
Reach Review – A leap ahead for VR action games
At [Gaming News], we pride ourselves on diving deep into the virtual worlds that push the boundaries of what’s possible. When a new studio emerges with the explicit mission to revolutionize VR action gameplay, we pay close attention. nDreams Elevation, the ambitious team behind Reach, is exactly that kind of entity. Their inaugural project aimed to transplant the exhilarating, high-octane feel of beloved action-adventure titles like Tomb Raider and Uncharted into the immersive realm of virtual reality. The perennial challenge for fast-paced VR experiences has always been maintaining player comfort and mitigating the dreaded motion sickness. However, Reach has boldly confronted this issue head-on, delivering a classic action-adventure experience with remarkable ease and a profound sense of fluid motion.
We step into the worn boots of Rosa, a reluctant hero thrust into an extraordinary adventure. Primarily a stuntwoman by profession, Rosa finds herself back in her hometown, ostensibly to film a new movie. This cinematic pretext quickly dissolves into a much grander, and more perilous, narrative. After navigating two relatively brief introductory levels, the story plunges Rosa into a mystical subterranean world. This underground domain is populated by sentient statues, ancient beings who harbor a singular, ominous ambition: to ascend to the surface and unleash devastation upon the human race.
Our journey is not one of solitary struggle. Rosa finds an unlikely ally in Atlas, a benevolent statue who offers guidance and assistance. Complementing this peculiar companionship is a Destiny-like Ghost, a spectral entity that aids in combat and puzzle-solving, adding another layer of intrigue to the unfolding narrative. Together, this unconventional trio must jump, swing, and shoot their way through a vibrant and treacherous world, all while tackling a series of elegantly designed, albeit relatively straightforward, physical puzzles.
Reach embraces a flexible approach to gameplay, catering to both the cautious infiltrator and the bold aggressor. Players can choose to adopt a stealthy approach, meticulously creeping through shadowed corridors, or they can opt for a more direct, “all guns blazing” strategy. For those who prefer to operate from the shadows, the game allows for the subtle and brutal extraction of spines from unsuspecting statues, a visceral and satisfying mechanic that rewards cunning. Conversely, a head-on assault provides its own unique brand of thrills, showcasing the game’s dynamic combat systems.
While the overarching plot may adhere to a somewhat generic framework, lacking significant narrative surprises, it effectively serves its purpose as a compelling backdrop for the action. The narrative arc is sufficient to propel players forward, providing context and motivation for Rosa’s increasingly heroic deeds.
Rosa’s arsenal is as diverse as the challenges she faces. Her primary weapon is a highly versatile crossbow, capable of firing four distinct types of ammunition, including potent ice and fire shots. These elemental projectiles offer strategic advantages, allowing players to exploit enemy weaknesses and control the battlefield. Complementing the crossbow is a fully functional grappling hook mechanism, a staple of the action-adventure genre, enabling swift traversal and access to previously unreachable areas.
Perhaps the most exhilarating piece of equipment at Rosa’s disposal is a Captain America-style shield. This iconic defensive and offensive tool is summoned through intuitive hand gestures, adding a tangible layer of interaction. The shield can be flung with impressive force at enemies, capable of ricocheting around rooms and returning to Rosa’s hand with a simple mental cue. This mechanic is not only incredibly fun but also a testament to the game’s commitment to engaging player input.
Beyond her core weaponry, Rosa possesses the cunning to confiscate firearms from fallen statues, further diversifying her combat options. However, the true genius lies in the secondary functions of her primary weapons. The crossbow, for instance, can be used to lodge arrows into walls, creating makeshift handholds that allow Rosa to climb to new heights. Similarly, the shield can be strategically wedged into gaps, forming platforms for traversal. These ingenious applications of core mechanics elevate the gameplay beyond simple shooting and dodging.
