Case Study
Bullet
Train VR
Turning a film launch into a playable hunt.
Client
Empire Entertainment
Year
2022
Category
Entertainment
Region
MENA
Services
At a Glance
The case film showing how we turned a movie launch into a playable VR hunt.
01 — The Brief
Launch a cult Japanese film with a bang in MENA.
Bullet Train is a movie adaptation of the Japanese book “Maria Beetle” by Kotaro Isaka. While it had a cult following, not many had heard of it outside Japan. Empire Entertainment wanted to launch the movie in the region with a bang.
Objective: Non-traditional movie launch
Platform: Mobile VR (browser-based)
Entry: QR Code
Reward: Official movie merchandise

02 — The tension we challenged
Standard launches rely
on predictable promos.
A standard movie launch usually means familiar media and predictable on-ground promos. But this film is built on momentum: constant pursuit, escalating stakes, and one object everyone is chasing, the silver briefcase.
The film itself is an engine of pursuit. The marketing should mirror that energy — not describe it, but recreate it.
So we asked:
What if the audience did not just watch the chase, but joined it?



03 — The strategic reframe
Instead of advertising the story, we recreated the story’s emotional engine: the hunt.
We designed an experience that made moviegoers feel like they had stepped into the movie world, with the urgency and adrenaline of being inside the action, not outside it.
This is the Define moment:
Taking the brief as given, then defining the real job to be done.


04 — The Idea
Transport moviegoers
into the action itself.
The Bullet Train movie is an adrenaline-filled, non-stop action flick that any fan of action movies would enjoy. To help promote the movie, we transported moviegoers as if they were part of the action.
Format: Mobile VR — browser-based
Entry: QR Code scan
Quest: Find the missing briefcase
Reward: Official movie merchandise
05 — What We Made
A phygital, movie-accurate
experience end-to-end.
A phygital, movie-accurate experience that merged a physical environment with a digital quest.
Physical set: Movie-accurate station replica
Digital layer: Browser-based mobile VR
Entry: QR Code — zero friction
Game mechanic: Luggage identification quest
Reward: Official merchandise

This is the Deliver work:
Engineering the experience end-to-end so the idea lands flawlessly in the real world.
06 — How It Showed Up in the World
From physical set
to digital quest.
1. Scan
2. Play
3. Win
4. Repeat






And that is the Delight:
Removing barriers (no app), making it movie-accurate, and rewarding the audience with a tangible payoff.
07 — Impact
Box Office Success
Players in opening weekend alone
Highest number of players by country — more than half of total
Grossing movie in MENA after the US






08 — Why This Matters
Participation over
interruption.
Because it shows what happens when launch marketing stops telling people about a film and starts inviting them into the film.
In Their Words
Working with Almost Impossible on Bullet Train was exactly the kind of bold, non-traditional thinking we look for. They took the film’s core story and turned it into a genuinely immersive 360° mobile web VR game that moviegoers actively chose to play. The QR entry point was brilliantly simple, placed directly on the movie posters, so audiences could scan and jump in instantly with zero friction and no app download. The concept was tight, the execution was polished, and it created real participation and buzz at launch. Huge credit to Jobi and the team for the creativity, speed, and collaborative spirit. They delivered an experience that truly cut through.
Work Delivered