“Dude, how did you score those tickets?!”
I held the phone in disbelief.
I had heard about Into the Further 4D, a traveling, pop-up, virtual reality experience promoting the upcoming horror flick, Insidious: Chapter 3. That’s just a bunch of adjectives that you don’t usually see in the same sentence describing the same event, so I wanted in.
It was going to be in LA for a brief three days in May, and here’s the thing, the tickets were free, if you could figure out how to get them. After trying some broken promo codes, I had basically given up, until my friend called to save the day. He never really answered my question. It didn’t matter. We were going.
We showed up at a parking lot on the edges of Downtown LA just before noon on a Sunday, pretty much the most unhaunted time and setting to experience anything.
There were a couple of connected trailers that looked similar to the ones at last year’s Purge: Breakout escape room event. Blumhouse Productions is behind both events as well as 2013’s Purge: Fear The Night immersive theater production. Based on their track record, they are establishing a reputation for producing events that mashup horror with experiences not typically associated with horror. When they roll into town, you can pretty much expect that it will not be your run-of-the-mill haunted house.
NOTE: This event is gone, and it’s probably never coming back, and you’ll probably never get to see it, so spoilers will follow.
I’ve been lurking on the periphery of the virtual reality scene since the first time I tried Oculus Rift at the 2013 NeuroGaming Conference and Expo. As an interactive experience designer, the lure of the latest and greatest technologies is a perpetual temptation and the siren song of VR can seem irresistible.
The amazing part about VR is how it can make the world around you totally disappear. The challenging part about VR, especially in terms of location-based entertainment, is how it can make the world around you totally disappear. It’s an uphill battle to provide guests with a form of entertainment that can essentially be experienced in their living room. Unless you replace the living room.
Back to the parking lot. We had reservations for a specific time window, but VR is generally not a high-throughput venture, and to maximize the horror, we were told that we would walk through alone. So we waited. And anticipated. And postulated. What on earth was going on inside that trailer?
The facade of the trailer was designed to look like a front door, and walking through it brought me inside the house of Elise, the paranormal investigator/medium from the first two Insidious movies. I waited as another inner door swallowed guests one at a time, and eventually me.
I entered a short, dark, narrow hallway and was accosted by an assortment of pops, air blasts, loud noises, etc., designed to put you on edge. I turned the corner and a ghoulish figure burst out, screamed at me that I had to help her, and directed me down a longer hallway toward a numbered door.
The tiny chamber was cramped, dimly lit, and filled with all kinds of bric-a-brac that evoked the home-gone-wrong feel of the films. A monitor turned on and played a short video introducing the upcoming VR experience. A previously unseen door opened and another ghoulish and relatively sedate character beckoned me forward and into a chair facing a familiar red door. Seconds later, I was in the Rift, heading into the Further. Or so I thought.
The first thing I saw in VR was the same door that existed in reality. It opened and I “moved” through it and into Elise’s sitting room. She was waiting and warned me of some of the bad things that were afoot. Then things started to get real spooky including a few good scares that took full advantage of the immersive quality of the experience. There were some 4D effects including seat rumblings, and at one point, (I’m guessing) the assistant lightly brushed my arm in time with something wispy floating by. When things were about to get crazy, it faded away, and I was back, looking at the real door and being guided toward the exit.
The whole experience only lasted a few minutes, but it felt like something significant had been achieved. Haunted houses, 4D, and VR are nothing new to me, but combining all of them felt like a breakthrough. Even if it was basically a highly sophisticated movie trailer, this modest whole was definitely larger than the sum of its parts. I was satisfied with what I had seen, and curious about where it could go. But before I launched headlong into the future, I found myself momentarily thinking about the past.
I recalled a story I heard in film school. About 120 years ago, a couple of brothers were trying to figure out something cool to do with their Cinématographe — one of the first devices to resemble a motion picture camera. One of the first pieces that they screened was a short clip of a train arriving at a station, evocatively titled, “Arrival of a Train.”
The apocrypha would have us believe that some of those audience members from two centuries ago ran in terror from the theater because they thought the train would burst through the screen. I remember thinking, “That can’t possibly be true.” These were sophisticated Europeans with elevated tastes, and this was after all a shot of a train arriving at a station. Nevertheless, although it’s hard to imagine standing in their shoes in that darkened room, I wanted to believe that the truth of their reaction probably landed somewhere between the abject terror of the legend, but far from mute indifference.
A more fruitful daydream is that everybody in that room knew that they had just seen something that they’d never seen before, and that they felt like they could see that much further into what this new, crazy thing could be. And each of those early viewers might have got something out of it, talked about it with their friends who hadn’t seen it, forgotten it, or got hooked at the gills. Except they didn’t have blogs back then.
VR is out of the living room. Reality just got that much more virtual. It will be interesting to see what happens next.
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