Virtual reality offers a unique advantage over traditional video games on screens: it allows you to truly step into someone else`s shoes. And Batman is a character many have dreamed of becoming.
The Batman: Arkham series brilliantly captured this fantasy, establishing a blueprint for superhero games. Now, Batman: Arkham Shadow, a new VR game from Camouflaj, lets players fully embody the Dark Knight.
Arkham Shadow is heavily inspired by Rocksteady`s original Batman games. Set in Blackgate Penitentiary, it`s a focused experience, reminiscent of metroidvanias, aiming to recreate the atmosphere of Arkham Asylum in VR.
The game`s title has a double meaning. The immense success of Rocksteady`s first Batman game initially overshadowed this VR title upon its announcement.
Camouflaj studio founder Ryan Payton mentioned the initial mixed reactions to the game`s announcement. While the trailer garnered millions of views, many comments expressed disappointment that it wasn`t a traditional console or PC game. The team understood these concerns, acknowledging the long-awaited return of the franchise and fan expectations for a flat-screen experience.
Despite initial skepticism, Arkham Shadow has gained positive reception since its release. It`s a game that needs to be experienced to be truly appreciated.
Taking on the Batman mantle was both exciting and intimidating for Camouflaj. While a simpler Batman game was possible, the Arkham legacy demanded more, particularly Batman`s signature fluid and impactful combat.
Payton initially doubted the feasibility of translating Arkham combat to VR. However, a design director at Camouflaj confidently asserted it was possible, envisioning Batman`s combat style as “punching across the room,” rather than simply moving and striking. This insight became the foundation for developing the surprisingly intuitive VR combat system.
The combat works exceptionally well. Similar to the original Arkham games where Batman seems to magnetically strike enemies, in VR, players physically throw punches to attack and raise their arms to block. After four years of refinement, the system is polished and responsive.
VR introduces unique design challenges. Arkham Shadows unintentionally highlights ludonarrative dissonance in a new way. While players embody the superhumanly fit Batman, the physical exertion of VR gameplay, with its punches and movements, can lead to player fatigue. This necessitated careful pacing, balancing combat with exploration and puzzles, and adjusting the number of enemies encountered.
Payton noted that enemy count is reduced by about 20% compared to Arkham Asylum to manage player cognitive load. Interestingly, post-launch feedback revealed players desired combat challenges without time limits. Many engaged in extended combat sessions, treating the game as a workout, highlighting the physical engagement of VR.
Camouflaj`s stealth game background, including Payton`s work on Metal Gear Solid 4, informed the stealth mechanics in Arkham Shadow. Adapting Batman`s stealth tactics, like using gargoyles and vents, to VR was a natural fit. Detective Mode, a vision enhancement highlighting enemies, provided players with necessary visual information, building upon Rocksteady`s design.
Payton recalled Rocksteady`s concern about players overusing Detective Mode in Arkham Asylum. Camouflaj aimed to avoid this, and metrics suggest players are effectively balancing Detective Mode with regular vision in Arkham Shadow.
The seamless translation of the Arkham experience to VR in Shadows truly makes players feel like Batman, even with physical fatigue. Looking down and seeing Batman`s gloves, gadgets, and suit enhances immersion. VR`s capacity for character embodiment is central to the game. However, a mid-game twist elevates the experience, challenging Batman and the player to adopt a different perspective.
Payton emphasized his focus on thematic depth. He aimed to tell a story where Batman learns empathy, a concept Warner Bros. embraced. Inspired by the earlier Arkham games, particularly the less empathetic portrayal of Batman in Arkham Origins, Payton saw room for character growth. This led to bringing back Roger Craig Smith as the younger Batman to explore a narrative where Batman and Bruce Wayne confront perspectives they previously opposed. Payton felt this empathy-focused story resonated with the immersive nature of VR and offered a relevant message in today`s world, promoting understanding different viewpoints.