When I tried it in mid-2015, I was blown away by Zero Latency’s immersive virtual reality — completely wireless, free roaming, warehouse-sized VR, built in Melbourne.
Almost two years on, the fundamentals are the same, but the Zero Latency experience is more refined than it has ever been. And that means new things are possible.
A lot has changed since I walked in the doors of Zero Latency’s warehouse space in North Melbourne a little more than a year and a half ago. Where five or six PCs once sat in a corner, with floorspace to spare — enough for a generous boardroom table — trestle tables are lined up from wall to wall with PCs and monitors, with staff behind them busily working. Upstairs, an area that was previously storage has become another hub of computers and programmers. There’s not enough room. There’s not enough space.
What has changed most behind the scenes is the office’s bustling activity — it’s intense now, because Zero Latency is no longer just a backyard operation. It’s international, with warehouse-sized free-roaming virtual reality spaces in Tokyo, Madrid and Orlando. The Australian operation is growing, and the team is growing with it too. A new warehouse and office in Melbourne is in the works.
That the company’s first office is literally bursting at the seams with coders and operations staff is an apt metaphor for Zero Latency’s meteoric rise — in barely a year — from a bold idea to a proven formula.
Now Built For Smaller Spaces, Not Larger
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Zero Latency is introducing three new games as part of its first big overhaul. The first isSingularity, a sci-fi corridor shooter that feels equal parts Aliens and System Shock. In it, you and your team are tasked with shutting down the rogue AI on the space station you find yourselves on, surviving wave after wave of computer-controlled robot attacks both from a distance and up close. It’s the most similar in level design to Zero Latency’s first mission experience, with tight corners and jump-out scares that make for a constant battle.
The now-classic zombie Survival mode returns, too, but it’s been overhauled massively since the undead mission that Zero Latency launched with in 2015. Now, players spend 12 minutes surviving against hordes of zombies, building barricades and dispatching enemies large and small before any surviving team members are extracted at the end of the countdown. It’s intense, physical and sweaty work — it feels like a much longer game in VR than it does in IRL minutes, and the stress of being attacked up close by a horde of zombies is real. This one is for the adrenaline junkies.
But it’s the third game mode that’s the largest departure from existing form for Zero Latency veterans, and also the most interesting.Engineerium doesn’t use weapons, so players have their hands free. It’s a physics puzzler, asking teams to explore a floating stone maze. Despite having their feet on terra firma, virtual reality means players walk on ceilings and through spiraling gravity-defying courses. It has soft lilting ambient music, too — a point of contention in VR development — that lends a sense of escapism and wonder to the already fantastical ancient Egypt meets Alice in Wonderland environment that players wander around.
Zero Latency’s new Singularity and Survival missions are open to the public as of today, and Engineerium will launch next week. Tickets are the same $88 price per person as the experience launched with in 2015, and that gets you anywhere between 45 minutes and 60 minutes in-game. That might sound like a short time, but when you’re in VR, holding a rifle to your shoulder and blasting away at androids or zombies, it’s more than enough.
Source: GIZMODO