Batman Arkham Shadow VR bat cave

Review: Batman: Arkham Shadow

Bruce is back - in VR form, again!

The Batman: Arkham franchise has had one hell of a run, from gliding onto the scene in 2009 with Asylum, to smashing directly into a brick wall with Suicide Squad earlier this year (Oh, and who could forget the confusingly not-canon Gotham Knights).

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Now, for the first time since 2016, Batman has returned to VR with Arkham Shadow. I won’t leave you in suspense! Things turned out pretty well this time.

Batman Arkham Shadow mailboxes
Screenshot by Destructoid

Batman: Arkham Shadow (Quest 3 [reviewed], Quest 3S)
Developer: Camouflaj
Publisher: Oculus Studios
Released: October 21, 2024
MSRP: $49.99 (free with Quest 3 purchase)

I’ll get right to the point, this is a legit “Arkham” first-person action-adventure game that will last you anywhere from 10-15 hours, depending on what you want out of it. If you haven’t played any “AAA VR” games in a while, we’re beyond the point of tech demos taking up space on digital storefronts. Arkham Shadow is basically on par with Arkham Asylum in terms of scope, complete with an interconnected map to explore, Easter eggs, timed challenge rooms, and collectibles.

The idea is that you’re still playing through a younger version of Batman voiced by Roger Craig Smith (through in-game dialogue we learn that it has been several years since Origins), pre-Asylum. I’ve always been a fan of Smith’s take on the character, and his background as a prolific voice actor allows him to stretch the character in interesting ways that I won’t spoil here. He’s still a “younger” and generally angrier Batman, which nicely distances itself from the iconic Kevin Conroy portrayals. Setting it during this timeframe allows the team to inject a little more of their own flavor in, too, rather than striving to simply recreate the main Arkham trilogy.

This time around it’s the week of July 4th, and Batman needs to infiltrate Blackgate Prison and stop a villain called the “Rat King,” who is assembling the masses of Gotham to take on various city officials. Portions of Gotham City are available as an initial tutorial of sorts, acclimating you to the game’s locomotion systems, as well as the bone-crunching combat mechanics (this time, you hear it up close). According to developer Camouflaj, Rocksteady developers were a part of the creation process of Arkham Shadow, and it shows.

What took me by surprise is how much this is painstakingly designed to feel like a mainline Arkham game. The countering, the sound effects, the atmosphere, all of it comes together in a way reminiscent of the Asylum/City/Knight trilogy. Speaking as someone who got into the hobby in earnest in 2015, VR has come a long way. It’s still mesmerizing to play a game like this in 2024, with branching environments, puzzles that only make sense in the VR space, and an intriguing mystery that’s on par with Rocksteady’s other projects.

Where Arkham Shadow really sold me, as a Batman fan, was in its ability to integrate more actual detective elements into the storyline (and I’m talking beyond the returning detective vision concept). Rocksteady and WB Games Montreal already did this to great effect with Arkham proper, but it’s nice to see the tradition carrying on. Other than Matt Reeve’s recent The Batman effort, we don’t see Bruce putting his detective skills to the test nearly as often as we should.

To be clear, the “freeflow combat” system that Asylum helped cement with other contemporaries like Assassin’s Creed 2 returns, as do the stealthy “predator” sections. Batman has access to a grappling hook, explosive gel gun, batarangs, smoke bombs, and a decoder: among other gadgets that are accessible through the in-game XP and upgrade menu. Truth be told this is basically all you need for a fully Arkham-like experience, and everything is handily available by grabbing them on Batman’s chest, arms, and waist. Some VR games can go overboard with too many gadgets (including over-the-shoulder gestures), but this amount of tools feels just right, given that all of them serve an actual purpose in gameplay.

Shadow is lovingly crafted by both Arkham and Batman fans alike, filled with Easter eggs and references. It’s one thing to walk around the GCPD building in Origins and chuckle at a few signs, but it’s something else entirely to meander through a locale in VR, grab a paper, read it, and then flip it over to read more. Getting around is really simple with the grappling hook (which can also bypass manually climbing ladders if that isn’t your thing), and there are myriad accessibility options for folks who aren’t used to full VR movement yet. Having to grab your cape and open your arms like an idiot to glide is also way cooler than it has any right to be.

Combat is simplistic, satisfying, and surprisingly therapeutic as an actual light workout. To attack someone you’ll make a real fist, and swing at an enemy while looking at them. To “counter,” all you need to do is hold out your hand toward an aggressor right before they connect, even if it’s off-screen (which is indicated by an icon in your sightline). Sounds easy right? Well, it is, but it’s also super fun to do once the Elite Beat Agents/Beat Saber elements pop in, like hitting combinations of punches to giant rhythm game-esque icons, or swinging in specific directions for finishers. All of these concepts, when meshed together, help keep things interesting, especially once you start encountering elite enemies.

I do have some hangups. Some of the game’s cast doesn’t really get to sing because of a lack of material, especially characters you’re meeting for the first time in Shadow. The story tries to cram a lot in at first, but slowly pulls back and focuses on Batman’s investigation into the Rat King. I wish a few more characters were fleshed out or even added, but there is a distinct lack of restraint present here that’s commendable.

Gameplay is also a bit janky sometimes, which can happen in select expansive games, not just in the VR industry. There were several times when enemies could see me over an object despite being completely obfuscated by it, and I had several clipping issues (namely with grates, which make their return to the Arkham series in abundance). Another problem forced me to quit the game and reload, putting me on the correct side of a glitched doorway.

While I get the skepticism over a VR Batman game (I was unsure how this would actually pan out when it was announced), Camouflaj has more than proven that they are a major player in the VR AAA space, and Oculus Studios has yet another feather in their cap with Arkham Shadow.

[This review is based on a retail build of the game provided by the publisher.]

8.5
Great
Impressive efforts with a few noticeable problems holding them back. Won't astound everyone, but is worth your time and cash.

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Chris Carter
Managing Editor - Chris has been enjoying Destructoid avidly since 2008. He finally decided to take the next step in January of 2009 blogging on the site. Now, he's staff!