A first look at Peridot, the new AR game from the creators of Pokémon Go

My pet Orzo was panting, excited to bring me the tennis ball I had thrown a few feet away. Orzo’s eyes were bright and it wagged its tail. “Good job, buddy!” I cooed. Orzo indicated it wanted a belly rub, so I obliged. 

Orzo is not a real pet. It is a virtual creature on Peridot, a new mobile augmented-reality game from Niantic, the company behind Pokémon Go, that’s launching in app stores today. The idea of the game is for players to raise and nurture Dots, the term used for its cadre of cartoonish characters. I got a sneak preview of what it’s like ahead of today’s release.

Peridot is heavily inspired by Tamagotchi, the virtual-pet phenomenon of the ’90s. “Peridot is the modern-day spin on the original Tamagotchi,” Ziah Fogel, Peridot’s director of product, said at a press preview last Wednesday.  

That’s an accurate summary of the game. When you look at your surroundings through the app, you can see your virtual pet running, hiding, and navigating around real-life obstacles. The pets are cute enough, and as someone who wants a pet and loves animals, it gave me similar fuzzy feelings to actually having one. However, I found the game play a little repetitive, and the game drained my phone’s battery unbelievably quickly. 

The big question is whether Niantic can re-create the success of its blockbuster game Pokémon Go, which became a cultural phenomenon in 2016 as players chased characters in a frenzy to score rewards. Niantic followed up with games inspired by other franchises like Harry Potter, Catan, and Transformers, but this is its first original in-house game since Ingress, the company’s first AR game in 2014. A lot is riding on it.

With Peridot, Niantic is veering away from franchises and creating an entirely new world with new characters. All Dots are unique, according to the company, created using in-house algorithms that mash together creatures inspired by the real (for example, cheetahs), the legendary (yeti), and the imaginary (unicorns). Other algorithms affect physical attributes like skin texture and plumage. When Dots mate with each other, an entirely new being “hatches,” each combining Dots parents’ algorithmically derived genetic code.

Fogel said these algorithms ensure that no two Dots will ever be alike: “The number of combinations—2.3 x 1024—surpasses the number of stars in the universe and granules of sand on Earth.”

Like Tamagotchi, the game begins with an egg. I chose a granite one, which cracked open to reveal a round, fluffy silver animal with huge anime eyes. I had just made a grocery list before playing, which was probably why I decided to name my virtual pet Orzo. In my dimly lit office, Orzo ping-ponged off the walls, “foraged” into the carpet to unearth a snack, and then cuddled next to me, cooing after I “petted” it by rubbing its tummy on my iPhone screen.

While my Dot was “born” in my home, the virtual creatures are not intended to be homebound. Niantic sees Peridot as an outdoor game, just like Pokémon Go. “We want to inspire daily movement,” says Fogel. 

Peridot does this by rewarding players with prizes for milestone numbers of steps they’ve taken or distances they’ve traveled while using the app. It also suggests local points of interest, like parks where people can take their Dots to hunt for food or trophies.

three AR screen views of Peridot with the author's character, Orzo, playing in the yard
Three screenshots from Niantic’s new AR game, Peridot, with the author’s character, Orzo, playing in her yard.
COURTESY OF THE AUTHOR

So I took Orzo for a spin in my backyard the next day. I played fetch with it and tried out  “foraging”: I drew a circle on my phone, and Orzo searched within the AR-generated space, sometimes finding food like a sandwich. The real-time mapping abilities of Peridot’s AR shined here, as Orzo was able to scurry into leaves, sit atop a puddle, and avoid a pole, convincingly becoming a part of the world as I viewed it through my phone. Strangely, the AR could not sense my shoe, and Orzo melted into it like a ghost, breaking the immersive illusion.

Like other games, including Pokémon Go before it, Peridot hopes to make money by getting players to buy in-game add-ons: accessories and treats for their pets, and even more Dots. Prices for these sorts of extras range from $2.99 to $99.99 in the beta version. Niantic is attempting to make money outside the game as well by selling physical merchandise through a partnership with Amazon, which will debut an in-app shopping experience called Amazon Anywhere. 

