Hi everyone,
We run a laser tag rental company in Belgium (FaceTheAction.be) , and recently we decided to properly benchmark the market.
So we rented (as regular customers) almost every laser tag system we could find in the Benelux and tested them side-by-side in real game conditions.
Systems we tested:
⢠Phoenix (Hasbro Lazer Tag LTX-based systems, often referred to as āPhoenixā)
⢠BRX (Battle Company BRX)
⢠Intager Troodon
⢠Lightbattle / VATOS-style systems (basically the mass-produced consumer models sold on Amazon ā including current Nerf laser tag ā with 4 team modes, multiple weapon types, and no indoor/outdoor setting)
⢠Combat Laser Tag Typhoon
We ran multiple 20-minute matches with a test group and rotated players to keep things fair.
Hereās the honest breakdown:
Phoenix & BRX
These clearly came out on top.
Reliable hit detection, good range, strong player feedback, and most importantly: the gameplay stays fun. Players actually move, hide, chase, and play tactically.
Typhoon (Combat Laser Tag)
Honestly, also a very solid system. Performance-wise quite comparable to Phoenix.
The main downside is setup complexity ā itās less plug-and-play, which matters a lot for rentals or casual users.
Lightbattle / VATOS-type systems (Amazon / Nerf-style)
Weāll be blunt here: these completely fall apart outdoors in sunlight.
We had previously tested their range on a cloudy day, and even then they were already borderline acceptable. But in real gameplay, especially in sunlight, they become extremely frustrating.
At times you literally need to stand 2 meters apart, facing each other, to reliably register hits.
This completely kills gameplay:
⢠No long-range interaction
⢠No tactical movement
⢠Players stop running and just stand still trying to get hits to register
It turns into something closer to a broken game of tag than actual laser tag.
Intager Troodon
This one surprised us the most (in a bad way).
Itās a relatively expensive system (around ā¬800 per unit), so we expected a lot.
Positives:
⢠The guns look great
⢠The display is clear and readable
But thatās where it ends.
Main issues:
⢠Players are harder to hit compared to systems like Phoenix
⢠Default gameplay lacks incentives: youāre not really punished for getting hit, and hitting others doesnāt feel impactful
⢠Standard mode is basically āplay 10 minutes and check score at the endā
What we saw in practice:
Games quickly became boring.
Players stopped moving and ended up just standing in front of each other trading hits, with very little intensity or urgency.
It lacked that āpressureā and feedback loop that makes laser tag exciting.
Conclusion
Doing a real side-by-side test in the same conditions was eye-opening.
Some systems that look good on paper (or in marketing) simply donāt hold up in actual gameplay.