This is brilliant how flued interactions in this game works, flow is amazing this is the best game to prove VR brilliancy as media. I think it’s fair to subtract points for a weak (or even non-existing) story. I see your points but wow 6/10??? like wtf ??? For example, an integral object that players need to utilize could fall in an area where it can't be retrieved, and players are just stuck until they restart.
Combat isn't always a huge part of the Boneworks experience, but it's fun when it does happen. The clip below only barely captures how significant this shakey movement feels when you’re actually in the headset. Dude has way more misses than hits for anyone to keep drinking his cool aid, he’s made a business out of trashing Valve, twisting every detail into something negative with the craziest theories, and fanboys fall for it just because Valve doesn’t directly comment on his bullcrap, as if they should legitimize him or any other random online troll gullibly people fall for by even mentioning him. I think they could have at least offered a comfort mode for that virtual neck, many people complained.
Knocking over objects is great, but when you try to climb a wall and the game makes an assumption about how strong the player is, making you bounce up and down like a spring pony on a roller coaster, the game loses my appreciation for it’s dedication to simulation. The technology a game is based on does nothing to excuse its game design (game design is the ‘game’ portion of the experience).
we all know you’re not fond of locomotion in VR games. Its a nice game but over time they could add some type of dungeon mode to keep the game going for a while but until then im probably going to just wait until more stuff is added. Iron it out, and you may find a compelling story, but your face is shoved into the dust ball, not a t-shirt. Physics-based this is not only in terms of objects you interact with, but also the fact your avatar is a ragdoll with hard limbs connected by joints and your head is connected to that ragdoll – that’s why the camera shakes as you climb, because there’s intertial forces upon these joints. I love that my body is present in the game it really helps my immersion and even post immersion when im thinking back about gameplay i think of myself being physically there now compared to being like a ghost/camera in the virtual world.
Boneworks doesn't quite fit that bill as VR's killer app, but it is a huge step in the right direction and a highly innovative game that should pave the way for more ambitious VR games in the future.
In all the let’s plays I’ve seen (plus my own time with the game) having the inventory slot actually on the back versus on the shoulders is a terrible design choice. the game is good but it has some minor issues. Game has almost no content, feels like a demo. If you pull the bolt back when a mag is loaded, an unspent cartridge will pop out of the chamber; if you fire a round, a spent case is ejected (as the bullet itself has gone down range). You experiment with it, trck it and have a good fun with it. You can’t even take weapons with you between levels. alboradasa benz145 • 10 hours ago You can’t force someone to change their opinion about something just because all of the others have the same opinion. It's not uncommon for players to get their arms stuck at weird angles, and we also experienced one frustrating glitch where we wound up permanently stuck in the crouch position. Objective interactions in Boneworks generally feel pretty good; guns in particular are satisfying and responsive to the way you grab and interact with them, though they can be oddly picky about the exact way that you insert a new magazine. Stabby weapons, which can penetrate enemies with enough force, generally fare better at doing what you hope than the blunt weapons, but (just like the game’s guns) they aren’t very compelling to use unless you’re just going for overtly stylish slow-motion kills. It wouldn’t be fair to call Boneworks a mere tech demo considering the length of its campaign mode (it took me about 9 hours to complete) and the addition of the Arena (waves) and Sandbox (playground) modes, but it’s clear that the game’s core tech got most of the attention, while the actual game on top came by way of necessity. “But muuuh physics!” Just because the Boneworks team has a perverse love for spring-loaded mechanisms & the concept of momentum, doesn’t mean it’s on the same level as Half-Life. But it’s here where Boneworks stumbles; despite a rich and often quite immersive set of underlying systems at work, the game struggles to find its stride. Scores aim to boil down the reviewer’s overall opinion of the experience, even if the text of the review focuses more on critique than praise, or vice versa. Talk about great game design. Realisic