Soon after, you’re faffing about in Wayne Manor. It starts off with the same Batman Origin story you’ve seen and played through a million times, only this time it feels real – and you get, perhaps, a deeper understanding of little Bruce Wayne’s shattered psyche. I don’t want to detail the story too much because that’s its crucial hook, but from the onset, Arkham VR is gripping. Here, once you’re suited up, you’ll mostly be playing the role of the Greatest Detective – piecing together clues from a first person perspective. Where those were great big, sprawling worlds that seamlessly blended strong storytelling, exploration, sleuthing and revolutionary combat, this is a much more muted affair. Set within the very same universe set up in their superlative superhero games, it differs wildly from the action games that spawned it. That’s changed with Arkham VR, which brings with it an incredible immediacy. But it was always Batman from a distance Batman in third person. Like its predecessor, it was perfect at letting you be Batman. You moved like Batman, you fought like Batman and sometimes, you had to think like Batman. Their follow up greatly expanded the Arkham Universe, allowing players to break free of the shackles of the Asylum itself, and explore a wonderfully realised (though, in my opinion, overstuffed) Gotham. They tried, and largely succeeded at placing you, the player, directly in the carbon nanotube enhanced, moulded rubber boots of Gotham City’s Dark Knight. When Rocksteady released Arkham Asylum in 2009, they did the unthinkable.
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