’s tribe is willing—even may prefer at present—to plop down dollars to watch the show from home.

What made these shows special, in particular—aside from obvious factors of them being established artists with huge fan-bases and major label production and marketing budgets—is that they were really the first to employ real-world staging and lighting techniques in a typical livestream format. This, in hindsight, serves as a no-brainer since the tech surrounding live concerts is arguably the highest form of live entertainment, and certainly what commands a premium price-point.

Given the healthy financials and public reaction to this format, it is safe to expect a tidal wave of copycats throughout 2021, which also runs the risk of consumer fatigue, just not any time soon. Furthermore, online enterprises like LiveNow and Veeps have emerged to assist with the streaming and ticketing components, quietly building the requisite user-base to eventually go mainstream.

VR Video:

There are also live-action VR video stalwarts like CEEK and MelodyVR (aka Napster?) still in the mix. While revolutionary in their conceit, neither service holds even a 4-star rating on any app store, with users objecting to both content resolution and streaming fidelity (some “concerts” are just a flat 2D stream with a graphic backplate). For companies which were founded several years ago, it registers as a collective fumble to not have further capitalized on these unprecedented market circumstances.

Platform-based Experiences

Gaming:

The next media sector to cause shockwaves across both the music and entertainment industries were established gaming platforms. Following up on their wildly popular pre-COVID concert with Marshmello, Epic Games’ Fortnite single-handedly redefined the conversation of virtual music events with their Travis Scott experience, and then later with another offering from LatinX superstar J Balvin. Not to be outdone, the user-generated online worlds of Roblox—with their Lil Nas X merch-moving extravaganza—along with the sandbox-style institution, Minecraft—where pop-up performances and virtual festivals regularly occur inside—each managed to cause a significant real-world stir.

It stands to reason, mind you, that these enterprises would be among the first to join the immersive concert party since they are so well-capitalized, and essentially just exploiting an existing captive audience. What will be particularly interesting to see, going forward, is if these events continue to serve as glorified marketing schemes, or rather, if they represent a substantial head start for each company on creation of their own metaverse.

Social Platforms

Social VR:

Perhaps the most unquantifiable realm in the war to capture sequestered users’ attention, is that of platform-based Social VR. There are a multitude of consumer options, with users generally corralled into one or the other based on what their headset manufacturer promotes, or by word-of-mouth invitation.

Whatever the case, the landscape seems to have whittled down to a handful of real players: Venues (part of the Facebook/Oculus ecosystem, whose offerings have included shows from Steve Aoki, Jayden Smith and Major Lazer); AltspaceVR (regarded as the “original” social VR platform, now owned by Microsoft and becoming a favourite of entry-level developers to host virtual conferences and nightclubs); Sansar (a VR offshoot of the online Second Life platform, where well-known DJ dance parties and virtual EDM festivals are becoming commonplace); Wave (a pioneering VR music app-turned-social platform, whose virtual concert featuring The Weeknd reimagined social engagement); and, VRChat (an MMO-style social platform known for its whimsical avatar options and adult-centric environment).

Not without foibles, this market segment alone could warrant a breakout dissertation on the merits and prospects of each platform. Suffice to say, there is a lot of action inside these neo-virtual social clubs. With artists (and their management) getting hip to the opportunity to engage fans—often for competitive performance fees—along with users beginning to host their own gatherings where they can dance as avatars while interacting with old and new friends, alike, it’s safe to say we are just beginning to see the crossover potential of these worlds, not to mention the market ramifications.

Virtual Festivals:

Similar to established gaming platforms, certain established music festivals managed to execute a transmigration to the virtual realm in stunningly successful fashion. In fact, aside from premium livestreams (which are currently outliers to their format), the case can be made that this is the most successful type of virtual event to attract (or convert) erstwhile in-person attendees.

Of particular note, the hugely popular real-world music festival, Tomorrowland, was the first of its calibre to roll out a bespoke virtual version of itself. In what may retrospectively prove to have been a true “golden spike” moment, the event organizers profess to have sold over 1 million tickets. It was such a success, they did it again for New Year’s Eve, and are already teasing a year-round digital venue to host future shows. Not only does this revolutionize the virtual concert medium, but it sets the table for expansion and omnipresence for all major festivals, going forward. After all, no in-person festival could ever rival such attendance numbers.

