Summary
VR is an exciting development in the realm of gaming technology, but it’s not without its limitations. Ironically, many of these limitations stem from the greater freedom and immersion offered by things like full limb movement and articulation, which restrict players to the logic and movement capabilities of their own corporeality. But the upcomingBatman: Arkham Shadowcould very well find a smooth way around these limitations.
Batman: Arkham Shadowis the next game in theArkhamseries, developed by Camouflaj rather than Rocksteady, the long-time guardian of theArkhamIP. It’s fitting that a new studio should be taking over forShadow’s development, though, as its first-person VR framework is sure to present a radically different experience for players. At the same time, the game will have all the staples of classicBatman: Arkham, building its gameplay around investigation, combat, stealth, and gadget-based puzzles. It’s through these gameplay pillars thatShadow’s VR features can truly shine.
Batman: Arkham Shadow Can Be a Great Venue for VR Gameplay
Batman Is Uniquely Suited to VR Gameplay
After gettinga good look atBatman: Arkham Shadow’s gameplayat Gamescom ONL, it’s reasonable to have high hopes. The showcase gave a glimpse into how the titular hero’s combat and stealth will function in the game, while unveiling a number of his signature, slightly implausible gadgets. More than anything, the footage shows how these gameplay pillars will hopefully synergize with the staples of VR design.
For one thing, gadgets seem like a remarkably good fit for VR, as actions like throwing batarangs and firing grappling hooks will likely feel better in virtual reality than in traditional gaming, as players have more control over their maneuvers and can experience a more tangible feeling of having these tools ‘in their hands.’ This could setArkham Shadowapart from the likes ofa theoreticalSpider-ManVR game, which would inevitably be more focused on physicality and motion sickness-inducing acrobatics, coupled with superhuman speed, that could come across as unnatural for most players.
Part and parcel with Batman’s character is the fact that he is not a superhuman — he is merely a highly capable individual with incredible willpower. This could reduce potential issues of dissonance between the player and their in-game avatar, as it will pair better with their real-world physical limitations. SinceArkham Shadowis seemingly a traditionalBatmanstory, it’s safe to say that gameplay will be more centered on methodical, thoughtful movement, more than unwieldy feats of strength or unrealistic combat prowess. Hopefully, this will translate to smooth, natural combat, stealth, and puzzle instances, suitable for the Caped Crusader.
What Batman: Arkham Shadow Still Needs to Show
Central to Batman’s identity is his role as a detective: any of his stories ought to focus as much on analyzing clues and using his deductive powers as pummeling and intimidating villains. Luckily, these activities also seem uniquely suited to VR.
Amongthe defining elements of theArkhamseriesis the emphasis on these detective sections, and the franchise’s traditional investigative gameplay could translate seamlessly to VR, as they require close attention to detail and observation. Given the first-person perspective and the greater degree of control inherent to VR gameplay, it’s easy to imagine immersive, engaging detective segments inArkham Shadow. Players can get up close and personal with crime scenes, rifling through clues with their own hands and digging through even the most granular of details.
Of course,Batman: Arkham Shadowstill has a bit to prove, as it’sa major departure from theArkhamfranchise’s roots, not to mention the fact that it’s being developed by a different studio. But it can reasonably lean into its VR roots without losing the identity of its central hero, which is not something that can be so easily said about other potential superhero VR adaptations.