There’s something deliciously unsettling about strapping on a VR headset and becoming the monster. For years, we’ve watched Eleven and the Hawkins crew battle the horrors of the Upside Down from the safety of our couches, but now the immersive technology landscape is offering us a chance to cross over to the other side. The simultaneous release of two distinct Stranger Things VR experiences—one letting you play as Eleven, the other as Vecna—reveals something fascinating about our cultural relationship with villains and heroes. We’re no longer content to merely witness the battle between good and evil; we want to inhabit both sides, to understand the darkness as intimately as we understand the light.
Sandbox VR’s Stranger Things: Catalyst experience taps into that primal childhood fantasy of having superpowers. Who among us hasn’t imagined what it would be like to push things with our minds, to defend our friends with nothing but mental fortitude? The appeal here is visceral and immediate—the chance to feel powerful in a world that often makes us feel powerless. But there’s an interesting tension in this experience: you’re fighting the very creatures that, in the other VR offering, you become. It’s as if the entertainment industry has realized we don’t just want to defeat monsters—we want to understand what it feels like to be one.
The Tender Claws-developed Stranger Things VR game takes this concept to its logical extreme by casting players as Vecna himself. This isn’t just a novelty; it’s a profound shift in narrative perspective that speaks to our growing sophistication as consumers of media. We’ve moved beyond simple hero worship into a more nuanced understanding that villains aren’t born—they’re made. By experiencing Henry Creel’s transformation firsthand, we’re forced to confront the uncomfortable truth that darkness often emerges from trauma, from broken systems, from the very institutions meant to protect us. Playing as Vecna isn’t just about wreaking havoc; it’s about understanding how someone becomes capable of such destruction.
What’s particularly striking about these parallel VR experiences is how they mirror the show’s own thematic complexity. Stranger Things has never been content with simple binaries—the line between human and monster, between reality and the Upside Down, has always been porous. These VR adaptations extend that philosophical exploration into interactive space. When you’re literally reaching out with telekinetic hands to manipulate memories or battle demogorgons, the abstract becomes tangible. The technology becomes a vehicle for empathy, even when that empathy is directed toward a character as terrifying as Vecna.
As we stand on the precipice of what feels like a new era for immersive entertainment, the Stranger Things VR experiences offer a glimpse into storytelling’s future. They demonstrate that the most compelling narratives aren’t just about what happens to characters, but about what happens to us as we inhabit them. Whether we’re fighting alongside Eleven or plotting revenge as Vecna, we’re participating in a larger conversation about power, trauma, and the choices that define us. The true magic of these experiences isn’t just in their technological wizardry, but in their ability to make us question which side we’d truly choose if given the power—and whether the distinction between hero and villain is as clear as we’d like to believe.