Along those lines, one cannot speak about the at-large virtual concert landscape without making mention of the 2020 edition of Burning Man. Being traditionally scheduled later in the year, its directors had the luxury to outsource the festival’s transposition to a virtual realm to members of their loyal community. What resulted was a vast interconnected framework of different virtual venues (largely led by the creation of a central VR hub called BRCvr) which, in the end, seemingly all managed to coalesce. Truly, what was created was the world’s largest working metaverse. This is not to say there aren’t a slew of kinks to still work out (see: framework and hardware incompatibility, server performance issues, etc.). But it’s certainly one of the boldest steps yet to defining what a new normal could look like. Best of all, the project is still living online and can be visited and utilized throughout the year.

The unifying factor of all these platform-based venues and experiences is game engine technology. Whether using Unity or Unreal, or even some standalone in-house creation, the graphic eye-candy and user agency afforded by this technology are unparalleled. There are still purist concerns that performers inside game engine-derived shows are largely computer-generated avatars of the real-life figures. And, of course, if one has to download an app or file container in order to access the platform, it will be difficult to wrestle market share away from bigger players without a commensurate marketing budget.

Still, the pros seem to outweigh the cons here, particularly relating to the potential for interactive concert experiences, and especially so long as we are to remain socially-distanced.  

Virtual Event

Future Prospects

While there are still myriad obstacles to overcome (e.g. connectivity issues, avatar uniformity, music licensing), it cannot be argued at the start of 2021 that the flood gates are bursting with growth and expansion potential, which traditionally means major investment is not far behind.

Couple that with the extreme advancements being made in the arenas of virtual production, volumetric and light field capture, and even a rekindling of motion capture technology for VR, we can only surmise that the near future of this budding mass medium is as exciting (and potentially profitable) as any media vertical. The announcement last month at (virtual) CES by Sony of their cross-platform immersive music experience from Madison Beer which utilized their long-gestating AXA capture stage is one example.

Honourable mention should also be offered to Redpill VR and Sensorium. They have been operating in stealth for several years, but have consistently managed to garner creative partnerships and fresh capital infusions, whilst waiting for the surrounding tech and potential market to mature. But, until we can see what they’re actually offering, it’s hard to assert that they will drive the market; rather, their success would be a by-product of a market that is finally catching up to their innovations.

WebXR:

Finally, it should be noted that the most promising arena of all the above to host virtual concerts may actually be that of WebXR. Given the fact that this “platform” can already host high-quality 2D, 360 and volumetric video, along with the more obvious fact that it’s the only 3D arena mentioned here which doesn’t require downloading an app-container to access (i.e. anyone with access to a webpage can experience it), this latent state seems anomalous. After all, companies like Facebook and Amazon hold heavy positions in its future, whether on the developer side or engineering side. Perhaps the only thing standing in the way of a proper coming-out party for WebXR is the existence of a seminal event with a noteworthy artist.

Conclusion

All told, the future for immersive concert experiences is wildly promising. Astute creatives and executives are getting smarter about this landscape every day, and audiences are adapting rapidly to whatever is on offer—not “en masse”, but they never do (lest we forget VR c. 2015-19).

And although a person could already fill their 2021 calendar with as much virtual activity as the real-world experience it would be replacing, the average quality of the experience still has far to rise.

We can remain hopeful that in the shadow of the greatest global challenge to take shape during any of our lifetimes, new rituals will emerge…spurred by fans and music lovers seeking to connect, artists and creators pushing to evolve, corporate backers willing to invest, and engineers ready to break the mold.

Along with everything else in 2021, the future wellbeing of the music industry may depend on it.

Official Virtuality ’90s Game Ports Could Be Landing on Modern VR Headsets Soon

If you were alive and sentient in the early ’90s, you might have had you first VR experience with a Virtuality SU 2000, an early pod-like VR system for arcades. If you’re looking to relive those low-poly glory days, the current IP holder of all SU 2000 and SU 3000 games, VirtuosityTech, is actually looking to port them to modern headsets.

As first reported by Reddit user ‘eigenlaut’, and further confirmed by Road to VR, VirtuosityTech CEO Michael Cheatham says that the company intends on bringing its library of early VR games to today’s VR platforms.

There’s no further information to go on yet, and no planned release date as such, however Cheatham says more information will follow as plans solidify.

Games currently on the table for porting include Dactyl Nightmare 2, Buggy Ball, Ghost Train, Missile Command, Virtuality Boxing, Zone Hunter, Pac-Man VR, X-Treme Strike, and Shoot for Loot. 

Granted, there are a few unofficial versions out there already (read: not actual ports), including Pac-Man VR and Dactyl Nightmare, the latter of which is marketed under the name Polygon Nightmare for Rift.

Having all of those titles in a single pack however would make for a great at-home museum piece of sorts, giving you access to an era of gaming that would have otherwise been lost to time.

