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I'd say to people to hold off on this for a few months and see what the state is in regards for the modding, $40 for quite basic modding (right now) and a short campaign is a bit iffy in my opinion.
If people who own Boneworks got a discount for Bonelab then maybe they would be happier with their purchases. No matter the price though the points I made would still hold true for me.
I can't imagine the work it took to do everything for Quest and get it running as well as it does, but I would imagine if the Quest wasn't the leading headset for VR in the market then maybe fans of Boneworks would have gotten the sequel they hoped for.
In the gameplay reveal video on the Node channel Brandon said "People saw Boneworks, they're like "We like Boneworks". We took that money and we built Bonelab". And I know as VR devs you can't ignore the Quest space, the Quest market, that's how you're gonna make your money now and pay your employees etc. But it does feel like the majority of dev time was spent getting Bonelab running on Quest and then there was less time to spend on a Boneworks sequel.
Did Bonelabs meet my expectations? No, but I think a lot of people are having a good time with it. Maybe the Deckard will be announced and we'll see a shift in the VR market once again, and then we'll have better hardware to develop and work with.
That was what pushed me over the edge since the campaign is already so short.
If they shipped robust and fully featured mod tools with the game so the "it's built for mods" excuse could even be mildly entertained, then that'd also stop me from giving a negative review.
But alas, it just sucks right now in every way.
The Pillar climb level is also trivial, you shoot all the void birds on the lower levels to stop them from hitting you, once you get to a Jump pad you will automatically switch to Tall.
There is literally no excuse to fail at that level unless you're not experimenting with mechanics.
So wouldn't it have been a better idea to introduce this method of movement by having the level start with a fire fight where you unmistakably get to see how your guns propel you around? Heck, wouldn't a level about low-gravity fights have just been a better idea to begin with?
I haven't gotten to the level yet, but I agree with this. When a level or mission has a new mechanic, it's a good idea to introduce the player to it either naturally (with gameplay) or with text somehow. Not saying that the level is bad, I haven't played it yet, but this is a great way to introduce players to new ways to play.
start of the campaign...
Fun, good introduction, good action /shooting sequence to get started. Nice elevator crash scene. (Skipped all the item balls because lord knows i haven't seen an instruction anywhere that tells you to rip them apart with your hands)
The hub, I got bored, confused on what to do. Started looking up steam guides to see how to continue campaign.
Went to do the puzzles in quarantine zone, not very entertaining more of like a waste of time.
Then you've got the stages like... The rollercoaster minecart ride. OK... What is this, 2013?
Did they really think a rollercoaster ride is original?
Expected a cool parkour duruing the fast character section. But it's nothing but a ripoff of half life 2's under the bridge sections.
Heavy dude section. A wave defense mission? Say no more...
The cart driving section... Are you for real? drive 3 laps and you can already take that off your boneworks mission list.
Moonbase is just empty nothing to do, go from A/B in the slowest character in the game.. Another waste of time.
Pillar climb... Forcibly changed into the smallest character being unable to advance/climb. Out of player control. Oh yeah, and a loading screen when you die.
The ball puzzles.. Look come on. I know it's a physics based game. But pushing a bunch of balls is not impressive or fun.
I tried playing the arenas but like some said. Copy pasted arena from boneworks,
container yard is boring as hell, zipline map also boring as hell. They don't even look the least impressive in any way of level design. Blank textures everywhere. Creativity must have been through the roof.
Sandbox, didnt even touch it cause i have almost zero stuff unlocked to even have fun in sandbox.
Tac trials,
They are someway entertaining but if all the enemies are in the same places how long till it gets boring. You know the answer yourself.
The parkour is fun the first time through, not a second time.
The timed key grabbing wasnt too amazing either. (also reused map for tac trials)
The rooftop parkour is alright, but how many times can you replay that till you get bored.
Experimental. Look. No. I don't want to play bowling.
I didn't hesitate to spend that 40 bucks, and i won't refund the game. But this game just isn't it in this current state.