VR Zone Shinjuku: Mario Kart VR & A Lot More Besides

Sixteen (and counting) immersive attractions? Check. Getting up close and personal with beloved characters? Check. An unforgettable experience? Double check. VR Zone Shinjuku, a project birthed by Bandai Namco, opened its doors to the public on July 14 and we had the opportunity to take a sneak peek at what this next-generation theme park has to offer. From throwing shells in Mario Kart VR to riding in the palm of a giant Gundam mech, the park offers a bunch of world-first experiences that are no doubt going to lure in both virtual reality (VR) fanatics and lovers of Japanese pop culture alike.

Walking into the lobby, you’re greeted by an intricate light show that can be interacted with by touching the walls and columns surrounding it. The first floor is littered with time-limited temporary VR experiences – including Google’s Tilt Brush and the PlayStation VR – as well as a resort-themed area home to a gourmet café. It’s interesting to note that the park also offers three non-VR activities – Giant Balloon Burst Room PANIC CUBE, Trap Climbing and Niagara Drop – as well as a virtual beach, complete with water made up of interactive light projections. A gift store can also be found conveniently by the entrance, where you can pick up themed goods like Pac-Man cookies to take home with you.

The second floor is the where the action happens, and where you can find majority of the VR attractions. Each attraction has a pretty large amount of VR headsets and contraptions available, so surprisingly you won’t have to wait too long to get your turn. This writer made a beeline to Mario Kart VR, which made headlines around the time of E3 this year, to see if it really lived up to the hype.

Mario Kart Arcade GP VR

You can play with up to four players at once, and each of you can communicate using the headset and microphone that you’re strapped into upon climbing into the life-sized kart. Along with an HTC Vive headset, you’re equipped with sensors that are placed on your hands – these are used to capture weapons that are floating around the stage as you drive. Lob a shell, banana, or hammer by swinging your arm as you speed through the stage – which is littered with Mario Kart favorites like the Piranha Plant, Thwomp, and rainbow boosters. Out of all the attractions we tried, Mario Kart VR came out on top as the most fun, so in our eyes it lives up to the hype for a one or two time try.

Close to the Mario Kart VR area were a number of other high-profile attractions, including Evangelion VR: The Soul Seat and Argyle Shift, but the next attraction we were looking to try that has had people talking was Dragon Ball VR: Master the Kamehameha.

Dragon Ball VR: Master the Kamehameha

This attraction was one of the most immersive (and to be honest, a little complicated) in the park. With sensors strapped to your arms, abdomen, feet and head, and a panel of cameras in front of you, here you go through training with Goku to master the art of the Kamehameha – which requires you to hold a certain leg and arm stance and to shoot your arms forward at just the right time – before heading into a heated battle against a second player. Along with Mario Kart VR, Dragon Ball VR proved to be a hit, with many a journalist lining up to try it out.

Next up on our ‘to try’ list was Gundam VR: Daiba Assault, which was on the opposite end of the park. We passed by attractions like Dinosaur Survival Run: Jungle of Despair, in which you ride a Segway-like scooter through an island populated with dinosaurs, and Steep Downhill Ski Simulator: Ski Rodeo, where you ride a pair of true-to-life skis down a hill while chased by an avalanche – both of which had their fair share of curious onlookers.

Fans of Gundam are in for a treat: in this experience you’re thrown into the middle of a battle of a Gundam mech going up against the nemesis Zeon, complete with a rumbling floor that simulates the gigantic robots stomping around. At one point the mech places its hand on the ground and you can walk up to it and take a seat, wrapping your arms around its thumb as it continues the battle. A fun extra here is a heat lamp that moves close to you when the mech’s saber is in front of you, really ramping up the immersion of the experience.

After the pretty intense experiences up to this point, we decided to take a little break and try out Bandai Namco’s take on fishing with Fishing VR GIJIESTA. It was located pretty close to another mech simulation, VR-AT Simulator Armored Trooper Votoms, that allows you to go into battle against a friend (or frenemy) from the cockpit of a gun-toting iron trooper.

