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- <text id=93TT0450>
- <title>
- Nov. 01, 1993: The Arts & Media:Entertainment
- </title>
- <history>
- TIME--The Weekly Newsmagazine--1993
- Nov. 01, 1993 Howard Stern & Rush Limbaugh
- </history>
- <article>
- <source>Time Magazine</source>
- <hdr>
- THE ARTS & MEDIA, Page 80
- ENTERTAINMENT
- Look! Up on the screen! It's a galaxy! It's a killer robot!
- It's...
- VIRTUAL, MAN!
- </hdr>
- <body>
- <p> Once the astronauts' toy, virtual reality is now an art, an
- arcade game and, for some, a humiliation
- </p>
- <p>By RICHARD CORLISS--Reported by Jonathan Burton/New York and David S. Jackson/San
- Francisco
- </p>
- <p> The place seems amiable enough--cozily Edwardian, beckoning,
- a lullaby for the senses. Period photos of adventurers, early
- editions of Jules Verne and Dorian Gray, a mahogany bar where
- a fellow serves "smart drinks," heavy on the ginkgo. This is
- the Explorer's Lounge, the front room of a Virtual World shop
- in the San Francisco suburb of Walnut Creek. But behind the
- paneled walls, some pioneering menace is afoot. Five kill-crazy
- nerdlingers will soon engage in mortal combat, 21st century
- style, against a tenderfoot with a cunning computer handle:
- Cyber Rick!
- </p>
- <p> The game is BattleTech, a 10-minute interactive video extravaganza
- that plunks you down on a barren, monolith-strewn spacescape
- to neutralize a platoon of stealthy robots: your opponents.
- The process is called virtual reality. And Virtual World Entertainment,
- which besides the Walnut Creek showroom has retail outlets in
- Chicago, Tokyo and Yokohama (with a San Diego branch due in
- November), is just part of this burgeoning blend of art, science
- and razzle-dazz.
- </p>
- <p> VR is almost everywhere now. Last week in Anaheim, California,
- a trade show for the Amusement and Music Operators Association
- displayed Sega's VirtuaRacer video game, Spectrum HoloByte's
- Star Base One and Visions of Reality's advanced Cybergate. Also
- last week, a U.S. Army show in Washington featured a VR tank
- simulator. This week the Guggenheim Museum in Manhattan's SoHo
- district presents a VR exhibition with works by artist Jenny
- Holzer and composer Thomas Dolby.
- </p>
- <p> For more than a decade, VR has helped pilots in training visualize
- objects in graphic three dimensions and on a 360 degrees field.
- Recent advances in reducing both the size and the cost of hardware
- and software are bringing VR out of the flight simulators and
- putting it within reach of architects, designers, surgeons and
- other professionals. "Properly done, virtual reality has an
- opportunity to change the world," says David Bonini, CEO of
- Division Inc., whose VR systems help drug researchers assemble
- "virtual" molecules. "This is only the beginning."
- </p>
- <p> Virtual-reality hype is gradually giving way to virtual-reality
- reality. "Finally," says Ben Delaney, publisher of CyberEdge
- Journal, "the technology has met up with the demand. I think
- we're going to see VR all over the place. It's a better mousetrap,
- and it's a better way to work with computers." John Latta, president
- of 4th Wave, a market research firm, predicts that the nonmilitary
- VR industry, already a $110 million business, will be nearly
- five times as large by 1997.
- </p>
- <p> Now entrepreneurs large and small have seized on VR, hoping
- to turn Defense Department-bred technology into show-biz profit.
- Companies from the Hudson River to Tokyo Bay--the brand names
- include Paramount Communications, AT&T, Viacom, Sega, Nintendo,
- Sony, Matsushita, Edison Brothers, Hasbro and Time Warner--are betting cumulative billions on VR. Christopher Gentile of
- Abrams/Gentile Entertainment, which is developing a home-VR
- system in Princeton, New Jersey, predicts virtual game shows
- by 1996. How about 3-D TV? Shopping by VR? The Home Sex Network?
- "If someone gets there in the home with the right quality and
- cost," notes media investor Marty Pompadour, "it's a potential
- bonanza."
- </p>
- <p> For now, though, VR entertainment is starting to bloom where
- movies did nearly a century ago: in the arcades. A penny in
- the slot once offered streetwise strollers a peek at Fatima's
- dance; now $4 to $30 gets you a sleigh ride on a space ship
- (in Cybergate) or a fretful stroll through a computerized Acropolis
- (in Dactyl Nightmare, by Virtuality). And why not the arcades?
- Video games are a $5.3 billion business in the U.S., about as
- large as the theatrical movie market.
- </p>
- <p> Not all the effects fit the strict definition of virtual reality.
- Only a few make use of the computer helmet that guides your
- wraparound view and allows you to "move" objects in cyberspace.
- Most are only virtually virtual: variations on arcade games
- or tweakings of Disney's Star Tours ride, which craftily gyrate
- a pod in time with jolting screen images. But all the systems
- have a common goal: to give you a new-horizons, touchy-feely,
- out-of-mind experience. Virtual reality? Perhaps. Virtual theatricality?
- For sure.
