Reach is one of the coolest VR games that I have played for a long time. When chasing high classic kinematic action games, such as Tomb Raider or Uncharted, I had great climbing, jumped between buildings and jumping enemies, while pistols double -wielding in the latest NDreams. With a vigorous movement and surprisingly exact sense of consciousness of the whole body, I can’t wait to see more of it, even if I have some dizziness when I went on the first level.
VR games often have to tow a fine balance. Moving in 3D space with a stick -based movement is a way to cause motion disease for many players, so most VR games are designed in a way that takes into account the movement based on point and teleport, as well as movement based on poles. But after a demo, which contained a lot of running, jumping and platform, I am pleased to say that I did not feel that I feel the experience from the bottom, downstairs, sometimes I feel in VR.
Most of the demo versions I played focused on the platform; On a wall scale and I caught on shelves, like during climbing or horizon: Call of the Mountain. In combination with sprint, jump and even jumping between the holders while climbing, the movement here was surprisingly glossy and vigorous. Soon I felt like an acrobatic action star withdraws from the types of acrobatics that only Tom Cruise could achieve. Many times in my demonstration version I almost threw myself on a jump, but I managed to catch the shelf over time, swaying in a way that seemed much more real and natural than I could imagine in VR.
Moreso than any nice set of action or sneaking, this kind of compact details-hugging the shelf just in time, saving from falling to some extermination-helps free yourself from habitual feeling, as VR games can have. In sections where I wasn’t so lucky and finished the replays several times, I skip jumps each time and go from point A to B in novel ways. I love to find ways to maximize the tools in my set of tools to improve my movement in every game I play, but this type of drive is rarely satisfied in VR. Reach answered this question in Piki.

However, visiting the first level of REACH did not work and climbed. I gave up a handful of shootings with general boys from the militia when I was walking to save hostages. There is an arc with unlimited ammunition attached to your shoulder. With the very range above your arm you can break away from enemies from a safe and sound distance before climbing, jumping or running to the place where you need. Although the section I saw did not really focus on hiding, I ran a weapon on what was probably supposed to be a segment of hiding in the office space.
It seemed that there was a system of warning the enemy, although before I realized what this little bubble meant above the heads of my goals, an arrow intended for the chest of my last enemy whistled my bows. Then there were a few shootings, although they did not ask me to move in a closed space in the same way. Instead, they adopted the shape of more established meetings of the shooting gallery, as you can find in many other VR games with weapons. Evil guys jumped out of shutters and steel on balconies, with comfortably placed pistols littering the level to grab and unload.

They were much less fun and intriguing than this episode of Stealth. As he tells you that everyone who has even spent some time in VR, many VR games make their bones in these shooting galleries – at this point they have almost a decade. So the transition from a more open, interactive project to a handful of moments that I have already seen in a few other VR shooters was quite disappointing. But after I cleaned them, I returned to the platform, discovering the shelves from which my victims fell off.
After the last shooting, everything was escalating. The helicopter began to shoot me when I climbed to safety after the truck drove and rested the gate, allowing me to blow up a high wall. This compact additional shock of danger and tension, and the exploding walls and ceilings fell behind me, when the helicopter locked up in my location, he set off at the last moment of platform madness.

The first level of REACH was the most amusing I had in VR for months, a restricted way to end such a demo. I can’t wait to see the rest of what NDREAMS is cooking when ultimately released later this year on Meta Quest 3, PlayStation VR2 and Steamvr.