Fishing VR GIJIESTA

If you’re not a fan of fast-paced VR, here you can relax and unwind at a mountain lake while catching fish. The experience comes with a simulated rod and reel, as well as a net that’s used to grab the fish once you’ve pulled them in. You have a time limit of around 6 minutes, and here you’re challenged to catch as many fish as you can. When you’re done you can check your stats in the virtual world, and there’s also daily park leaderboard that displays the biggest catches of the day.

Although we were busting to try out all the attractions, we were running low on time and had to make one last quick pick, which ended up being Winged Bicycle – it was neck and neck between this and the Hospital Escape Omega horror attraction, which has you controlling a wheelchair as you escape a dilapidated hospital alongside other players.

Winged Bicycle

After climbing onto an exercise bike, here you’re tasked with pedaling to control a flying bicycle as you make your way across a mountainous landscape littered with caves and waterfalls. You control the brakes and direction with the handlebars in front of you in order to navigate, and specially placed fans on all sides of the bike react to the wind to really immerse you in the experience. You can really feel your body reacting to this as if it were really happening – I found myself drenched in sweat and heart pounding after reaching the goal point and taking off the headset, and even feeling a little disoriented.

As our time was coming to a close, we were reminded that another big-ticket attraction, ‘Arise: Ghost in the Shell Stealth Hounds,’ is still yet to come, being released sometime in August. With the strength of such well-known and loved game and anime VR experiences behind them, Bandai Namco have made some smart moves with their first official foray into the realm of VR – with this, hopefully the mainstream appeal of VR will continue to burn bigger and brighter going into the future.

 

The Virtual Arena: From Silver Screen to Silicon Dreams! (Pt 2)

In the second part of his feature, (click here for part one) looking at the impact that the movie business and prominent Intellectual Properties (IP) have in steering new commercial entertainment VR business. Digital Out-of-Home entertainment (DOE) industry specialist Kevin Williams charts the major develops shaping this emerging new sector. One of the technologies gaining a strong interest from the deep pockets of this sector is the untethered backpack VR experience (Arena-Scale VR). The technology seen as the perfect medium to immersive the guest in the selected movie IP like-never-before, even some investors seeing this as a natural successor for the representation of the movie experience.

One of the most promoted developers of this approach has been The VOID, championing their ‘Hyper Reality’ concept. After many twists and turns the company opted to enter the race by presenting their technology within the Ghostbusters: Dimension attraction. Sony Pictures in partnership with operator Madame Tussauds investing in a walk-through waxwork attraction with a backpack virtual reality (VR) experience in support, commissioned from The VOID. The whole experience created as part of the marketing effort for the reboot of the famous Ghostbusters franchise, with the 2016 film.

The opening of the New York venue, though critically acclaimed and reported as seeing crowds, has yet to see the proposed roll-out at other Tussauds venues; but The VOID has opened a standalone Ghostbusters: Dimension attraction at JBR’s The Beach in Dubai. With a third installation charted for their new flagship entertainment facility in Utah, Nevada, scheduled to open to the public in July.

The growth in interest in movie properties having their own backpack VR experience was evident during CinemaCon 2017. New start-up Nomadic is an immersive entertainment company creating tactile VR adventures, and promoted at the conference their backpack VR experience (Arena-Scale), aiming to occupy a 20-foot-by-30-foot space. Not only seen as “Lobby Entertainment”, but targeting the existing screening rooms (auditorium), to be appropriated as standalone entertainment offerings with their own recurring revenue stream.

