‘Stranger Things VR’ Review – Artful But Boring Brand Engagement

Stranger Things VR is a visually intense retelling of the TV show’s last two seasons from VR pioneers Tender Claws, known for their weird and wild VR experiences 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. There’s some light combat and interesting movement mechanics here, although mostly it’s about making your way through successive mazes that are linked together through gateways that you can open in the minds of Demodogs and giant flowers with Demogorgon heads. Yes, that aspect is trippy weird and I’m totally here for it.

Although it started off with what I thought was going to be a deeper exploration into Vecna (who doesn’t like a good antihero?), I soon found myself tackling levels that not only settled into heavy repetition, but were continuously punctuated with things I already know about the story. Beautiful and surreal, granted, but there’s no real payoff outside of that.

View post on imgur.com

About halfway through the game’s nine chapters, it was revealed I wasn’t actually going to stick around as Vecna and build my powers and skills to some satisfying conclusion, but rather I would be randomly shuffled around characters in what felt more like a loosely strung together speedrun of the show’s most recent narrative, punctuated by more predictable featurettes and repetitious combat with the only two real enemies in the game, the Demodogs and Demobats—both of which are easily dispatched by telekinetically tossing crap at them.

This is a shame, since Vecna’s mechanics are pretty promising, as you can spawn vines on structures that act as a basis for him to grip on with a sort of Spider-Man-eqsue ease. I would have liked to see this used to greater effect, and incorporated into puzzles, boss battles, more challenging parkour—basically everything the game is missing. 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.

View post on imgur.com

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.

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, 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 Claws

The 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 to 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.

Comfort

There 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 ✖

 

The post ‘Stranger Things VR’ Review – Artful But Boring Brand Engagement appeared first on Road to VR.

‘Stranger Things VR’ to Release on Major VR Headsets This Fall, New Gameplay Trailer Here

Things are about to get a little stranger later this year as Meta’s Quest Gaming Showcase today included a new look at Stranger Things VRthe upcoming psychological horror title coming to major VR headsets. It’s also coming a little earlier than the Winter 2023 release date previously mentioned at last year’s debut.

Stranger Things VR is being developed and published by Tender Claws, the studio behind VR titles Virtual Virtual Reality and The Under Presents.

Here’s how the studio describes the upcoming single player horror-action game:

Experience the world of Stranger Things from the never-before-seen perspective of Vecna as he explores unknown realities, forms the hive mind, and enacts his plan for revenge against Eleven and Hawkins. Players will invade the dreams and memories of fan-favorite characters and harness telekinetic powers to possess minds and battle creatures, as Henry Creel’s transformation into Vecna and his influence on the events of prior seasons is revealed.

● Grab, crush and throw your opponents using telekinesis

● Relive memories from Henry’s time at Hawkins Lab with Dr. Brenner as you explore an otherworldly, interconnected hive mind

● Inhabit the dreams and memories of fan-favorite characters like Will Byers and Billy Hargrove as you manipulate them to do your bidding

● Wielding powers that subvert and defy Vecna’s own, make a final stand to save your friends in a climactic finale

● Open and close portals between worlds and realities… at your peril

The studio says it’s bringing the game to Quest 2 and Quest Pro at some point this Fall, although it’s also hitting “major VR platforms” too, which nowadays typically means PSVR 2, Pico, and SteamVR headsets.

Stranger Things VR was previously projected to arrive in Winter 2023, so it seems to be anticipating a glut of other games announced today which are slated to launch this winter.

Stranger Things VR is set to cost $30. While we wait on a more precise launch date, you can wishlist the game here.

‘Stranger Things’ Comes to Gear VR in Latest ‘Face Your Fears’ Update, Face the Demogorgan

Face Your Fears (2016) is a collection of horrifying experiences ripped straight from your nightmares; creepy clowns, monsters in the closet, dangerous heights, and now the world of Netflix’s hit show Stranger Things.

In a new update, the Gear VR app promises a peek into the show’s sleepy town of Hawkins, Indiana, the idyllic small town that plays host to a rip in reality, opening up a passageway to what the show’s protagonists dub ‘The Upside Down’ – “a dimension that is a dark reflection, or echo, of our world. It is a place of decay and death, a plane out of phase, a place of monsters.”

While only about 8 minutes long, the experience is surprisingly well-done for a TV show tie-in, showing Turtle Rock Studio’s clear capability hone in on the level of ‘creep factor’ they’ve cultivated since the launch of the most well-known game Left 4 Dead (2008).

Taking you through a unique mini-narrative, you travel to the Upside Down, come face-to-face with a Demogorgan and sit helplessly as the world decays around you. It’s more than just jump scares and screaming monsters though. Like with all Face Your Fears experiences, it dials in the growing disquieting feeling with a great use of music and positional audio to keep you guessing.

‘Face Your Fears: Stranger Things’ for Gear VR

Locomotion through the real-time rendered experience is on-rails, meaning you go wherever the experience wants to take you. There are some misgivings with this, as the experience makes a brief use of forced rotation and camera bobbing, two ‘VR no no’s in Oculus’ Best Practice Guide. These are brief though and only slightly distract from the mounting terror of the Upside Down as it throws everything it has at you.

Face Your Fears is also available on Rift, but unfortunately doesn’t include many of the Gear VR app’s horrifying scenes like the Stranger Things experience, making this a Gear VR exclusive unless Turtle Rock deems it otherwise.

The post ‘Stranger Things’ Comes to Gear VR in Latest ‘Face Your Fears’ Update, Face the Demogorgan appeared first on Road to VR.

Stranger Things VR Experience Impresses at SDCC

Stranger Things was generally regarded as one of the best shows on Netflix last year, gaining praise from many critics. Set in the 1980s, sci-fi horror series Stranger Things is set in a small American town in the mid-west that sees the mysterious disappearance of a young boy and a psychic girl who tries to aid in the search to find him. A virtual-reality (VR) tie-in experience has been showcased at San Diego Comic Con.

While a 360-degree video version of the experience is available to watch on YouTube, the full VR experience is a room-scale interactive title using a HTC Vive to explore the house of Joyce Byers, the mother of the missing boy. The lights in the living room flicker and illuminate as they do in the show. The player explores the house and encounters the weird, creepy things straight out of the TV show, including a phone that, when picked up, tells the player to turn around…

The Stranger Things VR experience is not very long, but many of the attendees at SDCC who tried it had high praise for it’s atmospheric content and how similar it was in ‘feel’ to the show it spawned from. In fact, Stranger Things VR has even been nominated for an Emmy Award in the category of Outstanding Creative Achievement In Interactive Media Within A Scripted Program.

An even more immersive version of the Stranger Things VR experience is available at the CBS Digital offices, which involves the player donning a backpack PC and OptiTrack sensors to explore the Byers house in massive warehouse scale, complete with an actor in a motion-capture suit playing one of the monsters, slowing creeping up behind the player.

You can watch the passive 360-degree video version of the Stranger Things VR Experience below.

VRFocus will bring you further information on Stranger Things VR as it becomes available.