Showing posts with label VR Gaming. Show all posts
Showing posts with label VR Gaming. Show all posts

22 Oct 2025

REVIEW: Reach (2025 VR Video Game) - On MetaQuest

Reach VR

Review by Jon Donnis

When a VR game makes you forget where you are, you know it's doing something right. Reach, from nDreams Elevation, is one of those rare experiences that aims high and mostly gets there. It blends shooting, climbing, and a touch of role-playing into a world that feels alive, dangerous, and genuinely inviting to explore.


The visuals are the first thing that strike you. It's easily one of the most impressive-looking games on MetaQuest, with sharp detail and light effects that give every space a sense of depth. The opening tutorial deserves credit too. It's clever, well-paced, and teaches the core mechanics without slowing the action.


Once you're set loose, the game shines brightest in motion. Parkour feels smooth and intuitive, from leaping across ledges to zip-lining through open stretches. Combat has an arcade feel, more forgiving than realistic, which keeps it fun rather than frustrating. The bow is a particular highlight, giving each encounter a nice rhythm between movement and aim.


Not everything hits the mark, though. Standing play feels unfinished. You can duck and crouch in real life, but the game still wants a button press to register it. It breaks the illusion a little, especially in moments where immersion should matter most. Motion sickness can also be an issue. Even with the comfort settings on, it can catch up with you if you're sensitive to it. Players used to VR movement will likely be fine, but it's something to be aware of.


Despite those small setbacks, Reach gets a lot right. It looks great, plays well, and feels built with care. The story has enough heart to keep you engaged, and the freedom of movement gives it a sense of adventure that few VR titles manage.

Reach might not redefine VR, but it proves how far it has come. It's confident, good-looking, and full of moments that make you glad you took the leap.

Score: 8/10

Out Now on MetaQuest

22 Aug 2025

REVIEW: Jacked Up (2025 VR Game) For MetaQuest

Review by Jon Donnis

I've been interested to play Jacked Up ever since the first chaotic trailer dropped, and now that it's finally on my headset, I can say it's definitely a fun VR game, if not groundbreaking. The pitch sounds ridiculous on paper: you're a musclebound rabbit trying to climb a giant tower, live-streaming the whole ordeal to an in-game audience that cheers, heckles, and distracts you while you bounce from one block to the next.

The bouncing feels pretty decent. It's fast, simple, and addictive, I lost count of how many times I smacked into the same spinning bar thingy and tumbled right back to the bottom, only to instantly restart without hesitation. That's the magic here, the game doesn't frustrate too much, it teases you into having "just one more go."


What keeps it from getting stale are the gyms dotted through the tower. Every few hundred metres, you land in a checkpoint guarded by outrageously shredded animals. Ripped frogs, bulked-up chickens, dogs with more muscle than sense, all cheering you on. Make it to the fourth gym and you unlock a Gym Token, which means you don't always have to slog back through the very start again. It's a clever little system that makes progress feel rewarding while keeping the tension alive.

The optional challenges are where the game goes from silly to completely unhinged. One run I was trying to bounce while holding a motivational poster in front of my face, another time I downed a glowing protein shake that made my jumps unpredictable. These "Bro Lab" dares are interesting, especially when your in-game chat starts reacting in real time. That feature might sound like a gimmick, but it really adds to the atmosphere. Having fake viewers roast you mid-run makes the whole experience feel like part-game, part-comedy show.


It isn't all perfect. The visuals are extremely simple, almost bare-bones, and the environments don't change much as you climb. The core loop is strong, but it doesn't branch out into much variety yet. I'm banking on those promised mini-games in future updates to fill that gap. And a big word of warning: if you're even slightly prone to motion sickness, this one could mess you up. Looking down or up at the wrong time is an instant stomach churner.

Still, for the price (just under six quid), it's a brilliant little package. It doesn't overcomplicate itself, it makes the bouncing feel great, and it has enough personality to stand out from the usual crop of VR experiments.


Jacked Up won't win awards for originality or visuals, but it nails what it sets out to do. It's goofy, frustrating in the best way, and weirdly motivating. I'm giving it a solid 7 out of 10, with the feeling it could climb higher if those updates deliver.