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Batman: Arkham VR(1)

10/11/16

What would a Batman game be like if his feet were glued to the floor? That may sound like one of the worst decisions a developer could ever make, but Rocksteady Studios turns this improbable scenario into an engaging experience in Batman: Arkham VR, a short narrative-driven game designed exclusively for PlayStation VR. 

Batman stands stationary throughout most of this adventure, but his detective skills and wonderful array of gadgets are put to good use. Rocksteady’s other Arkham games give us a more complete look at Batman’s multifaceted capabilities (skilled combatant, acrobatic city navigator, etc), but this VR experience does one thing better: it brings you directly into his suit, and I can’t stress just how cool it is to see Gotham through his eyes.

When you put on the VR headset, you can’t help but think you are dawning the pointy ears and mask. Rocksteady hammers this sensation home numerous times – most notably with mirrors that show your transformation into the Caped Crusader. Having Batman stare back at you and mimic your subtlest movements in a mirror is surreal, and it looks great. If you lean into the mirror, he leans in with you, and gets uncomfortably close.

Although Batman can’t move about an environment freely, two Move controllers double as his left and right hands. As beautifully rendered as Gotham is, immersion is slightly lost when you look at his hands, which are not connected to any limbs, making him a more likely relative to Rayman than Thomas and Martha Wayne. When you look down, you also won’t view Batman’s body, and instead see a floating utility belt outfitted with batarangs, a scanner, and a grapple gun.

Regardless of the ghostly design, Rocksteady does a decent job with the gameplay, which stems from basic hand movements. Simple gestures are your main form of interaction, like reaching out to press a button or open a drawer. You can also toss a batarang at a stationary target (with the heaviest of auto-targeting applied), or aim the grapple gun at a highlighted spot to reach a new area. 

I’m disappointed that the batarang requires little in terms of precision (you basically just have to move your wrist), but using the scanner to hunt for clues is good fun, and it works well. I ran into some instances where the PlayStation camera lost track of my hands and they disappeared, leaving me with no way to interact, though these moments didn't disrupt the fun for more than a few seconds. The precision the Move controllers enable is captured best in a one-off gameplay sequence where Batman has to reconstruct a broken item in 3D space. You have to rotate the objects and connect them properly; enjoyable moments like this are more Batman: Arkham VR’s specialty than meaty gameplay chunks. Regardless of how little you actually do, the points of interaction are designed well, and reinforce the feeling you are doing the kind of detective work only Batman can accomplish.

So what is Batman doing in this game? Rocksteady begins this short story (40 minutes to an hour) with a scene we’re all familiar with: the death of Bruce Wayne’s parents. Through VR, we now see this tragic event unfold through the eyes of young Bruce, who is standing behind his parents as the crime unfolds. Seeing it from this viewpoint is disturbing, but shows how much this gaming medium can amplify the intensity of a particular scene. This moment offers no interaction (other than turning your head), and like a lot of sequences in Batman: Arkham VR, is more of a movie than a game.

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