Review of ‘Stranger Things VR – An Artful but Boring Brand Engagement

The VR game

Stranger things VR is a visually intense retelling from Tender Claws. They are known for their bizarre and wild VR experiences such as Virtual Virtual Reality (2017) and The under Presents(2019). While Stranger Things VR showcases the studio’s patently deft art direction, the game feels distinctly like an extended brand engagement experience that’s more concerned with prepping us for the show’s upcoming fifth season than treading any new or interesting ground.

Stranger Things VR Details:

Available On: Quest 2/3/Pro
Reviewed On: Quest 3
Release Date: February 22nd, 2024
Price: $30
Developer: Tender Claws

Gameplay

If you’re thinking of playing the VR game and you haven’t seen the complete four seasons of Stranger Things on Netflix yet, you’re going to be in for some serious spoilers from the moment you get past the loading screen.

And forget it if you haven’t seen the show at all, as you’ll have absolutely zero idea of who’s who and what’s going on, as the entire game is presented in a way that heavily relies on the user’s familiarity with major events and characters from the show. It is “Stranger Things VR” after all, so that’s to be expected to some extent, although it’s a shame the studio didn’t have the leeway to tell a more unique story within the franchise’s universe.

That basically leaves the VR game hamstrung to retread the main bits from the third and fourth season, albeit starting backwards from the biggest plot point reveal and moving into the main antagonist’s backstory.

Image courtesy Tender Claws

At first, the game seems dedicated to fleshing out the show’s villain Vecna, as it traps you in the terrifying world of the Upside Down and tasks you with finding your way out, all the while taunted by ghostly memories of Dr. Brenner. The game has some interesting movement and light combat, but the main focus is on navigating through mazes linked by gateways in Demodogs’ minds and giant flowers with Demogorgon’s heads. This aspect is trippy and weird, but I love it. It’s beautiful and surreal, yes, but there is no real payoff outside of that. It’s beautiful and surreal but it’s not worth the effort. This could have been used more effectively in puzzles, boss fights, or even parkour. Instead, you’re ejected from Vecna, and only ever get to use a sliver of those abilities as Eleven, who is significantly less fun as a playable character.

That said, it took me around four hours to complete all nine chapters, and a little more to tool around with the bonus mixed reality games, which are fun but brief. The ending left me feeling about as bored as I was during the entire game, albeit with a credit roll and outro music as the only real indication it was all over.

View post on imgur.com

Immersion

The game’s visuals are highly stylized, and at times can be absolutely jaw-dropping. Despite some distinctly lower quality textures and lesser poly counts than the gameplay trailer above would suggest,

View post on imgur.com

Stranger Things VR

clearly takes the mantra “every frame a painting” to heart.

In contrast to the lackluster gameplay I mentioned above, which at times felt more like a tutorial to something greater that never came, the game’s art and jarring surrealism does a lot of the heavy lifting.Image courtesy Tender ClawsThe game’s clear dedication to nightmarish surrealism and constant narrative switching comes at a cost to ’embodiment’, or feeling like you’re actually in virtual place and not just overly occupied doing some complex task. It’s the difference from being

immersed

in a movie or flatscreen video game and forgetting you’re sitting in a chair, and feeling like you’ve actually been transported to somewhere else. Being shuttled around from environment to environment and character to character so abruptly diminishes that ability to feel like you’re there and can trust the rules of the world, since you’re always left guessing where you’re going, who you are, what powers you have in what timeline, etc.

Still, the first half of the game does a great job of building up those mechanics that let you traverse chasms and stay out of the Demodogs’ reaches, although sadly enemy AI is pretty dumb, as enemies can oftentimes get hung up on game geometry and wig out stupidly.ComfortThere are two or three momentarily uncomfortable scenes that force artificial movement, and there are also a fair number of flashing lights that could be of concern to photosensitive users–the latter of which shows up as an on-screen warning before you start every game.

That said, it’s a fairly comfortable game thanks to a good number of options available to the user and an overall smart world design that respects the player, even in the face of Vecna’s ability to swing and move around on vines.

‘Stranger Things VR’ Comfort Settings – February 22nd, 2024

Turning

Artificial turning

Snap-turn
Quick-turn
Smooth-turn
Movement
Artificial movement
Teleport-move
Dash-move
(as Eleven) Smooth-move
Blinders
Head-based
Controller-based
Swappable movement hand
Posture
Standing mode
Seated mode
Artificial crouch
Real crouch
Accessibility
Subtitles Languages
English, Japanese, German, French, Korean, Italian, Portuguese (BR), Spanish
Dialogue audio
Languages

English

Adjustable difficulty
Two hands required
Real crouch required
Hearing required
Adjustable player height
Scroll to Top