Niantic is trying to differentiate Peridot by concentrating on its coziness instead of the chase-and-capture mechanics of Pokémon Go. Cozy video games, like Animal Crossing and Stardew Valley, became popular during the coronavirus pandemic by focusing less on violence and competition and more on nurturing an animal or an entire farm. The repetitive actions rewarded consistency over joystick skill and offered a soothing, comforting vibe.

Technically, Peridot is fairly smooth. The real-time mapping mostly works, despite some hiccups. However, smartphone AR is a battery drain: after I’d spent 15 minutes playing with Orzo, my fully charged iPhone X was down to 15%.

Fogel admitted that battery drain was an issue in beta testing, saying that Niantic recommends Peridot run on “higher-end devices” like the iPhone 8 and above or Android models from the last few years. She suggested that players limit themselves to shorter sessions to save battery or run the app in the background to count steps. “It’s hard on a device to run AR all the time. It heats up devices. We encourage shorter game play,” she said.

Wolfgang Broll, who heads the Virtual Worlds and Digital Games Lab at the Ilmenau University of Technology in Germany, believes the fact that Peridot is still trapped on a smartphone screen will be an issue. He thinks AR games really need AR glasses to take off. (Niantic says it will remaster Peridot if and when AR glasses become available.)

That may be, but as I write this, I’ve had Peridot for 48 hours and I’m already bored by it. If I were a child or someone using AR for the first time, I might have played longer. Orzo is cute and impressed me with its ability to dash around objects, but it might take more than endearing animals and decent technical skill for Peridot to change the AR gaming landscape.

Updated: This article has been amended to specify the name of Amazon’s in-app shopping service, Amazon Anywhere.

Snap is launching augmented-reality mirrors in stores

Snap is planning to launch augmented-reality mirrors that allow shoppers in stores to instantly see how clothes look on them without physically trying them on, the company announced today. The mirrors are going to appear in some US Nike stores later this year, and in the Men’s Wearhouse in Paramus, New Jersey.

The mirrors are part of Snap’s new effort to move beyond the AR lenses in its Snapchat app and start offering AR products in the physical world. At its annual Partner Summit today in Santa Monica, California, the firm also announced it will be launching AR products for music festivals and in vending machines.

“Our goal is to have people use their time more efficiently in the world instead of getting immersed in a virtual one,” says Bobby Murphy, Snap’s chief technology officer. 

The AR mirrors were first tested at the Williamsburg location of Nike in New York last fall, allowing customers to virtually try on Nike clothing and score discounts by playing an AR game. The test was deemed a success, and now Nike is deploying the technology in more stores across the US. 

AR has powered Snapchat filters and Lenses (the company’s term for its in-app AR experiences) for years, but these additional uses of the technology create a potential revenue stream for Snap outside the social media platform’s app.

Last month, Snap launched AR Enterprise Services, or ARES, selling its AR technology to brands so that they can use it in their own apps, websites, and stores. The AR mirrors at Nike and Men’s Wearhouse are part of that ARES initiative.

Today, Snap said it is also launching a series of AR vending machines in partnership with Coca-Cola over the coming months. When customers wave their hand at the machine, it will open a “portal” where they can get a soft drink, check out merchandise, earn rewards, and play games, all controlled by hand gestures.

Snap is also launching new AR capabilities in its Snapchat app for 16 live music festivals this summer, including Bonnaroo in Tennessee, Governors Ball in New York, and Lollapalooza Paris. Audience members will be able to use an AR compass and 3D map inside the app to navigate around the festivals. And a set with DJ Kygo, also this summer, will feature exclusive visuals viewable only via AR.