The post Official Virtuality ’90s Game Ports Could Be Landing on Modern VR Headsets Soon appeared first on Road to VR.

The Virtual Arena – Blast from the Past: The VR-1

The Virtual Arena

Observing the immersive Out-of-Home entertainment scene for VRFocus, in his latest Virtual Arena column, industry specialist Kevin Williams turns his gaze back to the influences that have shaped the modern adoption of VR. Charting a brief history of the first major theme park attraction from veteran developer SEGA, and how one of the first VR pioneers in that emerging technology shaped this overlooked, but ground-breaking experience.

The recognition of VR in this current generation may be mistaken by some as being its first innovation into the mainstream, but VR has had several false dawns in the entertainment arena. Just some twenty years ago a major theme park attraction was developed by a major amusement and game developer, using technology inspired through a license with a promoted start-up VR company. History has a habit of repeating itself. 

Jumping back to 1994 and at the time SEGA was the leading video amusement and digital game content developer. The Japanese powerhouse was investing in cutting edge technology, scaling down their phenomenal amusement releases and turning them into consumer gaming experiences, even scaling down the microcomputer technology to be converted into gaming consoles based on their expertise. 

The drive for the latest technology saw SEGA investigate the emerging technology of VR. At the time VR had migrated from the simulation industry for flight training and had been applied for video amusement utilization. The company Virtuality had grown from start-up to London stock exchange trade corporation and was the leader of a boom in VR deployment in the amusement industry. SEGA decided to jump their competition and license the Virtuality technology to create their own platform.

Virtuality SD 2000
The Virtuality SD 2000. Image Credit: Virtuality

Virtuality and SEGA would pen an extensive agreement that would see the UK specialist working closely with the much-vaunted SEGA GM R&D divisions in Japan, sharing patented technology and unique display and optics designs. Initial work based on the advance Visette head-mounted display. Continuous iterations would be developed from this partnership until SEGA perfected their design to create the ‘Mega Visor Display (MVD)’ – one of the most advanced VR headsets of that generation. Not surpassed in performance until only a few years ago.

Mega Visor Display
Mega Visor Display (MVD). Image credit: Sega
  • Mega Visor Display (MVD)
  • Resolution: 756 x 244 pixels
  • Field of View: 60°(H) x 46.87°(V)
  • Display Type: Liquid Crystal
  • Weight: 640 grams

SEGA had been feverishly working on their Amusement Theme Park (ATP) project in the 1990’s – taking the video arcade into a new age, incorporating the latest digital entertainment technology, and encapsulate it in what was described as a “Theme Park in a Box!” A venue that could be dropped into shopping malls, bringing a unique entertainment fixture to this kind of location. Inside were multiple “Zones” offering unique “Mid-Scale Attractions”. The concept evolving into the JOYPOLIS venues (also branded as SEGAWorld), with some nine sites opening in the ’90s, in locations such as Tokyo, London and Sydney, as well as other cities.

Segaworld

VR played its part, as one of the so-called “Mid-Scale Attractions” that populated these ATP was the innovative ‘VR-1’. Based on the concept of a motion simulator ride attraction – SEGA created an eight-seater ride vehicle, with guests using the new Mega Visor Display headset. In this space-themed experience – the players went on a galactic mission, shooting waves of alien vessels, looking where they wanted to shoot. The VR technology while rudimentary, compared to modern systems, still offered a ground-breaking and compelling experience, one of the higher-rated attractions deployed in the JOYPOLIS parks in 1994.

Eventually, the shine of the JOYPOLIS brand would tarnish, and the business foundation it was based on proved uneconomic. A mixture of poor management, instigating bad business decisions soon took their toll, and the collapse of the ATP business reflected a greater failing in the heart of the corporation. SEGA would contract as a global entertainment leader, eventually acquired and merging with Sammy. 

Tenaciously, the SEGA corporation has continued to be an amusement powerhouse, with JOYPOLIS still in operation in Japan and China (under the CA SEGA JOYPOLIS division). And still offering VR – though the VR-1 has long since been retired – the venue offers the latest LBE VR with VR Nerds’ ‘Tower Tag’ and the Zero Latency experiences. SEGA’s recent success with the motion picture based on their iconic mascot Sonic revitalizing the brand for a modern generation.

Joyopolis - Tokyo
Image credit: KWP

Many have mistaken the fictitious SEGA VR headset for the Genesis, as the only true virtual reality project from the corporation – forgetting this original successful foray in immersive entertainment that was the VR-1 and Mega Visor Display. The lessons that can be learned in design and development from this early first flush of excitement in VR from the 1990s are a history lesson that should not be forgotten; unless the industry wants to repeat its past mistakes again.

