Path of Fury – Episode I: Tetsuo’s Tower is a soon-to-be-released combat sim that invites you to punch your way through a vividly retro, ’80s-inspired underworld filled with gangsters. Having had the chance to dive into the first two levels before its March 12th release on Quest, I’m excited to share my experience.
Growing up during the era of films like Big Trouble in Little China and an endless chain of ’80s and ’90s kung-fu movies, I consider myself something of a martial arts aficionado. Path of Fury aims to make you feel exactly that by throwing an army of Cantonese and Russian-speaking gangsters your way as you battle toward ever-tougher underworld bosses.
Even though the opening cutscene left me slightly at sea about my motivations for fighting through hordes of adversaries, it’s clear that the game demands physical exertion. The game might be on rails, but its immersive world-building is impressive, combining low-poly, PlayStation 1-era villains with a vividly detailed, dynamic backdrop.
Without spilling too much of the plot, you kick things off by grilling a captured gangster for intel, setting your path toward Tetsuo’s Tower. Typical of any villainous hideout, the spot is fronted by a nightclub bustling with thugs. The game’s on-rails progression means your moves are more like teleporting from one brawl to the next. But that does little to detract from the main action, which is all about delivering blows and blocking.
The combat mechanics—reminiscent of classic arcade games with a punch-and-parry setup—make it feel like a trip back to the mid-‘90s arcade scene, similar to Time Crisis. Instead of reloading behind cover, though, you’ll be tapping highlighted targets and launching a storm of punches.
Defeating an opponent relies on matching your punch to the displayed target and power: red cues for hard hits, and grey for quick jabs. This guided approach means you have limited flexibility in engaging enemies. However, Path of Fury embraces this with its focus on instructed movements, akin to titles like Until You Fall or Beat Saber, ensuring you feel like a combat expert at just the right moments.
Leonard Menchiari, the indie developer responsible for acclaimed non-VR titles such as Trek to Yomi and The Eternal Castle [REMASTERED], is the creative force behind Path of Fury. It’s no surprise the game captures the essence of classic beat-‘em-ups, and considering it’s Menchiari’s first foray into VR, the experience is remarkably intuitive and polished.
During my playthrough of the initial two levels, I found little to criticize. Although not physically exhausting, a solid 30-minute session promises to meet your daily activity targets. Even with its low-poly style, the game excels at crafting immersive scenes that make you want to stop and explore.
Current options are limited to a pause and restart button, with no seated mode available in the demo. Being knocked out repeatedly can be disorienting, which I hope gets ironed out before release. Additionally, a difficulty slider would be a welcome addition for those who might prefer a more leisurely playthrough to enjoy the narrative.
Path of Fury shapes up to be an engaging and stylish addition to anyone’s workout routine, pushing you to break a sweat with its enjoyable combat and immersive gameplay, even if you weren’t really planning on a workout.
Path of Fury: Episode I – Tetsuo’s Tower will debut on March 12th for Quest 2/3/Pro, priced at $9.99. You can add it to your wishlist now in the Horizon Store.