A minor point of contention arises from the dual-handed requirement for the crossbow. While understandable from a design perspective, it prevents players from taking shots while hanging precariously from a ledge with one hand. The opportunity to execute such “proper action hero stuff” is a missed, albeit small, chance to further enhance the fantasy.
Our initial experience with Reach at a preview event, encompassing the first two missions, was characterized by a deliberate, exploratory pace. However, upon booting the game for a full review, we were astonished to discover that we had, in essence, speed-run the entire first mission without consciously realizing it. This revelation speaks volumes about the game’s inherent flow and the intuitive nature of its movement mechanics. We found ourselves chaining jumps together seamlessly and flinging ourselves around like a seasoned acrobat, a testament to the efficacy of nDreams Elevation’s behind-the-scenes innovations.
The most striking of these improvements, and perhaps the most elegantly simple, is the arm-swinging mechanic for jumping. This ingenious addition mirrors real-world physics, requiring players to swing their arms to generate momentum. It represents a significant and logical extension of the motion controls seen in other VR titles where arm pumping facilitates locomotion. This direct correlation between physical movement and in-game action fosters a profound connection between your body and the virtual environment. It effectively tricks your brain into believing you are genuinely jumping, enabling fluid transitions between platforms, ladders, and zip lines in a single, uninterrupted sequence, all without inducing motion sickness.
Further enhancing the sense of immersion, Reach simulates entire body movement, not merely the independent motion of arms and head. This comprehensive approach imbues players with a palpable sense of presence and weight, leading to remarkably smoother transitions between actions. For instance, upon reaching the apex of a ladder, players can instinctively lean forward, naturally initiating a mantle maneuver onto the adjacent platform. This level of responsive interaction cultivates an unparalleled sense of physicality.
The sense of freedom and physicality in Reach is truly exceptional. The act of climbing, jumping, grappling, and zip-lining feels entirely intuitive and immersive. Each movement is a direct extension of the player’s intent, fostering a deep connection with Rosa’s journey and the world she inhabits.
Visually, Reach presents fairly decent graphics. While certain areas might appear a touch sparse, the overall aesthetic is intentionally designed. This is not a game that aims to compete visually with behemoths like Horizon VR. The deliberate choice to maintain a less cluttered environment is a strategic one, ensuring that players can focus on the exhilarating parkour and fluid movement without distraction. The developers understood that an abundance of extraneous detail could detract from the core gameplay loop.
We encountered two primary issues during our playthrough, one specific to our personal experience and another more general observation. Firstly, the absence of an in-game height adjustment setting proved to be a minor but persistent annoyance. Assuming Rosa stands at approximately 5’6″, a full foot shorter than our own stature, we often felt a sensation of compressed perspective, as if our character’s height was significantly diminished throughout the entire gameplay experience. This can subtly impact the immersion for taller players.
Our second, and more significant, concern likely stems from the game’s development for a multitude of VR platforms. Despite the considerable effort invested in creating a truly enveloping virtual world that convincingly places the player within Rosa’s reality – an effort that undeniably succeeds – we were frequently jolted out of the experience by disruptive black loading screens. These interruptions, particularly on a powerful platform like the PS5, feel entirely unnecessary. Given the relatively modest scale of the levels, one can only surmise that the technical limitations imposed by less powerful VR headsets compelled the developers to implement these loading sequences, hindering the otherwise seamless flow.
In conclusion, Reach represents a significant stride forward for VR action games. By meticulously addressing the fundamental challenges of VR locomotion and player comfort, nDreams Elevation has crafted an experience that successfully translates the thrilling essence of classic action-adventure titles into an immersive and exhilarating virtual reality. The intuitive movement mechanics, the engaging combat, and the sheer sense of freedom offered by Reach make it a must-play for fans of the genre looking for the next evolutionary step in VR gaming. While minor graphical and technical quibbles exist, they do little to diminish the game’s overall impact and its pioneering spirit. Reach has indeed achieved a leap ahead for VR action games.