I just watched Biggie Smalls perform ‘live’ in the metaverse

For a moment on Friday, Biggie Smalls was the only man on stage. A spotlight shone on him and his red velvet suit, and amid pre-recorded cheers, he rapped the lyrics to “Mo Money Mo Problems,” his orange sneakers swiveling to the beat.

You wouldn’t be wrong to be confused. Smalls died in 1997 when he was shot at the age of 24, leaving an outsize musical and cultural legacy as one of the greatest rappers of all time. But Smalls—whose real name was Christopher Wallace—was in full form on Meta’s Horizon Worlds metaverse platform on Friday: heaving between stanzas, pumping his fist rhythmically, and seeming very much alive. The performance can be seen here but may require logging into Facebook.

Smalls’s hyperrealistic avatar is not just an impressive technical feat. It is also a crucial test of two big questions we’ll soon face if metaverse platforms gain traction: whether people will pay to see an avatar of a dead artist perform, and whether that business is ethical.

Smalls isn’t the first dead artist to be resurrected. Hologram performances have long been a controversial but popular way of reanimating musicians who have passed away: Buddy Holly, Whitney Houston, Michael Jackson, and Amy Winehouse have all been turned into holograms for gigs held after they died. One of the most notable hologram shows was by Smalls’s rival Tupac Shakur, who died in 1996 but “performed” at Coachella in 2012.

Holograms, however, are inherently limited. They require audiences to sit at a specific angle to get the illusion of the artist performing in 3D. The metaverse offers a way for people to see a more lifelike avatar and even potentially interact with it—something the team behind Smalls’s gig hopes to be able to offer in the near future.

What’s remarkable about Smalls’s performance on Friday was the realism. His moves, mannerisms, and facial expressions were stunningly lifelike. 

But there were some hiccups to remind viewers that Smalls was an avatar. In scenes with live rappers, Smalls seemed to stumble into his co-performers. When other rappers supported his lyrics, Smalls would sometimes wander out of the central circle where he was performing, not responding to his fellow rappers the way a living human performer would.

Smalls’s avatar was more “natural” off-screen, in pre-recorded digital segments where his likeness roamed through ’90s-era Brooklyn. His movements weren’t unnatural, his clothes were wrinkled, and his head turned and hands moved in ways that made it hard to tell this person was a digital creation.

The technology behind this visual feat has been years in the making, says Remington Scott, the VFX director responsible for creating the Smalls avatar. Scott is the founder of Hyperreal, the studio behind the motion capture that made Andy Serkis’s Gollum character come to life in The Lord of the Rings. (In this new case, an actor was used, but the avatar incorporated the same techniques.) “When we used this technology in feature films, it would take six months and millions of dollars,” Scott says. “Now, we can do it in six weeks and at a much lower cost.” 

The team gathered dozens of hours of footage from home videos and family photos to help create Smalls’s avatar, Scott says. This reference imagery was used to incorporate minuscule details into the avatar, down to the corners of Smalls’s eyes or the way his skin furrowed when he made certain expressions.

The team created a database of “micro-expression reference materials,” analyzed “pore-level resolution imagery,” and tracked the elasticity of sub-skin layers to understand how Smalls’s facial skin moved, Scott explains. Those minute changes in facial expression were crucial to creating as real an avatar as possible. 

All that research paid off. “I have seen the avatar throughout the process of building … and it looks very real to me. I see my son’s characteristics in the detailing,” his mother, Voletta Wallace, said via email. “The avatar turned out to be all that I hoped for.” Scott says that when the team unveiled Smalls’s avatar to Wallace, she said, “That’s my Christopher.”

“There wasn’t a dry eye in the room,” Scott recalls. “At that moment, we surpassed any technical achievements we were striving for and were in the realm of emotionally real simulations.”

Part of the reason Smalls was a prime contender for a VR concert was that he was a star with no live recorded performances. “Biggie lived through two albums and never went on tour,” says Elliot Osagie, founder of Willingie, a digital media company that collaborated on the event. The virtual performance was an opportunity for fans to finally see their hero live—and introduce a new generation to a legendary rapper.

