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Gamebixby > Virtual Reality > “Reach” Hands-On – A movie-like immersive VR adventure I’ve been waiting for
Virtual Reality

“Reach” Hands-On – A movie-like immersive VR adventure I’ve been waiting for

Published September 17, 2025 7 Min Read
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7 Min Read
"Reach" Hands-On - A movie-like immersive VR adventure I've been waiting for
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arrival It is the debut title for NDREAMS elevation and will appear on all major VR headsets next month. I got the opportunity to put together a quest 3 version at my first in-person VR game showcase event in London earlier this month. arrival It proved to be an immersive and surprisingly cinematic adventure.

reach The demo was one of the longest I’ve had at a live event like this, recording about an hour of gameplay. It is very rare that you are given time to sprint through the game. To this Vertical slices of action. It feels sophisticated. I dare say it’s “aaa” style.

The 15-minute tutorial focused on teaching the game’s full-body exercise scheme and basic bow shooting mechanics, but it turned out to be clever bait and switch. My character isn’t actually fighting a villain who hits a gun through the city. In reality, I’m truly a stunt performer in the film, and the opening moments still become a smart, low stakes taster for real action.

“Atlas” | Image captured on the road to VR

That being said, I really don’t know What a disaster It’s actually happening arrival at this point. From what I played, you slip through cracks in the ground opened by earthquakes and thrust you into some sort of fractured area dominated by magical robots that take away some kind of ancient power. It has yet to be revealed how they got there, or why they need to help the mysterious robot Bro Atlas.

The plot aside from the story, if I had to explain it arrival In a nutshell, it would be like that Concretethat is, your virtual body feels that you can do what you expect from it, and in a way that feels natural.

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in arrivalthrough some of the best level of designs we’ve seen in VR (at least in an hour’s demo), it offers an impressive amount of verticality intertwined with both the 3D platform and numerous environmental puzzles. It’s packed with cinematic moments, like sliding down a near-vertical cliff, ziplining endless drops, and blowing up the world as it crumbles around you.

In particular, the jump is not tied to one button, but when you push your hands up, it becomes active and mimics natural movements and feels very comfortable, but it’s just one way to move around.

Despite the enthusiastic nature of many parkour challenges in the game, I have never felt the conveyed wooziness that comes with an unbalanced virtual movement. The standard moving options are all there, but it’s clear that the game is meant to not only make the movement work, but really make it cinematic.

You also climb and squeeze small spaces by “grabbing” walls and shelves to move the game’s multi-level tower-like halls. The physically based nature of full-body avatars has also been extended to virtual fingers. The virtual finger is comfortable to floppy and presents the player with a dynamic hand pose (arguably the best and most immersive).

That being said, I couldn’t do it to you Of the combat outside of the tutorials I learned, I learned that it represents quite a bit of arena style territory that I see in the full game.

Still, the entire kit provided is adequately full-featured, including the main weapon, bow and multiple arrow types. Beyond standard shots, the arrows are not infinite, they must be manufactured with items in the environment.

It is also armed with Captain America style shields. This allows you to bounce back and throw around the corner. Additionally, Shield derives double obligations as a Laucomotion Device, allowing for a clever and level cleverly by clicking on a custom-made slot and traversing a wide-ranging death-defy jump.

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Also, using a grappling hook style drone allows you to make a stupid leap into custom-made sparkling green overhangs. These tubes will appear at key points throughout.

The weapons discovered are also objects, but these are single pickups that can be used tactically before throwing them away. Think of a pistol, a shotgun, or a rena bullet. Think of them all properly futuristic and equally unreloadable. The idea is to rely primarily on your bow, but it offers a bit of flavor when crushing the villain.

But it’s not all combat. All the puzzles I came across felt really clever and equally huge to match the game’s inexplicable sci-fi vibe. Above all, any of them were simple solutions, or “helpful” narrators who taught me what to do and where to go. You are simply placed in front of a mysterious device and are not sure whether solving it will drive you through the story or lead you to overtaking you in search of some new abilities as a reward for your patience.

Go outside arrival, Beyond the obviously impressive bits I have experienced, I have left some questions. For now, the story is a mystery. I would also like to know how much combat is related to the arena. My boss is also a big question mark. Because I’ve seen it before, but I didn’t fight. Do they combine all the skills I’ve learned in a happy way? Does it simply serve as a set piece heading into the story? I can’t say for now.

But it’s safe to say very I was impressed by the movement of the game, the design of the levels, and the immersion of the entire package. You don’t have to wait too long to reach out arrival.

arrival It will be released on the Horizon Store for Quest 3 and 3S. PCVR headset Steam, PlayStation Store for PSVR 2 on October 16th, priced at $40. In the meantime, check out the gameplay trailer below.

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https://www.youtube.com/watch?v=luzzp4v9hq


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