Batman: Arkham Shadows -- Thrashing Thugs with Empathy in Virtual Reality

Virtual reality offers an edge over conventional flat-screen gaming by enabling you to assume a different identity. If there’s one iconic figure that people have often daydreamed about taking on, it’s Batman.

The Batman: Arkham series made a significant impact on the genre by setting new standards, with developer Rocksteady establishing a blueprint for future superhero games. However, with Batman: Arkham Shadow — the newest virtual reality title from Camouflaj — gamers have the opportunity to slip on the cape and become the Dark Knight themselves.

Much like Rocksteady’s initial Batman titles, Shadow draws significant inspiration from them. Taking place within Blackgate Penitentiary, this concise and targeted game adopts elements from Metroidvania-style gameplay to recreate the essence of Arkham Asylum but with a virtual reality twist.

To some extent, the game’s title can be taken literally – Rocksteady's inaugural Batman venture was so massive that when this virtual reality title was unveiled, it seemed nearly overshadowed by the colossal presence of that earlier project.

Many members of my team found it challenging when we unveiled the game on May 1st last year," said Ryan Payton, founder of Camouflage Studios. "Initially, there was immense excitement as millions viewed our trailer for Arkham Shadow. However, this enthusiasm quickly turned into significant worry, unease, and dread due to numerous negative remarks. This reaction wasn’t surprising since we were reviving a franchise that had lain dormant for years. Fans desired fresh content; however, several fans felt strongly that it ought to be developed solely for consoles or PCs with traditional screens. While their feedback resonated deeply with us and we acknowledged their viewpoints entirely, it did little to ease our own concerns.

While people still hope for another traditional Batman game, things have turned around for Arkham Shadow since its launch. It just needs to be played to be understood.

For Camouflaj, taking on the cape presented both a thrilling opportunity and a significant challenge. While they could have opted for a straightforward approach, similar to an escape-room concept that emphasizes Batman’s investigative skills, Arkham titles carry certain expectations. Foremost among these is the iconic portrayal of Batman’s intense, fluid fighting style.

When Meta approached Camouflaj about pitching this prequel game that comes after Arkham Origins, Payton initially doubted whether they could transfer the combat mechanics into VR while keeping them both intuitive and comfortable for players.

I recall ending the phone conversation, heading towards the design area with one of our design leaders, Ryan Darcy, and recounting the discussion to him; he simply gave me a look as though I had lost my mind," Payton recounted. "He remarked, ‘Surely we can adapt the Arkham combat system into virtual reality.’ In response, I sardonically queried, ‘Are you planning on having Batman use the left joystick to approach enemies and punch them in VR, moving from one opponent to the next?’ He replied, ‘Not at all, Ryan. When playing as Batman, he won’t be walking around the room but will instead strike adversaries from afar.’ That insight became pivotal in unlocking the overall concept behind developing what unexpectedly turned out to be among the most straightforward aspects of the game: Arkham Shadows.

The system functions exceptionally well. Similar to the conventional Arkham series, where Batman’s punches seem glued to each criminal's face regardless of distance, tapping the attack button sends him soaring through the fray with his cape billowing behind as he delivers acrobatic blows. This mechanic carries over into the virtual reality version; however, rather than clicking buttons, participants thrust their hands forward for strikes or raise their arms to parry approaching assaults. After dedicating four years to refining this feature, the result is nothing short of brilliance.

Of course, VR introduces specific design hurdles. In "Arkham Shadows," Camouflaj inadvertently generated a fresh type of ludonarrative dissonance—a concept typically applied to scenarios where you portray a protagonist who should be heroic yet ends up killing countless individuals. In this game, you assume the role of Batman, nearly invincible due to his physical prowess. However, since you directly control him through actions like delivering numerous strikes or engaging in prolonged combat sequences, player fatigue becomes an issue over extended gaming sessions. Consequently, managing rhythm became crucial; ensuring breaks from major battles were interspersed with moments of discovery or problem-solving activities, along with carefully calibrating enemy encounters throughout the gameplay experience.

Overall, we reduced our enemy count by approximately 20% compared to what was seen in Arkham Asylum, largely due to the mental strain this placed on players," explained Payton. "After release, one of the most frequent user requests we received was for combat challenges without a time constraint. Usually, when observing flat-screen games like these, viewers might spend hours watching others play on platforms such as YouTube. However, with Arkham Shadow, it became both amusing and impressive to see individuals fully engage in physical activity simply through an uninterrupted hour-long battle session aimed at earning high scores. Their exertion levels were evident—audible breathing along with comments highlighting how physically demanding the experience had been.

Camouflaj boasts a background in developing stealth games. In his earlier career, Payton collaborated with Hideo Kojima on "Metal Gear Solid 4." Their initial project was a camera-hacking stealth title named République, which involved manipulating electronic devices and cameras to navigate undetected within spaces. The group felt prepared to tackle the complex task of integrating the sneaking mechanics from the Arkham series—such as perching on gargoyles, hiding behind grates, and peeking around corners—into virtual reality. Leveraging the groundwork established by Rocksteady, Camouflaj inherited an invaluable resource: Detective Mode, a sophisticated feature embedded in Batman’s suit that uses augmented vision to highlight adversaries even when concealed behind obstacles.

Recalling what I read at the time, Rocksteady seemed unhappy about how frequently certain gamers utilized Detective Mode in Arkham Asylum. They began tweaking the game’s design throughout subsequent installments to minimize usage of this feature," said Payton. "When we started working on Arkham Knight, I kept these thoughts in mind too. My aim wasn’t for it to become an overly relied-upon option for players. Thankfully, based on player metrics, it appears they’ve managed to strike a decent balance between regular sight and Detective Vision.

It’s remarkable how seamlessly all elements from the Arkham series carry over into Shadows, making you truly feel like the Caped Crusader—even during moments of fatigue. Fortunately, this fades away once you glance down and notice the gloves, armored shoulder pads, and various gadgets secured around your waist. Virtual reality provides an unparalleled experience of inhabiting another character. While just achieving this much would have been sufficient, Camouflaj decided to add a dramatic plot twist halfway through the game, which completely changes your viewpoint as both Batman and yourself.

"Theme-driven storytelling is my focus," Payton stated. "From the beginning, I aimed to create a narrative where Batman would develop empathy. This concept resonated well when presented to Warner Bros., which was encouraging. To prepare adequately, I played through every Arkham game beforehand, noticing how lacking in compassion the earlier versions of Batman seemed—especially considering his potential for personal development among the cast. Given our current societal climate, I felt compelled to craft an experience within VR that immerses players deeply enough so they must adopt another viewpoint. It’s vital today to explore stories like these; after all, even someone like me could benefit greatly from such lessons.”

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