America’s Got Talent Troupe Light Balance Goes Virtual With AmazeVR

Ukrainian LED dance troupe Light Balance is known for its visually striking performances on shows like Britain’s Got Talent and America’s Got Talent. Now the group will be bringing its act to virtual reality (VR) thanks to a partnership between AmazeVR and Virtuality. 

AmazeVR Light Balance

Virtuality is the LA-based immersive entertainment startup that produces Light Balance, and with AmazeVR have created several exclusive experiences for the cloud-based platform. The new content features Light Balance performers dancing inside a 6K stereoscopic 360-environment, along with neon enhancements and original audio from EDM producer, Justified Noise.

“We believe Light Balance in VR encapsulates how far experiential immersive content can now go,” said Virtuality founder, Mark Rickard. “Whereas early 360-video and token brand-driven experiences left many feeling underwhelmed with VR’s potential, we set out to create something that guarantees a ‘wow factor’—whether from the seasoned VR enthusiast or someone trying it for the first time.”

AmazeVR Light Balance“We’re thrilled to be working with creative studios like Virtuality because a lack of great content is one of the biggest issues in mass adoption,” said Ernest Lee, chief content officer of AmazeVR, “We have a slate of content we plan to produce with Virtuality, along with our other production partners, to establish a consistent pipeline of content users love. Doing so will create a meaningful ecosystem for VR creators as well as develop the ability to monetize content that audiences value.”

Last month AmazeVR announced that it has raised an additional $7 million USD in funding to help accelerate the development and production of VR content from several strategic investors including LG Technology Ventures. Additionally, AmazeVR has entered a partnership with LG U+ to co-produce new content, with LG U+ planning to release 1,500 VR experiences this year.

The Light Balance VR experience is available now on AmazeVR for $3.99, or watch it with over 100 premium videos with an all-access Premium Pass (1 month $7.99, 3 months $14.99, 6 months $22.99). The AmazeVR app supports a number of headsets including HTC Vive, Oculus Rift, Oculus Go, Samsung Gear VR, Google Daydream and Windows Mixed Reality headsets. For further updates on AmazeVR as new content arrives, keep reading VRFocus.

VR vs. Fiction – Vol I: Their Only Crime Was Curiosity

It has finally happened. Wipeout has come to virtual reality (VR). You may remember we used to have that ‘Make It A (Virtual) Reality’ column on VRFocus way back when? I dig it out occasionally on VR vs. to discuss a videogame, film, television programme, etc that would be a good match with the tech. Well, when it came to making an existing videogame franchise in VR, Wipeout was one of those at the top of everyone’s lists. It didn’t just ask for a VR adaption, it screamed it, begged for it. It was one of those titles that when you suggested it the answer was ‘well, yeah obviously’. It was a natural fit.

In fact, that’s pretty much the holy grail for Wipeout achieved now. Leading me to muse on Twitter the other day that the only thing we’ve pretty much got left to hope for in terms of the title is that they somehow add all the extra stuff from the demo used in the film Hackers. Destructible leaderboard and all.

This in turn got me thinking about the film Hackers as a whole. Mostly that I should probably watch it again very soon as it was one of my favourite films growing up in the 90s. But it then dawned on me that for a movie which was very much of its time, it also at one point incorporated the VR of its time.

When you think about it, quite a few examples of examples of entertainment have at some stage featured VR, or something akin to it.  So, in this little sub-series on VR vs. I’m going to pick three or four examples of where VR crossed over into, or got a reference inm other forms of entertainment.

Before we start though- yes, Star Trek: The Next Generation onwards. Yes, Lawnmower Man. Yes, VR Troopers. I know. Beyond that, though…

Hackers

Dade Murphy, alias ‘Zero Cool’, a.k.a ‘Crash Override’ is in a whole load of trouble. He and his hacker friends are being set up to take the fall for a virus which is threatening to capsize five Ellingson Mineral oil tankers unless a ransom fee is paid. The good news is they’re innocent. The bad news is they can’t prove it and the FBI is onto them. The worst news is that the person behind it all is actually another hacker – one hired by the very same Ellingson Mineral to protect their Gibson computer network as the company’s Computer Security Officer. A role played to wonderous effect by Fisher Stevens who is utterly believable as this overgrown kid/corporate sleazeball Eugene Bellford, known by his hacker handle ‘The Plague’.

