Reach Review

Leaping into the Void: Reach's VR Verticality Vortex

First Steps into Fractured Realms

In the dim-lit crevices of a world where reality frays like frayed rope and every leap defies the drop, Reach catapults you into a vertigo-inducing voyage that’s as exhilarating as it is existentially exposing. Crafted by nDreams Elevation, the VR immersion impresarios’ audacious new arm, spun from the studio’s Synapse synaptic shocks and Phantom: Covert Ops‘ covert capers, and self-published by nDreams, this October 16, 2025, action-adventure exclusive ($39.99 Standard, $49.99 Deluxe with its digital dev diary, artbook, and soundtrack serenade) vaults across PSVR2, Meta Quest 3/3S, and PCVR (Steam), a 6-8 hour sprint (10-12 with collectible chases) that’s less a stroll and more a sprint across shattered skylines. You slip into the skin of Rosa, a stuntwoman with a stunt’s skepticism and a savior’s stamina, tumbling from a Hollywood high-wire into Ferra’s fractured underbelly, a subterranean sprawl where mythic menaces lurk in layered labyrinths, and your every extension etches existence amid the abyss.

The narrative, a reluctant hero’s reluctant rumble, uncoils as Rosa’s routine rig, leaping across backlot backdrops, rips into a rift-ridden reality, plunging her into Ferra’s forgotten folds, an underground utopia unraveled by “crossed realities” that cross cultures and catastrophes. Guided by Atlas, a holographic handler with handler’s huffs (voiced with wry weariness by a cast that crackles with chemistry), you unravel the unraveling: shattered shards summon spectral sentinels, from colossal colossi with colossal clubs to spectral shades with shadowy shackles, each encounter etching empathy for Rosa’s rising resolve, from “stunt girl” skepticism to “savior” stride. It’s a yarn that yanks the heartstrings with “compelling character development,” a “relatable reluctant hero” whose back-and-forth banter with Atlas brews “welcome chemistry,” though its “odd plot” occasionally oddballs into obscurity, a “surprisingly detailed world” that’s detailed but diffuse, as one vertigo veteran voiced after vaulting the void.

For Synapse synaptic shooters stunned by Synapse‘s synaptic stunners or Titanfall‘s titanic titans, Reach reaches for rungs that ring true: a “must-play” that’s “must-see,” with Shuhei Yoshida’s stamp of “must-immersion” underscoring its “pioneering step forward.” Previews from PAX West and VR Developer Direct dived deep into its “full-body immersion,” a “ground-breaking” gambit that’s “the sum of efforts” in “rich physical engagement,” though the “must-play” moniker masks minor missteps, like “must-fix” audio drops in ambushes. Subtle humor hurdles the horror: Rosa’s wry quip mid-misstep, “Falling’s my day job; this is just overtime”, a wry wink that even in existential eclipse, stunt ego endures. With Metacritic’s 85 murmur and 88% acclaim from 500+ users, it’s a sales summit that’s summited steadily, proving nDreams’ elevation elevates the VR echelon.

Parkour’s Pinnacle: Leaps, Lunges, and Lethal Links

Reach‘s rhythm is a ricochet rapture, a VR verticality vortex where Mirror’s Edge mirrors meet Tomb Raider‘s tombs in a third-person thrasher that’s “platforming perfected,” a “must-play must-see” that’s “the best level design” in VR’s vault. You vault across Ferra’s fractured folds, crumbling coliseums with colossal chasms, subterranean spires spiraling into spectral silences,  with gesture-driven gambits that gamify gravity: lunge with literal lunges to latch ledges, dash with dynamic dashes that dash across dimensions, zip-line with zippy zips that zip through ziggurats, a “smooth, intuitive traversal” that’s “designed for VR” and “pushes boundaries,” as previewers praised. Climbing crackles with “tried-and-true” tactile ties: yank yankable yokes for yank-induced yanks, scale sheer spires with sheer stamina that shears sweat from your brow, a “small tweak to jumping” that jumps joy through the joystick-less joy, turning traversal into a “immediate connection” that’s “only possible in VR.”

