Dying Reborn Dying Reborn Dying Reborn

Dying Reborn

The original Dying: Reborn was launched on PlayStation 4 and Vita back in February and introduced players to Matthew, a horribly-acted (but in a good way) main character who finds himself trapped in a dilapidated hotel while on a quest to locate his missing sister.  Matthew must solve several morbid puzzles to claw his way deeper into the abandoned hotel and discover what is really going on with his sibling. It was a neat take on the escape room fad that seems to be sweeping the nation, taking over old closed down corner stores in the back of shopping centers. Dying: Reborn featured 6 areas in the hotel that Matthew must escape from and offered a great couch co-op experience for gamers who didn’t wish to tackle the hotel’s secrets alone. Like escape rooms, Dying: Reborn played a smidge better when more than one set of eyes could take in all the subtle hints scattered throughout the environments. I was excited when I read a VR version of Dying: Reborn was being developed for PSVR and couldn’t wait to walk the eerie hotel’s hallways in virtual reality, but when I discovered that it was going to be an abridged version I was a little confused.

Dying: Reborn VR starts off bad from the get go. The main menu music is a soft melody that is very similar to the music you will hear throughout your quick playthrough, but when you choose a new game to begin your quest, the music abruptly stops and a thumping beat will begin. During this beat the VR headset will display a black screen, then all of the sudden the soft melody starts back up again. “What the hell happened?” I said to myself. “Did I press the back button by accident?” Nope, the game did this every time a new sequence would load up to begin a new chapter. This moment defined my whole experience with Dying: Reborn VR. It’s confusing and half-baked.