Paramount Pictures’ horror film franchise Paranormal Activity is spawning a new virtual reality video game. VRWERX, a division of Beast Media Group dedicated to virtual reality content, is announcing a Paranormal Activity VR video game to be released in 2016 for all major head-mounted displays including HTC Vive, Sony’s Project Morpheus, Oculus Rift; PC; mobile; and consoles, including Xbox One and PlayStation 4.
Paranormal Activity is the second highest-grossing horror franchise of all time and has earned more than $800 million worldwide to date. The sixth film in the series, Paranormal Activity: The Ghost Dimension, will be released in October.
“’Paranormal Activity’ is the perfect property for VRWERX. This franchise represents a huge audience that loves visceral, unbridled terror, which we intend to intensify through the incredible immersion that only virtual reality enables,” said Russell Naftal, Beast MG Co-Managing Partner. “Our goal is for the ‘Paranormal Activity VR’ video game to not only be the scariest game you’ve ever played, but the scariest experience you’ve ever had!”
Industry veterans Alex Barder and Russell Naftal recently joined forces to launch Beast MG, an entertainment company with an IP-centric focus that leverages its two-way relationship with audiences to provide content with greater engagement. The two then launched VRWERX to focus specifically on virtual reality content, with a game development team comprised of some of the industry’s most innovative game designers and developers, whose credits include Call of Duty, Homefront, Madden, Defiance and many others. The division is not only creating games but also has several other virtual reality entertainment experiences in development across multiple genres.
“There’s never been a more exciting time to be in our space. The convergence of new platforms, original formats, revolutionary ways to engage audiences and advanced monetization strategies have given birth to a renaissance in media and entertainment,” said Alex Barder, Beast MG Co-Managing Partner. “We’re embracing the future and building an agile business that innovates, evolves and delivers entertainment content to a fragmented global audience who watches, plays and experiences on their terms.”
“Virtual reality provides exciting new ways for audiences to interact with our film franchises,” said LeeAnne Stables, President of Consumer Products for Paramount Pictures. “’Paranormal Activity’ is an ideal fit and we look forward to further terrifying our fans through these new technologies and platforms.”
Paranormal Activity
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