www.fastcompany.com: I am screaming so loudly–repeatedly–that it’s more of a piercing shrill echo.
I fear it’s so disturbingly distracting that I can’t stop apologizing. “I am so very sorry,” I tell my fellow time-travelers, noting that once again, the demon got the best of me. He came out of nowhere and as much as I tell myself this isn’t real, it feels real.
7 comments:
It's interesting to me that across all specialities things have gone more virtual than real. For example, at Universal Studios, almost all of the rides are somewhat boring without the projections. In many mainstream theatrical productions, projection design is being incorporated more and more. Even here, media and virtual reality are being substituted for actual horror experiences. I think this is a blessing and a curse. The reason this works so well is that there is still an element of realism in tactile objects to ground people, and make them feel like they're actually living it, rather than just playing a video game or watching a movie. Many of these companies are so excited about the latest and greatest technology that they don't think about the grounding in real life needed to make it good. Just like the Star Wars prequels, if some things aren't real, it's all going to fail. I think that's something that this company understands, and they did their best to make it feel real, which is why it's as terrifying as it is.
At first I was not so keen on the idea of replacing a real haunted house experience with a virtual one and while the argument between technology or real life can be had over and over again, I think Void's focus on the experience as a whole and not just the implementation of technology really makes their product comparable to the real life thing. The fact that the company goes the extra mile to make it as interactive as possible is something that makes their experience like no other. I am not a fan of haunted houses, but like the author, I would even love the opportunity to look around the world that they have created and see all the detail. It is crazy to me that something that sounds so detailed only took them nine months. Overall, I think virtual reality really has a future when it comes to interactive horror experiences.
It seems like over the past few years haunted houses have gotten more and more complex both technically and the way in which they try to scare people. For this reason virtual reality seems like a logical next step in the development in this industry. The coolest thing about this experience to me is that the physical elements in the room directly respond to the game elements. If I wasn't such a big ol weenie I would definitely try this out, but as of right now I can't even get through an escape room without freaking out (just ask Julian, I've screamed in his face by accident many times). Maybe I could handle the Ghostbusters version mentioned in the article, but I'm sure I would still fully scream at anything even close to a jump scare. I'd really be interested in a more fantasy-oriented version of an experience like this, as then I'd be able to go through it without getting completely freaked out.
I have never been fond of haunted houses, and at the first sign of horror, I am gone. However, over the years I have gathered my courage and have taken a liking to horror video games. The only reason for this is because they are incredibly story rich, and I admire the time and effort the artists and engineers put in to making the story coherent, and the worlds realistic. I don't think you'll ever find me putting on one of these headsets for fun, but the concept is incredible and I wouldn't be surprised if more companies find themselves following in The Void's footsteps. The companies attention to the story, and making sure that the whole world is accounted for, allows whoever is deciding to do this (for fun), to completely forget that in reality they're in a series of rooms with just some metal boxes. Looking at the graphics for Nicodemus is what reminded me of the horror games that I'm so familiar with. I get scared enough playing them in my room where my only interaction to the action is a screen, when I'm playing these games I can turn my head and the illusion is gone, but with their program, you turn your head and that world is still there. Their dedication to creating the whole world is what helps make this successful, rather than just another cheap Halloween gimmick.
I’ve never been to a real haunted house, but I’ve gone through several haunted house-esque locations at theme parks and fairs (such as Six Flags Fright Fest). Aside from the adrenaline rush you get from being screamed at and chased by ghouls, I’ve always really enjoyed looking at the sets and the construction of the haunted houses. I liked seeing the pneumatics behind the shaking furniture, how they use lights and strobes to disorient/ distress the viewers, the props and scenic treatments used on the haunted sets to make them look broken down and bloodied, and the costumes/makeup used on the actors. It’s really inspiring and makes me want to create really cool themed environments. As time goes on, there’s been an increase in the amount of projections and virtual reality used in all types of themed environments. I think that incorporating it can work towards the advantage of the place if they do it correctly. I don’t usually like the idea of using VR in replacement of making real sets and real mechanisms, but I think that the way that they incorporated both VR that has such a high attention to detail and interactive sets sounds very appealing. Honestly I would love to go here and try it out, because there are certain effects that aren’t really possible in reality, but are in a virtual setting. I really want to see for myself what it’s like.
This looks like such a well designed and thought out immersive experience. I love how “The Void” describes Nicodemus: Demon of Evanishment as a “hyper-reality ghost tour.” This idea of hyper-reality is a concept that can be used in so many different ways. To me, hyper-reality is the idea of using virtual reality, projections and lighting, as well as sound and real props and animatronics in order to make someone feel like that are in a different place. What I think is key, is that they don’t think they are in a different world. One of the things that makes it so scary is that you feel like you are actually living it, not just watching it. Part of this is making you feel like it is your world, not a new one. This experience is something I wish I was able to try when I am back home in LA.
I love seeing all the ways VR is being implemented into our entertainment industry. Most haunted houses I’ve been to use a wide variety of practical effect, in the article Virtual reality reimagines the haunted mansion with eerily realistic effects, talks about upgrading the haunted house. The Void, is an entertainment company that makes hyper realistic interactive experiences. Instead of worrying about having the most tricked out headset, The Void has focused on creating an experience, the pay attention to what's beyond the headset, in turn making a more realistic experience. As pointed out in the article The Void does this “by building elaborate, physically connected sets that allow user to walk, touch and even smell the environment”. The way The Void pays attention to the interactive physical environment, is what makes their content extremely cool. The last time I went to a haunted house at six flags fright fest, I remember being not as scared, so I hope to undergo one of The Void haunted experiences in the future, I’m sure they will pull through with the scares.
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