Dying Horizon: Cyberfusion offers you weapons, swords, and implants to mow down the undead, however is that this zombie shooter price your time? Learn on for our full evaluation.
This evaluation was initially printed on June 9, 2024, and was based mostly on an early entry model of Dying Horizon: Cyberfusion on Quest. Our ultimate evaluation was printed on October 15 and relies on the total launch.
Our reviewer has provided ideas on full launch as a continuation on the earlier early entry evaluation. The brand new textual content follows from the “A Clunky Continuation” header, beneath the earlier conclusion.
I am normally lenient on the subject of early entry video games. These are works in progress, and even when I do know there’s room for enchancment, I’d nonetheless just like the core gameplay or foundations. Then, there’s Dying Horizon: Cyberfusion. After enjoying this arcadey roguelike romp in opposition to the undead for roughly six hours, I can solely say that I am glad that I might a minimum of launch the sport.
What’s it?: An motion sport the place you are taking out zombies with roguelike mechanics.
Platforms: Quest and Steam (reviewed on Quest 3)
Launch Date: Out now
Developer: Dream Dev Studio & Horizon Lab
Worth: $14.99
Cyberfusion follows on the heels of its predecessor, Dying Horizon: Reloaded. Admittedly, I did not play the earlier sport. My closest frames of reference for the VR zombie apocalypse style are Arizona Sunshine 2, Resident Evil 4 Remake VR, and The Strolling Useless: Saints & Sinners. I do not count on an early entry sport like Cyberfusion to have a slew of options, however I nonetheless anticipated greater than what’s presently obtainable.
For starters, Dying Horizon: Cyberfusion would not have a conventional marketing campaign. As an alternative, development is damaged up into spinoff and uninspired mini-tallies, resembling “kill X variety of zombies,” “get X variety of headshots/decapitations,” “survive for X minutes,” and so forth.
As you full these tallies, you unlock extra maps, which include drab-looking corridors and samey-looking hallways. The extent design would not encourage confidence, even with procedural technology, as you discover that there are solely minor modifications just like the objects in a hall or the placements of terminals that grant additional well being, ammo, or credit.
Enemy selection and design are additionally sorely missing. Some zombies shamble towards you, people who transfer a bit quicker, and beefier brutes that put on soccer jerseys. Drones could seem, however they’re shortly handled in case you can deflect their laser projectile. Outdoors of the boss-type foe in later ranges/maps β which requires extra effort because it expenses and chases after you β the remaining hostiles barely pose a problem. Nonetheless, in case you’re not cautious and your character dies, you lose all “unbanked” credit and the bought firearms you carry. You must amass credit as soon as extra with solely a melee weapon/prosthetics to see you thru, therefore the roguelike nature.
Dying Horizon: Cyberfusion tries to delve deeper into futuristic sci-fi and cyberpunk themes by giving your character modifications and implants. Sadly, the early entry model solely permits you to change between two prosthetic arms within the Horizon Labs hub: one lets you deal a robust electrocuting blow, and one other offers you Wolverine/Baraka-esque blades that protrude out of your knuckles. These are first rate fight options, although I’ve to replenish power by slaying extra opponents.
Firearms, in the meantime, are bought utilizing the credit earned from terminals or zombie kills. Regrettably, the choice pool is restricted. At the moment, I can solely buy a pistol and an assault rifle; the shotgun and revolver are presently unavailable on the time of writing. Nonetheless, I did have a trusty katana, which is all the time a part of the default loadout.
Given the above, you could be questioning: “Hey, you get a sword, empowered melee assaults, and a few weapons. These aren’t a lot, however fight ought to nonetheless be thrilling and dynamic, proper? Proper?”
Sadly, no. Dying Horizon: Cyberfusion provides much less of a quick and frantic VR exercise expertise. As an alternative, it is extra akin to a stroll within the park β besides I had my hand-held out as if I used to be strolling a canine or main a marching band.
That is as a result of aforementioned katana. I needed to maintain it horizontally, guaranteeing the weapon was roughly head or neck degree. Then I slowly moved towards the undead, or I would allow them to strategy me. The result’s near-instant decapitations, all with out doing slicing or stabbing motions.
Moreover, deflecting drone lasers is finished by holding the katana outward, so I barely needed to transfer my arms throughout most runs. I used to be as lethal as Michonne from The Strolling Useless, albeit a Michonne on an escalator, conscious that her flight’s been delayed and he or she would not must rush to the adjoining terminal.
Worse, enemies appeared to solely spawn in corridors or rooms that I used to be not . I’ve by no means observed zombies rising from darkened crawlspaces or air flow ducts, however they did magically seem a number of toes behind me if I a lot as circled. That led to runs the place I merely stayed close to the doorway/exfiltration level, held out my katana, and funneled shambling corpses into my “Limbo Blade” celebration, amassing credit and XP. The expertise was tedious, to say the least.