Hackers - Dade's HMDThe technology showcased is, as I say, very much of its time. In terms of ‘wearable tech’ you could for instance include Dade’s use of a – surely utterly useless – head mounted display (HMD), which has more of a Tiger Electronics R-Zone about it (“HERE COMES WOLF!”) than Google Glass.

However, moving away from that, there’s also the moment where Dade’s nemesis takes on VR itself. Indulging in a little R&R, before he is interrupted by FBI Agent Richard Gill, who is, unwittingly working with Bellford to catch Dade and his friends.  It being the 90’s what else would Bellford be using than a Virtuality system?

Someone, actually clipped the scene on YouTube, although judging from the title they didn’t realise just what the system was.

The X-Files

Wait, The X-Files did VR? There’s nothing spooky about that surely. What, are aliens using the black oil combined with DOOM VR, or something?  Well, actually yes. No, not the aliens bit but for one episode The X-Files did indeed tackle the subject of VR.

It wasn’t very good.

In the episode First Person Shooter, which takes place in Season 7 of the show’s original run, Agents Mulder and Scully are called in to investigate a futuristic room-scale VR videogame with bio-feedback, that The Lone Gunman have been working on as consultants. Why? Well one of the players was just murdered. Not only are they killed within First Person Shooter, they appear to have been killed for real by a character within the title. Except that the female character who shot the player, ‘Maitreya’, isn’t from the shooter and seems to have a degree of self-awareness.

The X-Files - First Person ShooterA famous computer hacker/master gamer is soon called upon to deal with the rogue program, but doesn’t fare much better, his efforts to kill Maitreya sees her lop off his hands with a samurai sword for real before she decapitates him for good measure. Oh dear. Soon the Gunmen are trapped in the game after nipping in the to patch it, Mulder dons sunglasses, body armour and an assault rifle and goes into the First Person Shooter to save his friends. Only for FPS to straight up disappear, leaving the Gunmen safely behind, but somehow Mulder has been taken into the videogameTRON-style and is now a part of it.

It turns out that the character is a pet project of studio’s developer Phoebe, who poured her efforts into making her as a private project to channel her anger and frustrations at having to work day-after-day with a jerk of a boss in a hyper-male environment.  “I mean, she was all I had to keep me sane. My only way to strike back as a woman. She was my goddess. Everything I can never be.”

Maitreya has taken her programmer’s desire to “strike back” at men a little too literally, managed to break out of the private computer into First Person Shooter and now offing men because she can. Luckily, Dana Scully is here to do her best “I am no man!” moment, and despite previously scoffing at the videogame, goes into it herself to save Mulder’s ass.

PAYDAY 2

The videogame PAYDAY 2, as you should probably know by this point, does have its own VR mode. As well DOE version that you can enjoy – if you, you know, fly to Dubai.  However, what you might not be aware of is that VR appears within the videogame itself too; appearing twice in the guise of the Starbreeze StarVR HMD. This in itself should not really surprise you considering the history of developers OVERKILL and Starbreeze AB.  The first instance comes in the form of a heist mask. Yes, you too can go and rob banks, loot yachts and rig election machines whilst wearing a StarVR. The height of crime fashion!

However, the StarVR does also appear in an actual heist. The title’s 2016 Christmas heist ‘Stealing Xmas’ sees the Payday Gang doing another contract for Ukrainian cocaine dealer Vlad.  Unfortunately, Vlad has a tendency to give endless chances to his drunken brother-in-law; who at this point in the story you’ve already had to deal with at least once. Said relative has, helpfully, stashed some drugs inside boxes at the mall. When the gang find him initially he is dressed as Santa Claus and tied to a chair in front of a Christmas tree. Some creative wake-up techniques on Boozy Saint Nick later, the gang discover that the boxes have actually been distributed to the stores now and so off they rush to locate the lost product. Vlad threatening repercussions if he does not have a happy holiday.

One of the places that cocaine is stashed is in a technology store… and within the locked away box of a StarVR headset. Vlad is less than impressed about the hiding place.

PAYDAY 2 - Steal The VR Headset

“VR – Vlad’s Rejoicing. That’s what this means to me.” He says, dismissively. “The VR set is virtually not here. Or should that be actually? I don’t know – which is it.”

The whole thing ends with you blowing a hole in the mall roof and disappearing up into the sky by helicopter, riding a Christmas tree with all the cocaine under it that you’ve… reacquired.

That’s all for now, I think a videogame, a film and a television show is a good spread for the first episode. VR vs. will be back next week. Maybe with more of this, maybe something else. We’ll have to see.