That’s where Wallace, who is also executor of his estate (estimated to be worth around $160 million), comes in. Although it was an emotional project, there’s no question that it was also a business opportunity: Scott says that Wallace and her son’s estate had been searching for “opportunities to bring him back to reengage with his fans and build a new fan base.” The latter part is particularly important: Smalls’s peers are Gen Xers who are only getting older. Putting Smalls in the metaverse, an arena that is dominated by younger generations, could expand his audience. Wallace confirms this: “I envision more concerts, videos of his music, commercials, animation, films, and more opportunities in the metaverse.”

Wallace, Hyperreal, Willingie, and Meta refused to disclose how much Wallace’s estate paid for the avatar, or how much Meta paid for exclusively hosting the VR concert. Meta also did not respond to MIT Technology Review’s questions about its role in the concert but did insist that the event—which was held on the company’s flagship metaverse platform, Horizon Worlds—was not held in the metaverse, but rather in virtual reality. When asked to clarify what the metaverse was, Meta did not respond.

However, Scott says that what differentiates his company’s avatars from traditional ones is ownership. With other avatars, “the actors and performers don’t subsequently have rights,” he says. “But our model is to flip that. We create digital identities for talent and then move forward.” In Smalls’s case, his estate had full input into creating his digital twin.

But how do you ensure an artist has a say in what can or cannot be reproduced? “That’s the million—or should I say billions-of-dollars question,” says Theo Tzanidis, a senior lecturer in digital marketing at the University of the West of Scotland, where he has written about the hologram and metaverse music business. 

For the most part, celebrities and artists do not currently include clauses in contracts or wills about how they would like their likeness used in the metaverse or by artificial intelligence, but Tzanidis would not be surprised if the practice were to begin soon. 

We have no possible way to know if Smalls would have consented to this use of his likeness, though—and there is no way he could have conceived of a platform like Horizon Worlds.

To Osagie, it’s important to make sure an avatar remains true to a given artist’s era and doesn’t do anything that person couldn’t have conceived of. He uses an upcoming metaverse project with a jazz legend as an example: “Miles Davis had a career that lasted decades. If you wanted to tell a story about his music, that’s cool. If you wanted to animate his avatar and have him playing cards with Drake—well, that’s not something that could have happened. The real line for me is that the artist is doing what they were doing.”

That may make sense. But in a future where avatars become increasingly lifelike, business expands, and the line between the metaverse and real life is blurred, it may be entirely possible for Miles Davis to play cards with Drake, with or without the approval of either person’s estate.

Even the creators of Smalls’s concert took creative liberties. One scene showed Smalls’s avatar on the balcony of what is presumably his apartment; the camera pans over a portrait of former president Barack Obama embracing Smalls, an event that could not have happened because Obama was elected more than 10 years after the musician’s death. At least twice, Smalls is shown answering a smartphone, a product that wasn’t available during his lifetime.

Tzanidis thinks the lack of legal framework is problematic. And it goes far beyond the traditional confines of art, in his opinion: “What if you could return back and ask people [historical figures] what they did? What if you could get training from people in your field? What will happen when we can re-create previous timelines?”

That vision is already happening: a digital version of the American golfer Jack Nicklaus is set to launch soon on an as-yet-undisclosed virtual platform. Fans will be able to interact with him, and he’ll offer golfing tips and stories recounting his wins.

Nicklaus was fully involved in the creation of his avatar. But Smalls wasn’t. And there is no way to confirm that his wishes matched his mother’s. “For the metaverse, there is no rulebook, no rules,” Tzanidis says. “There should be.”

Osagie says that Thursday’s concert is not the end for Smalls’s avatar. He and Scott are exploring expanding into other gigs and games, as well as putting on a Coachella performance by Smalls. Scott is excited by the prospect. “The metaverse is another reality, and within this one, Biggie is still alive, and I love that world,” he says. “I think a lot of fans will love that world.”