There’s something deliciously subversive happening in the virtual reality adaptations of Stranger Things, and it’s not just about escaping the Rainbow Room or battling demogorgons. What struck me most about these new VR experiences is how they’re fundamentally flipping the power dynamic we’ve come to expect from the series. For years, we’ve rooted for Eleven and her friends, watching them fight against the darkness seeping into Hawkins. Now, we’re being invited to become the very darkness they’re fighting against. It’s a fascinating psychological experiment that asks us to reconsider where our allegiances truly lie when given the choice between heroism and villainy.
The Sandbox VR experience lets you step into Eleven’s shoes, wielding telekinetic powers in what sounds like an immersive escape room scenario. But the more compelling narrative emerges from the Meta Quest and Steam versions, where you don’t play as the heroes at all—you become Vecna. This isn’t just a simple role reversal; it’s a complete recontextualization of the entire series’ moral framework. Suddenly, we’re not fighting the monsters—we are the monsters, and we’re being asked to find satisfaction in haunting the minds of characters we’ve spent years learning to love.
What fascinates me about this approach is how it mirrors our current cultural moment. We’re living in an age of anti-hero worship and villain rehabilitation, where audiences crave complexity over clear-cut morality. The Stranger Things VR experiences tap into this zeitgeist by letting us explore the psychology of power from both sides. As Eleven, we experience the burden of responsibility that comes with extraordinary abilities. As Vecna, we confront the seductive nature of control and revenge. Both perspectives offer something valuable about the human condition, even if one is decidedly more monstrous than the other.
The technical execution of these experiences also raises interesting questions about immersion and empathy in gaming. When you’re literally reaching out with disembodied hands to manipulate the environment as Eleven, or invading Will Byers’ memories as Vecna, the line between player and character blurs in ways traditional media can’t replicate. This level of immersion forces us to confront uncomfortable truths about power fantasies—how easily we might embrace darkness when given the opportunity, and how thin the line between hero and villain can be when we’re the ones holding the controller.
Ultimately, these VR experiences represent more than just clever marketing or technological showcases. They’re asking us to reconsider the stories we tell ourselves about good and evil, power and responsibility. By letting us inhabit both the savior and the destroyer, they challenge the binary thinking that often dominates our entertainment and our politics. In a world increasingly polarized between heroes and villains, perhaps what we need most are experiences that remind us we all contain the capacity for both—and that true wisdom lies in understanding when to use our power to build rather than break, to heal rather than haunt.