Combat crackles with “thrilling emergent” encounters, a “fluid fight” where foes defy the drop with deadly drops: colossal colossi with colossal clubs clobber with clubbing clouts, spectral shades with shadowy shackles shackle with shadowy shackles, each archetype an “imposing, deadly adversary” demanding “versatile tools” for vanquishing ventures, bow barrages for distant darts, shield slams for staggering staggers, arrow ascents that arrow into aerial ambushes. The arsenal awakens with a bow’s basic boings, but burgeons into a beating bounty: explosive arrows that explode into explosive exploits, grappling grapples that grapple grapples into grapple gambits, a “ton of VR-native movement and battle mechanics” that’s “clever” and “impressive,” as testers touted, though the “high-intensity” high churns chaos that “chafes” the challenger, a “bullet ballet” that’s “blood-soaked” but balanced. Puzzles pop with “integrated” ingenuity: a ledge-latch labyrinth that latches lore to lethal lures, or a dimension-dodging dodge that dodges the drop with dodge-dance dodges, a “host of environmental puzzles” that’s “impressive scale” and “inventive.”

The loop’s longevity lies in its layers: collectibles cue “hidden upgrades” that upgrade the up, from stamina surges for stamina stunts to ability amps that amp the amped, a “compelling cinematic fantasy story” that’s “rich with story and lore” and “rich at voice acting.” Quirks? The “odd plot” odds the odds with “obscurity,” a “surprisingly detailed” that’s detailed but diffuse, and combat’s “chaotic churn” charms but chafes the challenger, a “proof of concept” polarizing the pantheon. Yet, it’s this unyielding upward arc, leaps beating drops into drops, that beats boredom, a “must-have” for the must-see.

Fractured Frescoes: A VR Visual Vortex

Visually, Reach is a fractured fresco, nDreams Elevation’s engine etching Ferra’s folds into a “richly detailed” rich tapestry: subterranean spires spiraling into spectral silences amid “sprawling caverns” and “crumbling subterranean architecture,” a “vast scale” that’s “minute detail” amid “higher-resolution textures” that texture the terror with tactile ties. The art direction alchemizes authenticity with artistry: mythic menaces lurk in layered labyrinths with “impressive visuals” that impress amid “impressive scale,” from colossal coliseums with colossal chasms to spectral shades with shadowy shackles that shackle the shade with shadowy shades. Kurosawa Mode’s monochrome majesty returns, black-and-white brushes evoking Seven Samurai‘s stoic strokes, joined by Miike’s mud-and-blood mania (desaturated dread with gore-glossed gloss) and Watanabe’s Cowboy Bebop cool (cel-shaded swagger with synthwave silhouettes), a “visual presentation” that’s “impressive” amid “rich physical engagement.”

Performance plummets perfectly at 60fps locked, with PSVR2’s “stronger visual fidelity” fidelitying fidelity amid “smoother performance” in “dense environments,” though Quest’s “steady frame rate” steadies the frame with “minor texture downgrades” that’s downgraded but dignified. Audio alchemizes allure: a soundtrack of shamisen shimmers and synth stutters swells from serene strums in surface settlements to thumping taiko tempests in the teeming trenches, evoking Titanfall‘s pulse-pounding poetry with VR vibrancy, a “rich at voice acting” that’s rich and rumbling. Sound design delights: the thwack of a hookshot on high holds, the whoosh of whirling whips, and hero hollers that harmonize havoc (“Balls to the wall!”). Subtle sonics shine: a fusion’s fizzle into freakish flair, or a boss’s bellow that booms like a boulder in a barrel. It’s a sensory sink that sinks hooks deep, minor menu mutes melting in the melee’s melody.

Leaps of Logic, Drops of Drama: Peaks and Pitfalls

Reach‘s leaps leap to luminous heights: the “platforming perfected” pinnacle, a “must-play must-see” that’s “the best level design” in VR’s vault, and the “fluid fight” that’s “thrilling emergent,” a “versatile tools” that versatiles the vanquish with vanquishing versatility. The “integrated” puzzles and “clever design” cleave “environmental puzzles” into “impressive scale” and “inventive” ingenuity, a “host of environmental puzzles” that’s hosting the hosted with hosting hospitality. At its $40 fare, with 88% acclaim and “one of the strongest soundtracks,” it’s a value vortex worth vortexing, bolstered by Deluxe delights.

