The movie does not open in the USA until November 22, but it should also perform well here, and in the rest of the world, based on the warm critical reception its received, so far. But once again, you can be 100% sure it's gorgeous.
This Coco VR experience is even coming to Rifts installed in select Disney stores and movie theaters ahead of the film's release on November 22, providing a new way for people to be introduced to both the film and VR headsets.
Above: The world of Coco VR. The film follows a 12-year-old Mexican boy named Miguel (Anthony Gonzalez), who yearns to follow in the footsteps of the legendary musician Ernesto De La Cruz (Benjamin Bratt) despite the protests of his grandmother (Renee Victor), who bans music in the family. You can journey through the Land of the Dead (based on Mexico's holiday tradition of Dia del los Muertos) with up to three other people in VR.
Coco VR takes you behind the scenes, with unreleased footage, actual concept art, and storyboards from the film. The most fantastical, and most attractive is a ride on a gondola high above a stunning floating cityscape of rich colors and endless lights. You can model outfits or decorate your calaca head.
This is used to varying degrees of success.
Representatives from Oculus and Pixar said there shouldn't be any spoilers in the experience and that it could be good to view both before or after seeing the movie. Find tickets here for movie times near you! This is both fun and highly entertaining.
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Above: Up to four people can join each other in Coco VR.
Sondheimer said that it took a while for Pixar to embrace VR because "we are kind of control freaks at Pixar". "It's the first social experience my team has been involved in". It's like what it feels like to go into a Pixar set or environment.
The underlying goal? "Just joy", Sondheimer said. "Without the social aspect, it would have been hard to understand what the other person was seeing". "In VR, you can actually go on an adventure with a friend". "This felt like a really natural physical narrative environmental fit".
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VR studio Magnopus brought the movie art to life in VR and added social and interactive layers. But with Coco VR, you quickly understand that the point is to feel like you're getting a taste of the universe around which Coco was made, and that the producers were entirely focused on making that taste as enjoyable as possible in its own right.
"We talked about doing a project in VR for a while", he said. Even though they are imaginary, we want them to be believable and researched and true.
And if the folks at Pixar want to do more with VR?
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