phisics is not a game feature here, it is the game. Arena serves up wave-shooter like scenarios, including Survival (which tasks you to live as long as possible) and Trials (which challenge you to kill enemies under certain conditions or with certain items). When you say “narrative” do you mean ‘the story that the game tells’ or do you mean ‘Campaign Mode’? Price: $30. The engine is mind-blowing, and I've never REALLY felt like I'm just THERE in the world the same way I have with Boneworks. Not only is holding the rifle with the second hand cause for some of the strangest hand poses I’ve ever seen in a VR game, but half the time, I’ll try to reach for the barrel of the gun to hold it only to accidentally pull out the mag. Just because you fell for the whole “dudebro” bullshit of these hyping wankers does not take away from the fact that what they have delivered is mediocre at best, in spite of their incessant self-marketing these past two years. Not every object holds up to this much detail, but more often than not I found my interaction expectations satisfied rather than disillusioned. I’ll fix the typos, thanks to @disqus_3tORKxDdLb:disqus for pointing them out. In far too many VR games I’ve had my reality shattered when reaching for an object with an obvious real-life function that doesn’t live up to that expectation in VR. Dalton Cooper is an editor for Game Rant who has been writing about video games professionally since 2011. Everything I read sounded like a reasonable criticism. If you have played part of the game, your experience may differ from those who have completed it in its entirety. That’s pretty cool! There are also some problems with the puzzles where something like an object or npc will get stuck in the wrong position and you can reset it so you'll either cheat or restart the level so you can get past the puzzle.
Underwhelming story/narrative was not why the game didn’t get a higher score, it was the underutilization of the sandbox elements to build compelling gameplay scenarios. I’d rather have people point out honestly what their issues are in VR games so that devs can know how to improve their games, rather than sugar-coating everything as “the best thing ever.” Nobody is expecting the games to be perfect. also you understand stormland is from insomniac games right? That said, only a small fraction of those who have reviewed the game on Steam have actually completed it. I’m glad there are people who are enjoying the game, there are parts of it which are enjoyable.
I am CONSTANTLY dropping items, sometimes losing them to grinders or pitfalls that then leave me without a weapon I desperately need. ^w^. But no depth in gameplay or story, and no real AI – I see nothing real to do, than to walk around and interact with things – seems really boring. Actually, this happens constantly too, on all 3 gun classes. Use found physics weapons, tools, and objects to fight across dangerous playscapes and mysterious architecture. Reminds me of Magic Leap somehow. Boneworks’ physics-driven gameplay is a double-edged sword. Just let me keep it! Because it needs it, bad. It’s …
Boneworks' levels are all mostly similar from an aesthetic standpoint, with most stages having the same drab suburban corporate office-look to them. The appeal of the game is interacting with the world and not so much progressing the story or solving its puzzles, which feel half-baked at best.
we all know you’re not fond of locomotion in VR games and the note would surely reflect that. We included the Editor’s Note to make the limitations of this review clear. But what’s your point? It’s derivative to such an EMBARRASSING level that I doubt Brandon will be as free to enter Valve HQ as he was prior to the launch of his game. that said, this always looked to me like yet another physics playground more than anything else. They can bring up a menu that makes things a little simpler, but it's more immersive and fun to reach behind one's back to put an axe away or physically grab a pistol from its holster. even if they tookt he story out 100% id suggest, cause thats all i can do, that you try this out. Keep your finger on the pulse of the XR industry with the Daily Roundup, the most important news in one daily email. Nobody came to BW for the narrative and if you did you clearly didn’t do any research on the game.
So to review it almost solely for that rubs a lot of people the wrong way.
Boneworks is a genius, Valve-inspired virtual reality game wrapped in mediocre level design and unfortunate technical problems. Alyx would be very hard to stand its ground, when something like boneworks is around. It’s sold as a game though, and that’s what RtoVR reviewed it as. Especially with the wall right in your face, this shakey movement is particularly unsettling to the proprioceptive system.