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“Batman: Arkham Shadow” proved that the VR game was not just a gimmick


There’s a tendency for VR games to look like gimmicks – forgettable spin-offs of better-known franchises. A last ditch effort indeed Batman Arkham VR it was exactly that – little more than a vaguely interactive film. However, that is not the case here. Shadow of Arkham is an ambitious, full-length ride with a satisfyingly layered and twisting narrative (expect 10-15 hours of playtime). He has time and space to change his world, giving players a chance to spend a lot of time outside of the bat suit with Batman undercover at Blackgate Prison in the character “Matches Malone” for most of the game.

It boasts a wide range of allies and enemies to face (some of them Shadow (which positions it as a prequel, has yet to take its place in Batman’s rogues gallery) and even has some star power in the voice acting – Roger Craig Smith returns to voice Bruce Wayne/Batman with gravel-voiced menace, and Elijah Wood takes over as the pre-Gorgood Jonathan Crane. There is nothing tricky about it.

All of this is supported by powerful gameplay mechanics that make you truly feel like Batman like never before. Camouflaj expertly adapted each column making it commonplace Arkham great games – stealth, combat, exploration – into an immersive, first-person VR experience.

Little touches like turning on Detective Mode – a visual filter that highlights clues around you – by lifting the controller to the side of your head will quickly make you feel like you’re actually wearing the infamous hood, while the stealth gameplay is a real treat. It’s easy to feel like Batman’s self-cultivated urban legend, sneaking out of the shadows and taking out the Rat King’s henchmen, hiding from air vents to make a ruckus, or hoisting them up to dangle desperately from a perch.

When stealth isn’t an option, melee combat creates the same beautiful flow state as the original Arkham games. Use uppercuts, kicks, kicks, twin punches, etc. to break through the defense. you’ll beat enemies directly one-on-one by switching between them, then juggling groups of enemies to tap blocks and counters in real-time with ease.

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A warning on the side of your vision indicates incoming strikes – flick an arm to the side and you’ll block an off-screen attack, instantly focusing on the next enemy while sweeping your arm without pressing the Quest controller’s triggers. head for a curveball. All the while, you’re building a charge for devastating finishers that hit the ground with punishing weight. You feel like an unstoppable badass because you’re doing everything with your fists rather than hitting the controller’s buttons.

Throw in the ability to start an encounter with a brutal swipe or a well-aimed Batarang, or to stun enemies with smoke bombs, and it’s enough to make you think you could really take on dozens of masked assailants in real life. You can’t, so don’t try, but the fights here are intense enough that it feels like a workout – a class of body combat that the game often drops, and it makes for a gaming experience that’s only possible in VR.

Virtually unbeatable

that’s the magic Shadow of Arkham— it perfectly balances the experience console and PC gamers have come to expect with the immersive elements unique to VR. While there are plenty of other great games in VR—Asgard’s Wrath II, The Room VR, and of course Beat the saberto name just a few – they all promote virtual reality gaming to a comparatively few, converted. Although Batman is the world’s most popular superhero, he always brings that elusive crossover appeal. With the promise of an untold story in one of its most popular settings, it has the potential to attract new players and draw them into the VR ecosystem.

Of course, to some extent Camouflaj is just playing the hits here, remixing the best parts of Rocksteady’s original. Arkham Games for VR — there are even plenty of collectibles to hunt down, scattered around Gotham by rat cultists, Riddler Trophies, like in previous games, often require solving a puzzle or acquiring new Bat-tech to reach. . However, there’s a comfort in that familiarity, which makes it easier for players to make the transition to VR.



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