Major movie IP’s that have embraced Arena-Scale VR technology have started to reveal their plans thick-and-fast over the last few months – major movie studios such as 20th Century Fox, through their theme park arm (FoxNext Destinations) revealed that they are in the process of developing a 2,000 sq.,ft., multi-player VR experience based around the Alien movie franchise. FoxNext working to develop a ‘free-roaming’ VR experience undergoing secret testing. This new development building on the work creating a free cinema pop-up 360-degree VR journey called Alien: Covenant in Utero; the promotional lobby entertainment developed by FoxNext VR Studio in partnership with AMD Radeon and DELL.

Another major movie franchise receiving VR attraction investment was revealed to be in develop in partnership between Hasbro and DMG Entertainment, (through the recently established DMG VR division). The planned Transformers Experience Center is based on the popular Transformers IP that over the last 30-years has expanded to include comic books, animated series, films, video games and consumer products, the recent film properties generating $850 million internationally. The first interactive Transformers digital simulation experience center, scheduled to open in China this summer.

The application of arena-scale VR has been charted beyond the cinema landscape, with already Zero Latency establishing a growing number of locations for their multi-player backpack VR platform. The game system complimenting family entertainment centers and karting locations. A constant iterative process the operation launching their last multi-player backpack experience called Singularity with a play duration of 30-minutes in this space station exploration narrative. While at the same time announced that they were working on eight-player simultaneous experiences – while also planning to open the largest free-roaming virtual arena in America in the Boston-area later this year, and Philadelphia in 2018.

As previously reported the Asian amusement scene has jumped into out-of-home VR applications with both feet, in Japan investment in this approach has increased and Zero Latency, saw the first commercial installation of their system through a deal with SEGA at their JOYPOLIS site. Building on this, and a new location for Arena-Scale VR experiences opened within the brand new ‘SEGA VR Area’ location – taking over the top (6th) floor of the famous Club SEGA Akihabara amusement venue in Tokyo. The venerable Japanese amusement factory the latest to dip their toe into the waters of dedicated VR based out-of-home entertainment.

The first VR installation in this new space sees SEGA partner with Korean based Skonec Entertainment installing their new Mortal Blitz For Walking Attraction – a three player, backpack VR shooting experience, (using the Pimax 4K headset), opened to the public at the end of May. This destination facility approach following the work that the other amusement powerhouse BANDAI NAMCO Entertainment achieved with their first VR Zone: Project i Can temporary installation; BANDAI announcing that they will be opening a second version of their temporary VR Park in a matter of months in the Tokyo area. (Editor’s Note: For more about this check out two recent VRFocus stories about the experiences on offer including ones based on Mario Kart, Neon Genesis Evangelion, the Gundum franchise and Dragon Ball Z.)

Underlining the interest in using VR as an audience experience akin to a movie theatre or planetarium approach, and Japan has seen the launch of the VirtuaLink. A pop-up paid entertainment experience that has multiple guests sharing a virtual space, with a specially created 360-degree 3D video. Several locations around the Tokyo area will be turned into viewing theaters accommodating some 26 special seats (Wonder Pods) – the VR experience presented on Sony Interactive Entertainment (SIE) Playstation VR head-mounted displays (HMDs). The concept the closest seen to being a ‘virtual-planetarium’ experience, constructed by Konica Minolta Planetarium Corporation.

From those commentators entrenched outside of the out-of-home entertainment business, we have seen some wild and contradictory statements regarding the perceived impact of this business on the application of their hopes for VR – statements ranging from if VR is confined to public spaces there is a risk of stunting the growth of the medium, too comments that state to love to see these types of themed [VR] centers popping up around the world. A level of ignorance of the DOE market revealed in superficial research of the scene.

This confused speculation, illustrates the disquiet by some as their promised consumer sector slows, in the shadow of the growth (and revenue generating) out-of-home adoption; best illustrated by the growing numbers of consumer platforms pivoting to destination application. Along with HTC, we see OSVR (The VOID, Zero Latency) and StarVR (IMAX VR) deployment in VR arcade settings; it was recently announced in Japan of the new Virtual Gate platform developed by Techno Blood; allowing VR content to be enjoyed at the countries host of Internet Cafes, the platform partnered with the once consumer facing FOVE eye-tracked HMD – already operational at 33 net cafes in the country.