Dying Horizon: Cyberfusion may be performed whereas sitting down or standing up. There are alternatives for snap turning at 15, 30, 45, and 90 levels, in addition to clean turning, although thereβs no tunneling or vignetting function. Likewise, there are top offsets that may be tweaked by way of a panel on the entrance of the hub.
Within the weapons room, itβs attainable to vary the positioning and scale of your stock slots, such because the holsters to your essential weapon, ammo, sidearm, and katana. These make it simpler to seize maintain of and produce out the armaments situated at your hips, chest, and waist. Thereβs additionally a magnetic pull mechanic so you may shortly reel in objects, in addition to an merchandise respawn function in case you unintentionally drop your weapons.
The powered prosthetics and firearms really feel pointless. Though I respect the inclusion of handbook reload controls, there was actually no level in rigorously aiming, taking pictures, grabbing {a magazine} from waist degree, and reloading my weapon β the sword did the trick easily and effortlessly. The identical may be mentioned for restricted physics mechanics, resembling pulling containers and maimed torsos and throwing them at your opponents, although these actions made me snigger a number of instances. Moreover, resulting from roguelike mechanics, bizarre random spawns, and never eager to lose credit, I had to decide on probably the most dependable survival technique.
A Clunky Continuation
4 months after I initially checked out Dying Horizon: Cyberfusion, the studio knowledgeable UploadVR that the total model of the sport is now obtainable. I’ve gone again in, desirous to see if there’s any new enhancements. Sadly, even the total launch leaves me feeling disenchanted.
I instantly observed that my early entry progress is gone, forcing me to say goodbye to my degree 5 map and shotgun unlocks as I clicked on the New Sport choice and went by way of the tutorial once more. Two new weapons had been added as a part of the newest replace: the Burst Rifle and Revolver. Curiously sufficient, the one cybernetic implant obtainable is the Gorilla Energy, which is similar outdated electrocuting punch from earlier than.
Different choices, such because the Razor Edge, Grappling Hook, and Spider Hand, merely had “Coming Quickly” written on their panels. Additionally, a separate room within the hub is meant to behave as a bar, however this, too, had βComing Quicklyβ written throughout it. I started to surprise why this model is being thought of the total launch, although sure options had been nonetheless lacking. There isn’t any early entry tag on Quest anymore however it’s nonetheless listed as such on Steam.
However, I went straight forward to play the missions. The largest change is that development is not tied to kill tallies. As an alternative, I needed to full assortment and delivery-based aims. For example, the primary and third ranges contain buying three canisters with a purple glow. The second and fourth ranges, in the meantime, require bringing a glowing canister to a machine. Within the early entry model, the tallies meant that I might simply keep near the elevator whereas racking up kills. Within the full launch model, you really want to discover the ability.
The maps themselves are sprawling and expansive, and procedural technology means quest gadgets and terminals may seem in numerous places. Moreover, I can carry out my cybernetic arm at eye degree to see the rooms that Iβve been to. Sadly, degree design is rudimentary at finest; theyβre the identical drab-looking corridors and samey-looking hallways that I discussed months in the past. And, sure, the enemy spawn mechanic, the place hostiles spawned in hallways and corridors that I wasnβt immediately , stays widespread. That leaves the gameplay feeling boring and unengaging.
One issue from Dying Horizon: Cyberfusionβs early entry interval that made it too straightforward was the katana. Particularly, I might maintain out my katana and stroll by way of zombies to decapitate them. That not works within the full model β I now must put within the effort when chopping down my foes. Though thereβs an added diploma of problemβa minimum of when in comparison with the βMichonne on a walkalatorβ gameplay from earlier thanβthe motion is sadly sloppy at finest. The katana tends to get caught in craniums and our bodies extra typically now if I do slicing or piercing motions; zombies are likely to flop round uncontrollably, too, resulting in annoying sequences each time I’m surrounded by enemies.
I largely depend on an overhead chop with each the katana and Gorilla Energy, which appeared to do the trick. Firearms, in the meantime, arenβt as viable because the melee choices. Consider how shotguns in first-person tactical or zombie apocalypse shooters are likely to blow aside a goal at shut vary. In Dying Horizon: Cyberfusion, a point-blank shotgun blast typically is not sufficient to take out a measly zombie. The visible and physics results are additionally missing, resulting in boring and uninspired motion.
Dying Horizon: Cyberfusion Evaluation – The Last Verdict
Though weβve been informed that that is the total launch, Dying Horizon: Cyberfusion nonetheless feels incomplete. Some mechanics and options, resembling a number of cybernetic implants, are lacking. There are some collectibles to search out however these solely provide lore snippets, which are not a precedence in comparison with, say, upgradable implants or new character abilities. Equally, the gameplay and degree design stay uninspired.
In the long run, this physics-based first-person motion sport thatβs purported to have a futuristic aptitude nonetheless has an extended highway forward. It definitely doesnβt maintain a candle to different VR horror titles, zombie apocalypse survival video games, or tactical shooters.
UploadVR makes use of a 5-Star ranking system for our sport evaluations β you may learn a breakdown of every star ranking in our evaluation pointers.