Reach is an action-platformer in virtual reality developed by nDreams, offering players the opportunity to engage in running, jumping, and sliding experiences that are often avoided in VR games. How does the game’s movement complement its combat and puzzles? Dive into our comprehensive review for all the details.
Reach Details:
Developer: nDreams
Available On: Quest 3 & 3S, PC VR, PlayStation VR 2
Reviewed On: Quest 3
Release Date: October 16th, 2025
Price: $40
Gameplay
Emphasizing movement and combat, Reach excels in providing players with an engaging experience. The game introduces a unique jumping mechanic that requires players to physically raise their arms, adding a natural and immersive touch to the gameplay. With elements like climbing, jumping, and using a grapple tool, players have a sense of freedom and control over their movement, enhancing the overall experience.

However, the combat design in Reach feels somewhat disjointed, particularly due to the two-handed weapon system. While the bow and arrow mechanics are enjoyable, they limit players’ movement abilities during combat, creating a disconnect between combat and movement mechanics. Additionally, the introduction of a shield further complicates the combat dynamic, making it challenging to utilize cover effectively. The game’s pacing also feels dragged out, affecting the overall flow of gameplay.
Immersion

Despite the combat challenges, Reach excels in creating a deeply immersive VR experience. The game’s attention to detail, such as VR-native map projections, interactive elements, and diegetic interface design, enhances the sense of immersion. While the world design is visually appealing, the lack of interactive objects in the environment may leave some areas feeling empty. The incorporation of upgrade stations adds a layer of exploration and engagement to the gameplay.
Comfort

In terms of comfort, Reach provides a seamless experience for most players, with the exception of challenging platforming puzzles that involve rotating pillars. The use of smooth rotation in these puzzles can trigger motion sickness, impacting the player’s comfort level. Implementing accessibility options to address motion sickness triggers would enhance the overall gameplay experience. Additionally, the game’s auto-rotation feature during climbing may cause discomfort for some players, underscoring the importance of customizable comfort settings.