After several years of silence, the Arkham franchise is finally stepping back into the spotlight—and this time, it’s returning in virtual reality. With Batman: Arkham Shadow, Warner and Camouflaj aim to achieve what Arkham VR only hinted at back in 2016: delivering a true adventure, playable from start to finish, featuring Batman more vividly than ever.
But is this the comeback we’ve been waiting for? Does this Meta Quest 3 exclusive deliver on its promises? Here’s our complete, unfiltered review—without the cape.
Return to Gotham: A New Era for Batman in VR
With Batman: Arkham Shadow, the Arkham series makes its major return to virtual reality—but this time, on the Meta Quest 3, in a far more ambitious version than Arkham VR.
The story takes place six months after Arkham Origins. Gotham is in crisis, and a new enemy emerges: the mysterious Rat King, leader of an uprising that strikes on the Fourth of July. You play as a younger, more brutal Bruce Wayne, and most importantly, one who’s closer to the player through a more immersive storytelling approach.
Gone is the simple VR experience: Arkham Shadow promises a real adventure, complete with a city to explore, enemies to confront, and a hero to embody fully.
Story and Atmosphere: Darker, More Personal
Arkham Shadow doesn’t seek to reinvent Gotham—it seeks to trap you there.
The story unfolds between Arkham Origins and Asylum, in a city on the brink of chaos, plagued by a new enemy: the Rat King, a shadowy figure manipulating crowds and driving Gotham into paranoia.
There’s no explosive excess here. The game favors a more intimate, psychological tone. Bruce Wayne is young, unstable, haunted, and you feel it in every scene. The atmosphere is oppressive, the urban setting gritty and alive, and immersion is enhanced by deliberately close-up, sometimes uncomfortable staging.
This Gotham is more organic, less theatrical. Above all, the story isn’t merely told—it’s experienced firsthand, headset strapped on tightly.
VR Gameplay: Immersion, Stealth, and Gadgets
No complicated buttons or intrusive interfaces. In Arkham Shadow, everything is gesture-based, relying on your gaze and intuition. Opening a hatch, throwing a Batarang, hacking a system—everything is designed to make you act like Batman, not just play as him.
The gameplay combines stealth, exploration, and combat, but with clear priority given to sensory immersion. Each gadget (grappling hook, scanner, etc.) has its weight, feedback, and above all, its narrative role. You don’t use them “because it’s fun,” but because the storyline demands it.
Movements are fluid, with several comfort options available (teleportation or free locomotion). The game is optimized specifically for the Quest 3, so there’s no need for a PC or complicated settings to ensure smooth gameplay.
In short: it’s less arcade-like than expected, slower, more thoughtful, but also more believable. And that’s what makes it unique among superhero VR games.
Next-Gen Gotham: A World More Alive Than Ever
Gotham has always been a character in its own right within the Arkham saga, but Arkham Shadow pushes immersion even further. Thanks to the capabilities of the Meta Quest 3, the city gains depth, detail, and most importantly, a strong sense of presence.
Streets are narrow, gritty, filled with details: graffiti, flying paper, ambient sounds—every corner feels alive. The game smartly navigates the limitations of VR: you won’t roam freely across the entire city like in an open world, but the explorable areas are carefully crafted and dense, designed to give the illusion of a sprawling Gotham.
Verticality is also better exploited. Climbing rooftops, observing scenes from above, listening carefully before gliding down—all of this is integrated naturally, without making the player feel restricted.
Add in a grittier, more realistic art direction, and you get a Gotham that’s more oppressive, believable—and perhaps more chilling than ever before in virtual reality.
Arkham VR vs. Arkham Shadow: Evolution or Revolution?

It’s hard not to compare Arkham Shadow to its direct predecessor, Batman: Arkham VR (2016).
But let’s be clear: the two titles have little in common, aside from their names.
Arkham VR was short, narrative-driven, and static. It was a good demonstration of VR’s immersive potential at the time—but essentially, a disguised demo.
In contrast, Arkham Shadow is a complete game. Open exploration (within semi-open zones), combat, gadgets, stealth, dynamic storytelling—everything is more ambitious, denser, and above all, fully playable.
Where Arkham VR confined you to scripted scenes, Shadow lets you breathe, choose, observe, and strike.
Even the portrayal of Batman evolves: less static, more vulnerable, younger—and paradoxically more human.
If Arkham VR was a quiet prologue, Shadow is season one of a new era.
We’re no longer testing what VR could do; now we’re experiencing what it can do.
Is It Worth Playing in 2025? Our Verdict
The answer is simple: yes, if you own a Meta Quest 3 and appreciate well-crafted narrative games.
Batman: Arkham Shadow is not just a nostalgic comeback—it’s a genuine evolution of what a single-player VR game can be: intense, immersive, and intelligently restrained.
Not everything is perfect—the playtime remains modest, and the lack of a PC or console version may frustrate some—but in terms of storytelling, atmosphere, and character embodiment, the game checks nearly all the boxes.
This is the first Batman VR experience that doesn’t feel trapped in a tech demo.
Here, you play. You feel. You are Batman.
And for once, that’s not just a marketing slogan.
Conclusion: Batman Has (Finally) Found His Place in VR
With Arkham Shadow, VR finally gets a true Batman adventure, far from mere demos or unfulfilled promises.
It’s not just a story to experience; it’s a deep dive into the mind of a hero still under construction, set in a Gotham more unsettling and immersive than ever before.
With solid storytelling, thoughtful gameplay, and carefully crafted atmosphere, the game firmly establishes itself as a benchmark for narrative VR enthusiasts and Arkham universe fans alike.
It doesn’t revolutionize the genre, but it proves that you can deliver a AAA narrative experience in VR without betraying the essence of the character.