How ‘Stranger Things VR’ “expanded” the story of series villain Vecna

how-‘stranger-things-vr’-“expanded”-the-story-of-series-villain-vecna
How ‘Stranger Things VR’ “expanded” the story of series villain Vecna

Tender Claws, the creators of the game Stranger Things VR, have explained why they chose psychic villain Vecna for the game’s protagonist. Vecna, also known as Henry Creel, is the villain in the upcoming fourth season of the Netflix series. The VR game follows his story when he is stranded in the upside-down realm by Eleven. The narrative lead Samantha Gorman explained that the two things which made Vecna an appealing protagonist for the game are his reality-bending powers and exploring the story from the villain’s perspective.

Tender Claws director Danny Cannizzaro added that the idea of what makes a villain or “monster” is a significant theme in the game. He said that they were interested in exploring the similarities and differences between Eleven and Henry Creel’s stories as they have similar backgrounds and powers. Danny asked how they are different and alike and what causes one to become Eleven and the other to become Vecna.

The game will be divided into two-thirds Vecna’s scenes and handling The Upside Down’s democreatures, after which players will switch to Eleven as she fights back with her powers. The game allows players to see Stranger Things’ significant moments from Vecna’s viewpoint, who was secretly responsible for many of them. Gorman explained that the game leaves the player with a similar feeling to that present at the end of season four, with Vecna breaking through to Hawkins.

Stranger Things VR launched on February 22 and is available for play on Meta Quest 3, 2, or Pro headsets. Meanwhile, Gaten Matarazzo, the actor behind Dustin, has suggested that the show should kill more characters as we are all too safe

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