The commercial entertainment industry has proven an uncomfortable enigma to many that had previously invested in a promised consumer approach to VR. To educate and promote, the Digital Out-of-Home Entertainment (DOE) sector has invested in a unique conference in September, partly supported by my consultancy (KWP) and a major exhibition organizer. Based in Las Vegas, the Future of Immersive Leisure convention will bring together operators of the latest immersive entertainment technology, as well as developers of the hardware, and investors shaping the latest developers.

This new event will be the launch-pad where several new projects will reveal their thinking behind entering the commercial entertainment against previous interest in consumer investment. It is the ability to have direct access to the revenue stream, and a believable business model that has drawn both established operations and new start-ups to the DOE business for VR. Expect reports on the build-up to this event and industry developments in following columns.

The Virtual Arena: The Growing VR Out-of-Home Entertainment Dimension – Part 2

In the second part of his three-part feature, Kevin Williams continues his coverage of the development in the VR industries involvement in the Digital Out-of-Home Entertainment (DOE) sector. In this report looking at the American, Japanese and Dubai amusement trades interest in the technology. (You can find Part 1 here.)

Amusement & Attraction Embraces VR

Moving to the Western territories, and the American amusement trade had a major exhibition in Dallas during March; the Amusement Expo saw the usual gathering of traditional amusement pieces, but also new virtual reality (VR) investment. Previously mentioned Universal Sales (UNIS) also made the trip to the American event to show their OMNI Arena VR platform.

This was also held in partnership with the Laser Tag Convention, and one of the new VR systems being presented offers an approach likened to “VR Lasertag”, Zero Latency. The world’s first free-roaming, warehouse-scale, multiple player VR game arenas, (using VR back-packs to create the Arena-Scale experience). Currently successfully in operation on four continents, while seeking to announce its first signing in the UAE. And one of the first commercial versions of the Arena-Scale experience from the company was in Japan, installed in the SEGA JOYPOLIS facility.

Beyond the US shores, the Japanese amusement sector has started to invest in VR initiatives placing investment towards VR as a major component in future expansion. During February’s major Japanese amusement trade event, major corporation BANDAI NAMCO Entertainment revealed that following a VR experimental location, the company would be opening a new and larger version of their VR ZONE in Tokyo. The facility will again be a temportay operation (opening in April and closing in October 2017), the facility designed to house VR attractions specially created by BANDAI NAMCO building on their amusement development skills marrying the latest VR technology.

Other Japanese arcade operators such as TAITO and Capcom revealed that they would be installing the VR Game Stage, powered by HTC hardware. HTC supporting the use of consumer content able to be legally used in commercial entertainment venues through the Viveport Arcade commercial subscription platform for China, and currently on test in Europe and the USA. A similar solution is planned from Valve for SteamVR – while Oculus VR stays opposed to any commercial usage (not prepared at this point to pivot).

But the big development, missed by many in the media was the announcement and reveal of Koei Tecmo, launching their ‘VR Sense’, an experience capsule using a Sony PSVR headset and Move controller (powered by an internal Playstation 4 Pro system). This system was the advance guard on the major announcement that Sony Interactive Entertainment would be creating a specific division to roll out their PSVR platform into the location-based (out-of-home entertainment) sector in several territories. The ultimate example of the pivoting of the consumer approach to VR into the commercial entertainment arena.

Dubai Amusement and Leisure Industry VR Aspirations

Another territory that is embracing the opportunity of deploying DOE VR platforms is the United Arab Emirates (UAE) market, a sector that has seen an incredible investment in theme parks and leisure entertainment venues for their diverse audience. Taking place at the Dubai Entertainment, Amusement and Leisure (DEAL) expo recently, prominent amusement and attraction distributor in the UAE market, gathered the latest new developments to their booth. Veteran distributor and developer ASI showed the Holocube – the multiple enclosure VR game system using the HTC Vive and offering a unique gun interface experience (winner of the Silver Virtual Reality Game BOSA award 2017), and categorized as a “VR Enclosures” approach.

