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

The Virtual Arena

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

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

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

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

The VR Free Roam Scene

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

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

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

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

Recommencement of LBE VR Business

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

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

Hologate

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

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

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

Vive Focus Plus - Nolan Bushnell

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

Qualcomm - XR Viewers

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

VR Bumper Cars Attraction to Open in Germany This Spring

Location-based entertainment (LBE) attractions are starting to really push the level of variety they can offer customers, from comedy puzzle titles like The VOID’s Ralph Breaks VR to realistic simulators such as Paraflight VR. Now it’s time for a classic fairground attraction to get the virtual reality (VR) treatment, with a VR bumper cars attraction opening in Germany soon.

HoloDeckVR VRbumperCars

The work of VR Coaster and Holodeck VR, the VR bumper cars attraction is called Steampunk VR Scooter and will be based at Erlebnispark Schloss Thurn in Heroldsbach near Nuremberg.

The ride will take visitors into a Wild West-style Arena where they will compete against each other with retro-futuristic steam engines. Guests will not only compete with each other but also against giant robotic enemies, so to help them there are additional extras and upgrades that players can pick up.

“With this world’s first VR Bumper Cars Attraction, we will once again open a new chapter in Location Based Virtual Reality.” says Prof. Thomas Wagner, Managing Partner of VR Coaster GmbH & Co. KG in a statement. “With the combined Know-How of the teams at VR Coaster and Holodeck VR, we were able to create an unprecedented, interactive VR experience, which holds some very exciting surprises!”

HoloDeckVR VRbumperCars

Benedikt Graf Bentzel, Owner of Erlebnispark Schloss Thurn, was excited about the idea and, together with the two companies, will now present this unique new kind of attraction to the world. “After the great reception of Bavaria’s first Virtual Reality Rollercoaster in our park three years ago, we will now upgrade another classical ride with VR technology. With this novelty, we will once again offer a unique experience to our guests,” says von Bentzel. “As a family-owned company, we stand for both family-friendly entertainment and sustainability. With innovative attractions like this, we keep up with cutting-edge entertainment technology and ensure a great future for our tradition-rich theme park.”

To experience the VR bumper cars you’ll need to head down to Erlebnispark Schloss Thurn from Saturday, 13th April 2019 onwards. VR Coaster will also have a new VR rollercoaster ride in the form of Dinolino’s VR-Ride. For further LBE updates, keep reading VRFocus.

VR Coaster and Sensics Unveil RideVR Headset Specifically for Theme Parks

Theme parks have been experimenting with virtual reality (VR) for a while now, generally tending to utilise Samsung Gear VR headsets in conjunction with a pre-existing rollercoaster to offer guests a new virtual ride. Now VR Coaster and Sensics have unveiled RideVR, a brand new headset specifically designed for theme park use.

RideVR is the culmination of both VR Coaster and Sensics experience providing VR content to location operators and millions of guest rides.

RideVR

The all-in-one headset aim to provide solutions to several key operator issues such as hygiene; the headset includes an inexpensive face mask that is hypo-allergenic, reusable and machine washable; no overheating, RideVR’s thermal management results in longer uptime; there’s no consumer hardware, it is an entirely new device without any cell phone or other consumer hardware; battery management, RideVR’s battery is separate from the processing unit. Operators can charge batteries while keeping the processing unit in use, or use a power cord for operations without batteries.

RideVR also features a 2880×1600 resolution, providing more pixels than current mobile-based consumer headsets.

“Our work with dozens of theme parks led us to define exactly what we need from a great headset,” says Thomas Wagner, CEO of VR Coaster. “We found the perfect partner in Sensics to work with us to create this headset.”

“We combined VR Coaster’s operational experience with Sensics’ product expertise to meet the precise requirements of operators,” says Yuval Boger, CEO of Sensics. “There is a gap between what consumer headsets deliver and what theme parks need. The new RideVR closes this gap.”

VR Coaster will showcase RideVR at its booth during the IAAPA 2017 show in Orlando, Florida. While Sensics will have the headset on display at CES 2018 in January.

Sensics and VR Coaster will be rolling out RideVR to select theme park customers in early 2018.

For any further updates on RideVR, keep reading VRFocus.

VR Coaster and Sensics to Create All-in-one VR Headset for Theme Parks

VR Coaster and Sensics today unveiled RideVR, a new all-in-one VR headset built especially for use on high-flying theme park rides.

VR headsets have been in use on rides like roller coasters and drop towers basically since the initial Samsung Gear VR for Note 4 came to market in late 2014. Because consumer-level mobile VR headsets like Gear VR aren’t really built to withstand all-day use by the sweaty theme park-going masses, Sensics and VR Coaster have partnered to build an all-in-one headset that aims to tighten down on some of the pain points of using consumer VR in a high traffic setting.

image courtesy VR Coaster

RideVR’s two-part design is pretty ingenious, accomplishing a few feats at once. As an option, the headset’s display and optics can detach from the head/chin strap and face mask, letting visitors put on the strap first while waiting in line and get a good fit before ever entering VR. This ideally increases the physical throughput of people by getting everyone ready well in advance. Because the headset also includes an inexpensive face mask that’s hypo-allergenic, reusable and machine washable, operators can replace it with a fresh mask whenever your sweaty uncle finishes with it.

Fact: heat kills components and generally sucks. If you’ve ever run a Gear VR for longer than 2 hours, you know you could practically cook an egg on the other side, but the companies promise to minimize overheating in RideVR with improved thermal management. The RideVR battery is also a separate from the processing unit, letting operators charge batteries while keeping the processing unit in use, or alternatively letting them use a power cord and forgoing the battery entirely.

Lastly, the RideVR headset packs a 2880×1600 resolution display that they say significantly diminishes the ‘screen door effect’. Sensics and VR Coaster are staying mum on further info surrounding the actual guts of the device.

As patent holders for using mobile VR headsets on rides, VR Coaster is one of the most prolific companies offering mobile VR headset-enabled rides to date, with 40 parks worldwide using their tech.

Sensics, a co-founder of Razer’s OSVR initiative which produced the HDK headset, has already released an enterprise-facing PC VR headset using the same ‘split’ design concept described in RideVR, a device intended for room-scale VR experiences.

image courtesy Sensics

Select theme park customers will deploy the RideVR headset in early 2018.

VR Coaster is hosting a booth at the IAAPA 2017 show in Orlando, Florida where more info will be available. Sensics will also be at the CES show in Las Vegas in January 2018.

The post VR Coaster and Sensics to Create All-in-one VR Headset for Theme Parks appeared first on Road to VR.