Merits of that game not withstanding, nunchucks in VR could be interesting - along with flails, whips, and other non-rigid weapons. They solve (or rather, sidestep) some of the major melee weapon problems in VR: feedback and phase through. Since the striking portion is somewhat independent of the held part, it can remain physics based and react like it would in real life. Rather than phase through a VR object to maintain sync with the hand movement IRL, it can glance off the VR object while the handle remains in sync with the hand. They also force a minimum hand movement speed with immediate visual feedback. If the ball on a flail is just limping on the end of its chain as you swing, it's obviously not going fast enough to do damage. Compare that to a blade where you really have no idea when you've reached "proper" momentum - especially without the impact physics or cuts manifesting themselves in realistic ways.
It's a pity those types of weapons haven't been explored more in VR games. 99% of what's out there is a gun, bow and blade.