Also on the ASI booth was the WePlayVR system from developers AiSolve, running the VR Backpack experience called ‘The Mayan Adventure’. Also shown was the Yotto Group “VR Game Platform” EXOPLANE an immersive paraglider experience. At the Dubai exhibition, another major distributor in the territory supporting family entertainment center businesses is Warehouse of Games (WOG), the company had on their booth the local developer NUAT’s ‘The VR Cube’ another “VR Enclosures” approach. DEAL exhibitor FUNCO – Fun Entertainment Company, a prominent developer of turn-key solutions for operators wanting to open entertainment centers, partnered with Chinese VR Park developer LEKE VR, showing their full selection of “VR Game Platform” units that were seen foot-foot from the Chinese trade show premier.

Away from the major distributors, several standalone exhibitors showed VR aspirations. These included a “VR Ride Attraction” from Turkish developer AMEGA Entertainment – Cinecoaster 360 VR. This multi-directional motion XD cinema system using mobileVR headsets. Or exhibitor DOF Robotics who showed their HURRICANE 360 VR – a extreme motion platform system using mobileVR systems to represent the virtual experience, (the system a Bronze Virtual Reality Game BOSA award 2017).

Reflecting the interest in the territory to embrace VR in all its facets in the DOE sector, the local developer ImSim, demonstrated a 3DOF racing cockpit with force feedback and a power VR component. Many companies in the West have invested in motor sports network simulator (“Race Room”) ventures – and VR technology seen as a possible replacement to conventional flat screen visualization. American manufacturer CXC Simulations, is another name in this scene, having recently installed a “Race Room” at the Andretti Indoor Karking location in Marrietta. The venue running their latest CXC Motion Pro II VR system, the only VR simulator of its kind in commercial operation in the United States

Returning to the investment made in the UAE market, facilities such as the brand-new Hub Zero have added a major VR element to their interactive entertainment. The wireless multiplayer VR attraction was developed for the facility by VRStudio developer of the VRcade platform (winner of the Gold Virtual Reality Game BOSA award 2017). A leading global VR technology company, located in 11 countries, delivering the first truly wireless, full-range-of-motion, multi-participant, immersive experiences for commercial enterprises.

VRStudio has taken their wireless head-mounted experience into the realms of “VR Dark Ride”. Signing major theme park partnerships with Universal Orlando and most recently with Knott’s Berry Farm and parent company, Cedar Fair – towards opening in South California a specialized VR experience at the park.

The concluding feature covering recent developments in the UK, America and the interest from the Gaming industry on VR based Out-of-Home entertainment, follows shortly.

The Virtual Arena: How Safe Are You In It?

Continuing his regular column for VRFocus – leading exponent of the out-of-home entertainment sector, Kevin Williams, takes time away from reporting on the latest trends, and reveals the fundamental issues of how safe the player is sharing headsets in the public-space.

As with all tech-trends, along with the innovation, a lot of hyperbole usually surrounds the core technology. That hype will swirl and dance around the reality of the application, and inevitably manifest itself into a scare-story. This latest phase of interest in virtual reality (VR) is no different and has inexorably been drawn to the dark side. This now sees the blind leading the blind concerning the speculation of contamination in using HMD’s in public settings.

Having been involved in demonstrating and operating VR technology in out-of-home applications since the 1990’s; I think you can all agree that we may have some experience in the realities of usage in this environment, and more importantly be able to address the issues that are actually of value in this deployment.

History

We have seen many head-lines in popular media questioning a possible danger of infection with disease from the use of a headset during a public demonstration. Speculation of catching “Oculuar Herpes”, “Pink-Eye” or other germs or viruses. But also, a common concern is of bacterial transmission and infestations (such as hair lice) that sharing a head-mounted device could speculatively transmit from user to user.