- </p>
- <p> The games, or rides--they are so new there is no consensus
- on what to call them--are basically complex versions of three
- familiar movie genres and video-game formats: the Star Wars
- space adventure (shooting things), the Days of Thunder road
- test (running over things) and the Rocky boxing match (punching,
- kicking and gouging people). These are mostly boy toys made
- for the computer generation. You won't see a VR game of some
- sentimental senior-citizen film--unless it's Driving Miss
- Daisy Crazy, with the flivver flying down back roads and a convoy
- of rednecks in pursuit.
- </p>
- <p> Movies and TV are passive experiences. The VR games are interactive.
- And the more active you are, the more you can enter into them.
- Players who hone their kill skills develop a zestful proficiency;
- they become self-improvement junkies while the merchants get
- rich. VR can also be a socializing medium, even of the zap-you're-dead!
- variety. TV, video games and videocassettes keep folks hermited
- away; VR gets them out of the house with a new gimmick--a
- twist on the lures that '50s moviemakers, faced with the challenge
- of TV, offered film audiences with Cinerama's roller-coaster
- ride, 3-D's spears and paddleball, William Castle's Tingler
- showmanship.
- </p>
- <p> The big difference is choice. The only choice a filmgoer or
- TV viewer has is to walk out or turn off. Even Star Tours and
- Universal Studios' Back to the Future ride are, at heart, drive-in
- movies; you're just driving in a car with no shock absorbers.
- VR, which lets you wander at will through a force field or minefield,
- offers a democracy of entertainment. As VR programmer Randal
- Walser wrote, "The filmmaker says, `Look, I'll show you.' The
- spacemaker says, `Here, I'll help you discover. ' "
- </p>
- <p> And what worlds there are to explore! Though some games are,
- in one exhibitor's phrase, "obsolete by the time we buy them,"
- and though the images may be at the Pong or Space Invaders stage
- of sophistication, they do give you the sense of being out there,
- weightless and heedless, in that mysterious space between your
- ears.
- </p>
- <p> Some of the rides are almost mystical. In Virtual Adventures,
- by Iwerks Entertainment, you glide underwater to rescue rare
- eggs hatched by a benevolent Loch Ness creature. The other games
- are a mix of Captain Kirk and Beavis and Butt-head; this one
- is Barney.
- </p>
- <p> For now, true VR entertainment will be a boutique operation;
- it can't move the bodies per hour that a Star Tours can. But
- there's still fun for all: consumers and producers. "The great
- thing about VR is that we get to make up the rules," says Tony
- Asch, president of StrayLight Corp., designer of the thrill
- rides Cozmik Debris and Bonk. Companies that had specialized
- in VR for the military are savoring their new gamesmanship.
- "For years we've been in the business of re-creating real worlds,"
- says Jeff Edwards, marketing manager for Evans & Sutherland,
- which developed a Virtual Adventures ride with Iwerks. "Now
- we're in the business of creating fantasy worlds, and our creators
- are having a ball."
- </p>
- <p> A wrecking ball, to judge from the competitive carnage unleashed
- at the Walnut Creek Virtual World. Exiting the Explorer's Lounge,
- our Virty Half-Dozen are ushered into a briefing station where
- they watch a slick six-minute instructional film. It stars Joan
- Severance as a macho pilot ridding the solar system of some
- intergalactic scum. Just as take-charge is the mission's real-life
- guide, code name Tiger, a young woman in a lab smock who looks
- like Winona Ryder and talks like Chuck Yeager. In rapid-fire
- cadences, Tiger spits out a fat manual of directives for piloting
- the vehicle behind the next door. Any astronaut or shop major
- would swill down this info in a trice, but Cyber Rick, the neophyte,
- is lost in space. So he tries reasoning with his adversaries,
- battle-hardened BattleTech veterans all. "I come in peace,"
- he says portentously. The gunsels snicker.
- </p>
- <p> In the Containment Bay the pilots crouch in their cockpits and
- play with their joysticks, throttles, laser-gun buttons and
- myriad other guy stuff. Then the mayhem commences. Dramatically,
- the scene is rich--pilots directing their robots to roam the
- area and shoot everyone who moves--but for Cyber Rick it isn't
- pretty. He must have left his lightning instincts, his sociopathic
- aggressiveness, his testosterone, at home. Everywhere he tilts
- his scanner, the robots are after him. And they're firing like
- crazy. Go to it, brain! Attack wildly. Retreat cravenly. Mayday!
- Mayday!
- </p>
- <p> Afterward, an elaborate printout of the combat reveals how merciless
- video virtuality can be. Read it and weep: "Spydre severely
- ravages Cyber Rick's left torso...Cyber Rick's right torso
- is vaporized by Rayvin...Demon Dave severely damages Cyber
- Rick's right hip section...Steve vaporizes Cyber Rick's
- searchlight!...Cyber Rick ejects as JT reduces Cyber Rick's
- Loki VI to rubble!" Spydre finishes the combat in first place,
- tallying 2,570. Cyber Rick pulls a -1,492. Good year, rotten
- score.
- </p>
- <p> Back in the lounge, the group gets to replay the whole edifying
- experience on video monitors. There's lots of male bonding and,
- for Cyber Rick, male gagging. One of the gunslingers helpfully
- suggests that the loser cram for the next mission with the aid
- of a flight manual, available in the lobby. "Thanks for the
- advice," Cyber Rick responds as he slinks away, "and you're
- real good at killing. Now let's see you write a movie review."
- A last gasp from the Gutenberg era as it cedes power to a generation
- of virtual virtuosos.
- </p>
-
- </body>
- </article>
- </text>
-
-