
Reach. It’s the name of the game, but it’s also the thing you’ll be doing plenty of in the upcoming nDreams Elevation game. I sat down with (and you’ll have to excuse me here while I try to relay just how cool this was) former Sony Studios CEO Shuhei Yoshida to talk about the upcoming VR action-adventure/parkour/shooter. Ambitious, the game looks to create impressive set pieces, realistic and natural VR motion, and a physicality that few VR games ever achieve. I went hands-on with the game and then tried to scoop out my thoughts after the fact. If I’m being honest, I was having so much fun that I kinda forgot to mentally take notes – a good sign for the game, but kinda bad for coverage. Let’s see if VR explosions for 45 minutes removed any coherent thoughts.

Good VR doesn’t require a great deal of instruction, and that is a central pillar of Reach. After a quick calibration session (and an explanation to our younger viewers of what a floppy disk is), we climbed into a windowless van that surprisingly doesn’t say “Free Candy!” on the side and headed out on our secret mission.
The demo started in what amounts to a training warehouse. Heading inside started the interactivity of the game as I pulled open the sliding door. After that, it was using my hands in a natural pulling motion to climb a box, hand-over-hand pipe work, interacting with books and other materials in the environment, running, sliding, and leaping between boxes. I even managed to combine running, leaping, and then catching onto the distant edge with my fingertips. Best of all, none of this caused a single bit of nausea – something that nDreams has managed to nail in every game I’ve played from them.


At its core, Reach is built around a philosophy of full-body presence. Gone are the days of floating hands or restricted movement, replaced by gesture-driven traversal. If it looks like you can jump, climb, zip-line, or shimmy across it, you probably can. That physicality isn’t window dressing, either – it’s baked into every system.
Once I’d done enough movement “training”, I walked into a room with a bow – practically a requirement in VR, right? Sliding a crate, I had a clean shot to put the guy down, and that’s what I did. It again combined interactivity with natural motion – just do whatever you’re doing the way you’d do it in the real world. A little further, the training wheels came off completely and I faced a whole group of guards in an office portion of the warehouse. Sneaking up behind one guard, I quietly dispatched a few before they caught on. With enemies now on our tail, we leapt between buildings, making a break for our escape.


Using a new leaping mechanic, I grabbed onto a ledge, then sprang up to a higher one, scaling a building before ending up in a shootout with a number of guards who burst through the wall to take their best shot. Dispatching them with my bow, I stood smug and safe in the courtyard. Well, I did until the helicopter gunship entered the courtyard and sent me running once again.
As the demo rolled to a close, a few things were clear – the team was onto something special. Yes, it combined a bunch of the best parts of VR into one package, but wrapped it in a fun storyline that should serve as a great backdrop for the adventure. The team told me that there are a number of elemental arrows for the bow, a throwable Captain America-style shield, and more to look forward to, but didn’t want to spoil the surprise. Earlier in the demo when I first got the bow, I got to see a mechanic where I could shoot arrows into the wall and then use them as a foothold, hinting at other traversal mechanics. Another hinted at enemies that are far larger, requiring Shadow of the Colossus style combat to take down. Yoshida-san pointed out just how smooth the animation was, and how the game didn’t have any nausea issues regardless of how long you’ve played – something mirrored by my own experience.


The nDreams crew said the storyline will last about a dozen or so hours, which feels like a sweet spot for these types of games, and enough to push past tech demo territory. The player-focused movement and slick combat felt immediately accessible and tangible. With solid production values, it also looks like it’ll be a bit of a looker.
We won’t have to wait too long to experience it for yourself – Reach is set to ship this year on Meta Quest 3, PSVR 2, and SteamVR.
Stay tuned here at GamingTrend.com for any other news on Reach and everything else cool we saw at Summer Game Fest 2025.