But the reality of deployment and contamination is far less sensational as the miss informed would have the public believe. And that in a history of deploying VR in public-space many important lessons have been learned.

Rather than a new application, VR has been in operation in high-foot traffic locations, serving player upon player, since the 1990’s. The first VR amusement systems were deployed in amusement and attraction venues back in 1992, and have seen a constant stream of players using the head-mounted gaming experience. Rarely mentioned, the Walt Disney Corporation operated from 1997 till only a matter of months ago (2016) one of the longest running VR experiences at their DisneyQuest indoor theme park experience.

Image via TripAdvisor

Within this five-story facility, several ground-breaking immersive digital attractions were operated including two VR attractions. One of these included the influential VR experience Aladdin’s Magic Carpet Ride, based on the Walt Disney Imagineer technology experiment Disney Vision Adventure; first installed at EPCOT in 1994 seeing some 45,000 guests experience the then new concept of virtual reality. The DisneyQuest attraction derived from this work, and became the longest constantly operated VR attraction to date – Aladdin’s Magic Carpet Ride having entertained over a million guests at the venue.

The secret to this VR installations issue free success being used by thousands of guests at a time, is in the application of lessons learned from the original experiment and the fundamentals employed by the theme park industry as a hole. The use of a special separate, detachable head-liner factored ease of usage of the (in today’s comparison), crude VR headset. The specially developed ‘DisneyVision’ visor created to offer a simple and easy to clean platform between guest. As simple as the methodology seen applied with ‘3D cinema’ glasses used by millions each day, and which have equally not been the hub of a spread of bacteria or virus.

What has been defined as the “Three-R’s” – all head-mounted displays (HMD’s) hoping to be applied in the crucible of public-space entertainment must be Robust, able to survive being dropped and manhandled by hordes of guests. They should be Resilient, offering a durable but simple design that is created to offer no medium for the transfer of germs or virus and are simple to clean; and finally, they must be Reliable, offering a simple fit for different anthropomorphic head shapes to be catered comfortably, and able to operate continuously.

But beyond the use of specially developed HMD’s like DisneyVision, the current VR arcade and attraction scene has seen the deployment of consumer based headsets into the public arena. First with deployment as development kits at game conventions, then later used as attractions at venues. One of the best examples of a venue that has seen thousands of guests experiencing VR in an out-of-home entertainment environment has been supplied by BANDAI NAMCO Games. The Japanese amusement powerhouse undertook a year-long experiment to create an ideal game facility to evaluate the best practises of deploying VR in an arcade setting.

Image via Forbes

The VR ZONE Project i Can, opened in a Tokyo mall in April, the special facility offered the best in VR entertainment to those prepared to reserve a slot to visit, (often booked weeks in advance). Already covered in detail in a previous report – fundamentally, the VR ZONE evaluated, along with many things, the best practices of deploying what is basically an updated HTC Vive (Business Edition) headset into a public environment. Along with an appropriate cleaning regime, BANDAI NAMCO’s team also addressed the perceived issues of operating a HMD in a society super sensitive to such intimate contact of a shared device.

In addressing this issue, BANDAI NAMCO became one of the first to deploy the “Ninja Mask”, as a shield in using VR head-mounts. Based on the already familiar Japanese facial mask, this variant was created that fitted over the eyes. A means to personalize the usage, and hope to negate sweat and makeup from one user to the next. The system also hoped to alleviate the red mark that surrounds a user’s face after extended contact with the headsets gasket. The VR ZONE, (like DisneyQuest), only recently closing but gaining valuable data on how to deploy VR to a mass audience.

Issues

What has been learned from all these, and the many, applications of VR in public-space is that a level of professionalism of deployment is needed when dealing with a large audience, being ushered into a virtual experience. Where the game convention demonstrations may have been laid-back to the needs of appropriate usage of the hardware, the commercial sector must be much more professional and aware of the issues.

