Half-Life Alyx never really wowed me in 2020. bone works There was already a hook inside me. It’s decidedly low budget and wobbly in places, but I fell in love with its simulationist approach to VR. A physics-driven avatar that bounces around with 3D legs. It has weight and weight and no invisible walls to keep me from climbing into the sparsely textured corners of the simulation. Sometimes it was like the VR magic you dreamed of as a kid.
need to know
what is that? : A VR physics sandbox with a sizable story mode.
Expected payment: $39.99 / £29.99
Release date: September 29, 2022
Developer: zero stress level
the publisher: zero stress level
Review date: Windows 11, Nvidia 2080 Ti, Intel i9-9900k @ 4.9ghz, 32GB RAM, Quest 1 Wireless via Virtual Desktop
Multiplayer: Officially none. some mods.
Link: Official site (opens in new tab)
Bonelab — part sequel, part author’s sandbox — expands on the experimental hell or high water design I’ve been looking for in VR. Not a recommended experience for beginners. Moving on a virtual leg is a dizzying experience, but it’s also a familiar experience. Despite its uneven pacing and a bit of physics jank (which seems to be an inevitable part of any VR game with lots of moving parts), Bonelab is the most consistent I’ve experienced with an Oculus Quest headset. It’s one of those exciting PC experiences.
Whereas Boneworks was a traditional story-driven action game, Bonelab has taken its core and remade it into something akin to Garry’s Mod for VR, interwoven with a 5-6 hour story mode. . hypnospace outlaw, but more haunted) Where VR started early, the story is about breaking out of the conservative corporate metaverse to become a freewheeling hacker and modder. For the most part, this involves familiar VR runs, shootings, brawls, and puzzle-solving, but eventually expands into more creative realms.
learn to walk again
Bonelab’s first stretch introduces you to the basics. Movement (walking, climbing, jumping, no teleporting), solving basic physics puzzles (often with plenty of wiggle room for improvisation), and combat with melee weapons and firearms. Guns are (mostly) a satisfying bunch of real-world bullet hoses. Their treatment is painfully unrealistic, right, rattling off the rounds as the recoil dynamically ruins aim unless you flip the magazine, rack the slide, or hold it firmly with both hands. It feels more punchy than shooting in Boneworks thanks to the improved sounds and effects, but melee attacks are the most improved.
For a game marketed on physics-based brawls, Boneworks just didn’t feel right to me. The weapon was too heavy and the character was too weak. In Bonelab, most avatars I’ve lived with could easily wield swords and clubs. Blunt attacks land with a satisfying weight, but the blades stick and stab into virtual non-flesh, requiring some force to remove them. Bare-handed combat is even better, allowing you to wrestle and brawl properly. No other game can convincingly grab, trip, ground, and headbutt an enemy (ideally while lifting a virtual shoulder toward you) into submission. Who needs a pub brawl when you have VR?
After the intro Bonelab became a bit more experimental, it put the story on hold and added a physics sandbox, challenge map, score-chase mini-game mode, and even showcased some developer-approved mods. Introducing scale hubs. The arena is an interesting distraction, and the Tactical Trials map offers satisfying John Wick-esque room-to-room combat, but this does up the pace of the campaign a bit. but at this point I feel like I’m missing something fundamental.
six-body problem
Something of that is kept secret until halfway through the story: Bodylog. Just as gravity guns recontextualized Half-Life 2, this tiny arm-mounted device will change the way Bonelab plays. , you can freely switch between physically driven avatars for the rest of the game and beyond. Replacing the typical starting body, there are six main avatars (from a petite anime demon maid to his tall, 12-foot-tall monster) and how they affect gameplay. is immeasurable.
Each body had physics and stats based on its appearance, and it tasted like living in a whole new body. Thanks to some clever proportional mapping of his (if you enter the measurements correctly), each avatar feels like an extension of your body, no matter how different it is from the meatsack in the real world. When set up correctly, touching the chest actually maps to the same action for almost any avatar.Even user-made models with heterogeneous proportions can feel like you’re puppeteering on a string, not quite, but controllable Inhabit they.
Switching bodies to solve problems is the focus of the final stages of the story campaign, with the greatest concentration of physics puzzles, parkour, and combat. It’s not immersive sim-level freedom, but it’s a thrill to shapeshift and solve problems. When I wanted to rumble with my bare hands or move a half-ton stone obstacle, I would curl up in a cartoon creature and crawl through a vent, or blast into an armored knight. This late-game segment also features the most diverse environments that lean into the idea of breaking out of the virtual world.
Delving into this fragmented metaverse probably wouldn’t have been as memorable for me without it. Expansive soundtrack by Michael Wickhoff (opens in new tab)Airy synths are underpinned by brooding melodies and a surprisingly large number of diverse vocal tracks. Eight vocalists showcase their talents and solidify Bonelab’s aesthetic identity. Mechanical and strange, but with an amazing soul.
there is no spoon
That playful vibe peaks in the final stretch. Bonelab’s ending is just as strangely structured as everything that preceded it, ending with climbing a windmill instead of a dramatic boss fight. If I was here purely for the story, I might have wanted.. the real magic for me was revealed in reverting my avatar-switching ability to the previous map. I was.What once seemed purely linear is now clear rampant There are secret areas and Easter eggs, most of which reward new tools, gadget items, or NPCs that can be summoned.
This secret warren is how Bonelab pushes the boundaries of ‘regular’ VR and sells the fantasy of being a cool creator and hacker. The other half is the inclusion of an invite to his Discord channel for the official mod community at the end of the story and the rapid expansion of the game. mod repository (opens in new tab)This is where Bonelab really shines. Even though the mod SDK is only partially complete (it doesn’t officially support creating new AI or custom items at the moment), players are already far superior to anything in the main game. I am creating something. Avatars with built-in weapons (opens in new tab), water park (opens in new tab) slide with Ride-on rubber ring (opens in new tab), tons of guns and hundreds of new maps. Some scripts, some sandboxes.
Although not in early access, Bonelab is still in progress. Since launch, there have been multiple updates to the mod development tools, and the game has been significantly updated to improve some levels. Even in-game, there are hints of an entire “B-side” plot that currently doesn’t exist. The developer, Stress Level Zero, has promised to work closely with players on the future of Bonelab. Glad to be on his ground floor in such an experimental game. I’m also curious about how games will change in the coming months, or how VR itself will change.