There’s something profoundly unsettling about the current state of Stranger Things in virtual reality, and I don’t mean the Demogorgons. We’re witnessing a fascinating split in how we’re being invited to experience Hawkins – one path lets us wield Eleven’s powers as saviors, while the other transforms us into Vecna himself, the very embodiment of the show’s terror. This isn’t just about different gaming experiences; it’s about the fundamental question of what we want from immersion. Do we crave the power to protect, or the freedom to destroy? The simultaneous release of these two radically different VR approaches reveals something telling about our relationship with power in virtual spaces.
Sandbox VR’s Stranger Things: Catalyst represents the more traditional power fantasy – stepping into Eleven’s shoes, feeling that telekinetic surge as you push back against the encroaching darkness of the Upside Down. There’s something almost therapeutic about this approach, allowing us to embody the hero we’ve been cheering for across four seasons. The physicality of it – using your actual body as the controller, your mind as the weapon – creates a visceral connection to the character’s struggle that passive viewing could never achieve. Yet I can’t help but wonder if this sanitizes the experience too much, turning the show’s genuine horror into a comfortable power trip where we know we’ll ultimately prevail.
Then there’s the far more daring approach from Tender Claws and Meta Quest – letting players become Vecna. This is where things get genuinely interesting from a narrative perspective. We’re not just experiencing the story; we’re actively rewriting it from the villain’s perspective. The ability to haunt memories, manipulate characters we’ve grown to care about, and essentially become the architect of Hawkins’ suffering represents a bold narrative inversion. It forces us to confront the uncomfortable truth that power, when divorced from morality, becomes monstrous. The mixed reality elements that bring the Upside Down into our living rooms only heighten this unsettling intimacy.
What strikes me most about this dual approach is how it mirrors our own complex relationship with agency in entertainment. We want to feel powerful, but we also want to explore the boundaries of that power. The Eleven experience satisfies our desire for righteous strength, while the Vecna path indulges our curiosity about what lies beyond conventional heroism. Both experiences are valid, but they serve different psychological needs. One reinforces our belief in our capacity for good, while the other allows us to safely explore the darker corners of power without real-world consequences.
As VR technology continues to evolve, this Stranger Things experiment may well become a template for how franchises approach immersive storytelling. The choice isn’t between good and evil experiences, but between different types of engagement with familiar worlds. Perhaps the most compelling aspect is that both experiences exist simultaneously, acknowledging that audiences aren’t monolithic in their desires. Some of us want to save Hawkins, while others want to understand what drives someone to destroy it. In the end, these VR experiences aren’t just extensions of the show – they’re conversations with it, asking us to consider not just what happens in the story, but what role we want to play within it.