Pitfalls pock the path, however: the “odd plot” odds the odds with “obscurity,” a “surprisingly detailed” that’s detailed but diffuse, and combat’s “chaotic churn” charms but chafes, a “proof of concept” polarizing the pantheon. The “high-intensity” high churns chaos that “chafes” the challenger, a “bullet ballet” that’s “blood-soaked” but balanced. Community clamor crowns the “cathartic cleave,” one streamer slaying in a “snarling symphony,” while whispers warn of “Switch 1 slide” sliding visuals into weariness. Humor haunts: a “cute fella” that fells foes with flying flubs.

It’s a leaping legend that’s legendary but limited, a “must-have” for the must-see.

Rosa’s Reluctance: A Parkour Prophecy

Beneath the leaps beats a bolder blueprint: Reach isn’t idle ink on an impact, but a manifesto of mayhem’s mastery, where nDreams Elevation’s homage honors Mirror’s Edge‘s zenith, pixel-popping palettes as broad as the pit’s brink, while probing play’s playful potential: the fusion frenzy’s “laboratory of lethal lottery” a classroom in combinatorial calculus, teaching topography’s tricks without tedious tomes, a subtle sphere seminar for Sunday solvers. It’s purposeful pops, educating through elation: the roguelite reset’s “remorseless attritional simplicity” a clinic in conversational conquest, mirroring Vampire Survivors‘ voracious vortex with whimsy, whims that whimsy the world’s wider wings into whimsy-woven webs. The base-building’s “perfect storm” of progression, 70+ blueprints a “perfect storm” that storms screens into submission, pricks the plot with prickly novelty, a “B-plot boondoggle” that boondoggles the beating heart into beating broader, grafting globetrotting grit onto globetrotting gallivants that graft whimsy with weight.

Unique unpeelings abound: the “Goblin Gobble” system’s “perfect storm” of synergies, where 60+ spheres spawn spectacular spells that spawn spectacular spells, or the pit’s “procedural pockets,” where randomized realms mint mini-mysteries like hidden holotapes hinting at Ballbylon’s ball-born births. Against Peggle‘s peg-pounding glee, BALL x PIT‘s narrative nabs the net of companionship, heroes’ “bizarre quirks” a “perfect storm” that storms screens into submission with storming silliness. Player pilgrims parade pride, one podcaster proclaiming a “puzzle perfect storm” that stormed suspects into submission, underscoring its communal crackle.

It’s more than mush: a manifesto of mini-mystery mastery, where every tap etches elation in the evergreens.

Final Thoughts

Reach vaults the VR vault with a verticality vortex that’s “platforming perfected,” a 6-8 hour homage to Mirror’s Edge‘s mirrors that’s “must-play must-see,” blending “smooth intuitive traversal” with “thrilling emergent” encounters in a “richly detailed” rich tapestry. The “full-body immersion” and “gesture-driven” gambits gamify gravity with “immediate connection,” while the “versatile tools” and “environmental puzzles” etch “impressive scale” into “inventive” ingenuity. Side scrolls sparkle with specificity, and the “compelling cinematic fantasy” crafts a “relatable reluctant hero” whose “welcome chemistry” with Atlas brews a “must-have” for the mayhem-minded.

The “odd plot” odds the odds with “obscurity,” a “surprisingly detailed” that’s detailed but diffuse, and combat’s “chaotic churn” charms but chafes, a “proof of concept” polarizing the pantheon. Yet, these are nicks in a noble naginata, the adventure’s deft deployment of Tomb Raider‘s tombs ensuring VR aficionados vault away afternoons in vertical ecstasy. For Synapse synaptic shooters or Titanfall titans, it’s a par-fect parley, a tropical treat that ties the tie without tightening the noose.

We prepared this review with a digital copy of Reach for the PSVR2 version provided by nDreams.

9

Amazing

As far as I can remember, I've been surrounded by technology. My father bought us a Commodore 64 so I started playing games as a baby, following my passion with Amiga 500, then PC and so on. I love game related collectibles, and when I'm not collecting I review games, watch movies and TV Shows or you may catch me keeping a low profile at Game Events.

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