After the success of room escapes, KTVs, and board games, Mass Entertainment introduced a new player to the scene: VR experience shops. However, the performance of these newcomers was underwhelming. In 2016, there was a surge in VR experience stores, but by early 2017, they received a lukewarm response. According to the first "White Paper on the Status of China's VR Experience Shops," less than 30% of the revenue generated in 2016 came from the 3,000 VR experience stores.
As the market became more mature and rational, VR experience shops began exploring ways to transform and upgrade. One of the most promising directions is large-scale VR. Large-space multiplayer interactive VR experiences fully utilize the immersive nature of VR, differentiating them from home-based VR experiences and making them hard to replace. However, the high cost of setting up such spaces currently limits their widespread adoption in the domestic market.
At the ChinaJoy 2017 exhibition, Antvision Technology, one of the pioneers in VR headset hardware development, introduced two VR headsets—2C and 2S—and a unique large-space multiplayer interactive solution. This system uses the AntVision 2S headset paired with a backpack computer and a large-area positioning carpet on the floor. The camera on the helmet recognizes markers on the carpet for precise positioning. While this approach is costly, it offers significant advantages in terms of accuracy and sensitivity.
According to Antvision’s CEO, the cost of each additional square meter in their large-space VR solution is only around 100 RMB. Other manufacturers use outside-in optical positioning systems, which are not only cumbersome to wear but also expensive as the space expands—each additional camera can cost thousands or even tens of thousands of dollars. Antvision’s inside-out positioning method only requires a camera on the headset, reducing installation and debugging efforts significantly.
Today, VR Net Xiaobian visited the Red Nest Crisis at the 4th floor of Xidan Huawei Shopping Mall in Beijing, a VR theme park. He experienced the large-space multiplayer interactive VR experience of Antvision and shared his insights. This was Xiaobian’s first time trying a large-space VR game. The total area was about 1,000 square meters, offering a range of surprises, including a sense of ritual, a complete storyline, and an intense VR experience. While some aspects were a bit rough, the overall experience was impressive.
Currently, the Red Nest Crisis offers two themes: “Infection†and “Machine Awakening.†The “Infection†theme involves a zombie outbreak, while “Machine Awakening†sees players as Red Nest police rescuing the world from robots. We only had time to experience “Machine Awakening,†which involved three stages: the mirror room, the Red Nest base, and the rescue crisis. Each stage transitioned smoothly, leading to the next combat sequence.
At the start, the staff gave us a top-secret file and a pistol, setting the mission in motion. The experience began with the mirror room, a real NPC chamber filled with mirrors that created a tense atmosphere. A live-action NPC armed with a gun rushed toward us, but we could shoot him down. Players needed to search the room, solve puzzles, and unlock a lockbox to get the key to the Red Nest base.
After obtaining the key, we entered the Red Nest base, where players trained using VR-compatible equipment. Staff members guided us through the process, teaching how to use the AntVision 2S VR helmet. We practiced shooting, and there were seven sets of equipment available for simultaneous training.
After about 15 minutes of training, we boarded a space shuttle to cross the front line of the crisis. We eliminated the robot’s master brain and rescued hostages, completing our ultimate goal. This involved wearing a backpack with a VR device, sitting on a swivel chair with a track, and experiencing a 600-square-meter VR space. Here, players could move freely, follow on-screen prompts, and eliminate bosses in VR.
This is what ideal VR should be like. Although I’ve tried many PC VR devices, none have made me feel as immersed as this. It was my first time experiencing a VR theme park. Walking in a large space VR environment, after a few minutes, you truly feel like you’re in that place. The 600-square-meter space creates a much larger illusion than its actual size. You need to duck to avoid bullets and run to cover, and your real-world actions are perfectly synced in the VR world, with no lag or bugs. Compared to room-level VR, it felt far more immersive.
Combining room escape and VR is a perfect match. Room escape has always been a popular form of entertainment, and VR is seen as the future. When combined, they create a complete story and offer a dual experience. For seasoned escape room players, the puzzles here may be easy, but they still provide a satisfying challenge.
The story is well-crafted. Throughout the experience, Antvision guides you step by step into the VR world. The staff tells a story, gives you an identity, and sends you into the secret room, immersing you in the environment. You solve puzzles, stay focused on your task, and forget the outside world. After the training at the Red Nest base, you can even choose to drink a special energy potion, which is actually a paid drink. The VR helmet is called “VR ability equipment.†Antvision integrates these elements into the story, giving them new names and features, which is quite thoughtful. During the intense training, the staff even let me play with a bottle of mineral water instead of charging me.
However, there are a few minor issues. The hand tracking occasionally had slight offsets, causing the gun to point slightly off. But it corrected itself automatically. This wasn’t a major problem and happened only once or twice during the experience. Also, the VR headset didn’t cause any dizziness, which is a big plus.
The space shuttle from the Red Nest base to the front line was a simple swivel chair. After putting on the VR headset, the staff would turn the chair, and you’d slide along the track. It wasn’t very advanced, but it served its purpose.
Another issue is the obstacle avoidance in the real space. With several columns in the large area, players risk bumping into them. Although the game provides boundary warnings, they appear only when you’re close, making it easy to hit the wall. To ensure safety, staff members accompanied each player, guiding them to avoid collisions. While this improved safety, it slightly disrupted the immersion.
Looking ahead, large-space multiplayer VR experiences have great potential. Although we didn’t experience multiplayer interaction, the setup allows for multiple players to enjoy different content simultaneously. If online interaction is added, it could make the experience even more engaging.
Props and scene design could also be improved. Foreign media praised Nomadic VR for its realistic props and settings. If similar attention to detail is applied, the VR experience could reach a new level of realism. For example, using real objects like flashlights and toy guns enhances the immersive feeling.
Compared to small VR arcades, large-space VR represents a significant leap forward. Antvision’s solution offers a complete story and a satisfactory VR experience. Even though some parts are still rough, the overall experience is rich and immersive. We’re excited about the Red Nest Crisis, especially considering the price—around 248 yuan for an hour, which is much cheaper than international options like Australia’s Zero Latency (about 440 RMB per hour).
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