I did not play the original version of Arizona Sunshine® so I cannot make any comparisons between the 'remake' and the original version. I imagine the original, released in 2016, probably looks dated by now.
Arizona Sunshine® Remake is about what you can expect from a zombie shooter game, though, which I'd say makes it good in that way. Cheesy dialogue from a dude who is over-acting, gore and de-limbification, and just lots of shooting of zombies. Playing it on the hardest difficulty, called apocalypse, gives a pretty decent challenge as you'll die very quickly if you are swarmed or make a mistake, but as is usually the case with VR games, it's easy to overreach your ammunition belt or holstered weapons and completely miss grabbing a new ammo clip or your other gun. You'll probably die from fumbling around with the controls, particularly if you are newer to VR gaming. I don't fault the developers of this game for that issue, however; as it's more a limitation with VR given that you aren't sensing anything tangible with your hands other than your controllers. A lot of VR games that rely on the cameras of the headset to accurately track the movements and positioning of your arms to interact with something in a very specific location on your player's body suffer from this issue.
One thing I feel that could have been corrected is the automatic targeting system for picking up items/objects on a surface. The game should automatically prioritize targeting ammo as you are reaching out towards it, as it can be assumed that the player is wanting to collect the ammo laying on a counter and not the 12 red solo cups that magnetize to your hand instead. I constantly found it targeting everything but the ammo clips and magazines and was having to chuck plenty of random objects behind me before the ammo was pulled or grabbed. I enjoy VR games that have interactivity with random objects and items but the developers loved to surround essential items with junk that the game seemingly wanted to troll you with by having you pick it up first before what is essential.
There's a lot of weapon variety in this game, where you'll typically come across a few different weapons to try in each chapter, up to 36 total guns. I didn't really like the weapon/item storing system and hope that VR titles post-2016 find a better way of weapon swapping that becomes more universal. You can have two smaller weapons holstered at your hip and then a bigger gun, like that of an AK-47 or something, slung over your back. Picking up a different gun not yet holstered means swapping out one of the weapons you already have. I see the immersion in doing it this way but I don't mind a weapon wheel, especially when there's four types of ammunition where one is shotgun shells and another are grenades for a launcher, where the shotgun and grenade launcher also take the spot of a pistol or SMG, and where pistols and SMGs share the same ammo type. What sucks is that there's really only one type of shotgun that you'll find between the main campaign and the first DLC, and it's the last DLC campaign that includes this awesome automatic shotgun that you get to use, albeit very briefly. The grenade launcher is a gun that you'll also come across about halfway through the main campaign but is only used for a very specific situation and then the game doesn't spawn any additional propelled grenades for that weapon, making it pointless to keep around. For a game where you can be attacked by a swarm of zombies, it'd have been fun to use a grenade launcher for more than just one very specific area and seems like a missed opportunity for this type of game.
Grenades which you unpin and toss count as their own special weapon type and can't be holstered, only shoved into one of two slots in your gloves. These two slots are shared between grenades/molotov cocktails, food (healing) items, and melee weapons. Molotov cocktails, of course, require a flame source like that of a lighter that you can typically find somewhere nearby a Molotov, but the lighter, if you want to hang onto it on the chance there's more cocktails or cigarettes if you want to RP a chain smoker (there's really only a few to molotovs in the entire game + its DLCs) then you are sacrificing an important storage slot for extra food or grenades.
Other than that, I'd say the game was pretty fun, if not a bit predictable with its story. It had good gunplay where you can almost feel the heft behind weaponry like the desert eagle or the .357 magnum, and it's very satisfying to watch the heads of zombies pop like balloons as you land headshots. As you build that muscle memory and become more familiar with the controls and the layouts of the guns, you can find yourself reloading your weapons pretty quickly which makes yourself feel like this unstoppable zombie slayer as they can't even get close to you for a nibble. I feel like some of the guns hold way less ammo than it should, however; and so you're reloading way too frequently. I swear there's one assault rifle where you can only shoot it like ten times before you have to reload, despite shoving a large magazine into it, and that just seems wrong.
The game is very short, where you can easily beat the main campaign in less than 5 hours on easier difficulties. There's two additional DLC campaigns where the first is maybe around 2 hours and the last DLC is literally an hour long, resulting in a game where you can honestly beat it in less than 8 hours. Since a lot of people do not have friends to play with, the horde mode is essentially pointless unless you just want to play it solo, but searching for multiplayer games will not result in you finding anything because nobody is hosting. By now, VR gamers have likely moved onto the sequel or another VR video game for multiplayer purposes.
I would recommend this game, obviously, but more so on a sale rather than paying full price.