Regarding the best practise of deploying VR in the public space, the issues can be broken down into two key elements:

Cleaning Regime: The need for an appropriate means to clean the HMD between user is both essential to alleviate any possible transfer of medium, but also to act as an appropriate demonstration of best practise to the guest. Large theme parks have already started to deploy VR on their attractions, and all have created a dedicated regime regarding operation of the headsets on their rides.

Examples like the Galactica at Alton Towers theme park, in the UK – sees a steel-coaster converted to operate as a VR attraction, specialist headsets created with weatherproof shielding, and an easy clean interior. Also, the attendants operating the ride apply a “Wet & Dry” cleaning procedure for guests; a wet wipe-down when the unit is taken off the guest, and a dry wipe-down when handing to the next.

Galactica Alton Towers

The use of the correct cleaning materials is essential, many of the early demonstrations saw a confusion of methodologies. Disposable baby-wipe tissues mistaken as being appropriate, and the issues of using alcoholic wipes on sensitive skin and hardware. Nowadays all operators have been schooled in the appropriate non-abrasive anti-bacterial cleaning material.

Appropriate Operation: The need is also in training of the attendants to the best practise of loading and unloading the guest into the VR experience, how to place the HMD on the face, and to ensure not only that the unit being handed to them is clean, but is operating correctly.

The attendant must pay more heed to the concerns of the guest, not familiar with venturing into a virtual experience, and much of the preparation is to ensure they are at their ease. The concerns about the guest’s appearance seem to factor more than the concerns of bacterial issues. The avoidance of “Oculus-Face” (the red mark around the face, left after contact with the gasket) has seen in some cases the deployment of disposable “Ninja Masks”. While the deployment of special covers over the HMD offer a better material for wipe down and the avoidance of bacterial transfer.

Along with ensuring correct cleaning and operation, the attendants also need to be trained to check the guest’s reaction to the experience; the issue of Sim-Sickness and disquiet with experiencing VR for the first time are all aspects that need to be checked when operating a complicated and new technology, such as VR, to a large audience.

So, in conclusion, the deployment of VR into the public-space is not new, and the hidden issues are not unknown. Be it, 3D cinema glasses, bowling center shoes, or go-kart crash helmets; the need for appropriate cleaning is essential, but also best practise in operating technology like VR. Though the speculation of horrendous situations may be peddled by social media – only now coming to the realization of the popularity to try VR outside of the home – as always there is no need for alarmism, but professionalism is essential.

Following hot on the heels of this feature, I will be turning the gaze to the explosion in interest in ‘VR Arena-Scale’ platforms, seen by many as VR’s answer to lasertag, and the application of attraction style implementations of this exciting technology.

Namco to Open VR Skiing and Horror VR Sim in Nagakute Mall in December

A couple of months ago now VRFocus reported on the arrival of a Gundam virtual reality (VR) experience coming to VR Zone Project i Can in Japan from Namco, and now the company is bringing another VR experience there in the form of a skiing and horror sim to Mall Nagakute at the end of this year.

According to a press release on Namco’s Japanese site, there will be the grand opening of the first VR amusement facility of its kind in the shopping center, and comes after the popularity of VR Zone Project i Can. This isn’t quite as extensive as it, and there are two experiences that can be tried out that have been outlined: Skiing Rodeo, which is a steep downhill experience simulation, and Escape Ward Ω (Omega), which is a horror room experience. On top of these two there will be a third experience yet to be named. There will also be a crane in the amusement area, just the same as in original arcades where there will be various prizes to be won.

nagakute namco

This will all be taking place in the named Namco Ion Mall Nagakute Shop where it will start on the 9th December of this year, and it will be open from 10am till 10pm.

For more on the latest VR instalments, as well as all the news, updates, and features in the world of VR, make sure to check back with VRFocus.