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The best VR Experience in London – Review

With the War of the Worlds VR Experience, the Thred team can attest that the VR market isn’t completely bust: it’s just better placed in the hands of experts.

VR has gotten off to a patchy start. Having been around for over five years now, headsets are yet to find adoption among the masses. Whilst at its peak investors pumped USD $253 million into VR and AR start-ups in LA and Silicon Valley, back when the tech looked fitting to make a dent in the gaming market, investment in VR has slowed dramatically in recent years. What seemed like it could be the future of entertainment has largely fizzled out, and those who did invest in a headset have typically found a limited range of VR compatible titles to jump into, making their purchases little more than expensive paperweights.

As a non-gamer, I hadn’t really thought much about the declining VR market, but I’m sure for many it represented a lot of crushed hopes and dreams. Not least of which the several Cali companies that raised millions of dollars only to shut down or have to lay off dozens of employees.

Personally though, I’d lived my life blissfully sidestepping those vibsezy booths in shopping centres where young salespeople shove VR headsets onto unsuspecting consumers for a ‘lifechanging’ free trial. No thanks, not for me, I’m quite happy in three dimensions.

So, when we got an email at the Thred office suggesting that we pop down to Bank in London to trial a new VR immersive experience, I was quite prepared to decline. But, as it turns out, Jeff Wayne’s The War of the World: The Immersive Experience had a little more going for it than I’d initially expected. First off, there was no element of it that tied into the gaming world at all. Instead, it borrowed from two fields that were far more firmly in my wheelhouse: literature, and theatre.

War of the Worlds: The Immersive Experience bills itself as interactive theatre – a performance spread out over two hours or so, spanning an entire building, that relies heavily on VR. It was inspired by HG Wells’ War of the Worlds and borrows its soundtrack from Jeff Wayne’s musical version of the text that was broadcast in the 70s.

So, to recap, we’ve got sci fi, musical numbers, 19th century literature, performance art, the 70s, and VR. To say that they’re covering all bases is an understatement. But the hodgepodge of something-for-everyone concepts caught my attention, and so I elected to take up the team at WotW:TIE (as it shall hereby be known) on their kind offer along with six other members of the Thred team.

When we popped along to our allotted slot on a Thursday afternoon we were initially surprised at the a) the location (Bank is about as central London as you can get) and b) the complete dedication to the oeuvre the venue displayed. The lobby was complete with a waiting area and bar that we were reliably informed served themed food and drinks (‘the heat ray’ cocktail looked particularly appealing). HG Wells’ text is considered one of the first marriages of 19th century aesthetics and analogue technology that is now known as ‘steam punk’, and this concept is hammered home hard.

There was a large metal contraption with layered dials and wheels that I believe was a steam punk Christmas tree, the bartenders all wore waistcoats, flying goggles, and bowler hats, and there was literal steam spurting from the ceiling at irregular intervals.

The aggression with which the coloured steam randomly made itself known and the surreal moving artwork of alien tripods and burning farmhouses adorning the walls notified me that I might be in for more of a ‘horrific’ (in the literal sense) experience than I’d banked for.

I suppose it should have been implied since Wells’ story is ostensibly about an alien invasion wherein millions of people brutally die, but to be honest I’d always found the source material sterile and cumbersome, and not truly scary. It became immediately obvious, however, that the creators of this VR experience weren’t going to be hampered with the same verbosity as Wells, and weren’t going to let the campness of the 70s musical prevent them from scaring the pant off you.

The first thing to note is that you’re not allowed to take any phones, cameras, or technology into the experience – not even a digital watch. They’re big on the authenticity of the performance. Attesting to this, during the first half of the interactive experience a playful actor attempts to explain the VR technology within the 19th century narrative. It’s alien equipment, of course! A convenient plot device.

We were initially lead into a room where 3D projection explained the history of the Martian invasion, and the fates of the journalist protagonists George Herbert and his wife. In a confusing time-warp, you’re then told that for the next two hours you’ll be seeing these events play out, from the beginning of the Martian invasion to their defeat via bacterial infection (this isn’t a spoiler, there are literally posters telling you this in the lobby).

For the next two hours you’re inserted into what can only be described as a well thought out fever dream. I won’t give too much away for those of you who haven’t read the book, but participants are shepherded into various different rooms, through corridors and staircases, and spirited along by actors who represent characters from Wells’ book. Generally, the actors and the IRL scenarios are used to further the plot and explain ongoing events to participants. If the actors are there to ‘tell’ then the VR comes in for the ‘show’ portion of the event.

At certain intervals, you’re told to put on your ‘toppies’ (headsets) to ‘protect your eyes’. You are then either sat down or directed to wonder aimlessly into an empty room whilst the VR fills in the blanks for you. Think standing in the middle of a battle between soldiers and Martian tripods, watching people get captured and zapped, and an aquatic journey down a burning River Thames. You fulfil purely an observational role and, thankfully, are not expected to help in any way.

As someone who had never used VR before, I was struck with how happy I was to simply stand there and soak up the experience. The tech, whilst not ‘realistic’ exactly, was about as visually expert as you’re likely to get on the market, and at times it could get overwhelming (there was a particular section where Elliot our videographer came away looking a bit green around the gills). I think if I was expected to participate in the action (as you generally are with gaming VR) I would have become flustered and uncomfortable. There’s a strong possibility I also would have injured myself.

WotW:TIE gets the balance between participation and observation just right. They don’t overload the VR but pepper it throughout – you feel like you’re witnessing a technological and artistic spectacle when you’re immersed in a headset, but you’re also allowed to come back to ‘reality’ and run around, ensuring the experience doesn’t become too one note.

Though this was, and is still, my only experiment with VR, I can imagine that in your living room the dynamism of the immersion mixed with complete stasis could be nausea inducing. It would be particularly difficult to sustain whilst the graphics of the tech are still a little uncanny-valley. But here we encountered no such issues, and the appeal of the VR as a novelty specific to this experience really enhanced my engagement with it – it was always progressing some element of the story and engaging with us in new ways.

There were certainly times when, after removing the headset, I had to walk very slowly and carefully scrutinise every face in front of me to make sure they were real. But I think that’s probably the sign of a well-done VR experience – making you lightly question your reality whilst not completely throwing you into insanity.

It was easy to see during this experience that the VR had benefitted from being meticulously programmed and plotted out: something that wouldn’t be possible when adding VR elements to existing at-home entertainment media. The production actually had a reason to use the tech – it added an experiential element to an otherwise impossible to experience story (an alien invasion). In this way, it avoided feeling tacked on.

I’ve always been a fan of immersive theatre for those who aren’t afflicted with epilepsy or intense anxiety (it can at times be a little stressful) and I thought this was a good example of the form. The actors were excellent, but not so committed to the absorption that they refused to interact with you. There were moments of humour thrown in amongst the jump scares, and it was easy to augment those moments with a cheeky wine in the themed bar during interval.

All in all, WotW:TIE bills itself as an adventure for the whole family. Whilst this generally translates to ‘a child-oriented activity with opportunities for alcohol consumption’, I genuinely thought that this experience lived up to the description. Fans of the Wells book or the Wayne musical will enjoy the many homages to the OGs, and those who couldn’t care less about the plot will just enjoy it for the thrills.

It seems that VR isn’t dead, it was just hibernating. I’m glad to see it fall into the hands of people who know how to use it effectively rather than just throw it willy nilly at your TV screen. Did this make me want to purchase a headset of my own? Absolutely not. Did this make me want to recommend WotW:TIE to others? Absolutely yes.

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