How did anyone rate this game highly? It's an absolute chore to play. The physics are janky, the gunplay is clunky (H3VR has much better gunplay) and the weapon variety is laughable. Not to mention all the fucking melee weapons that become irrelevant 2 minutes into each level when you buy/find a gun.
I wouldn't even mind all this if the story/levels were at least interesting. They're not. The levels are the equivalent of an untextured test map a newbie mapmaker has made in Hammer. Pretty much every surface is grey, there's wide open areas with nothing in them, the puzzles are few and far between, and are usually challenging only because the IK body is so clunky, not because they're intelligent.
To top it all off, the game doesn't even have any fucking mod support. What were they thinking?? It's ironic that the museum at the start paints the game as some sort of revolutionary new VR experience and "not a tech demo" when it's literally just a tech demo.
For all its flaws, HL: Alyx is on such a higher level than this game that it's almost laughable that people would think of comparing the two as equals.
>fell for the bone meme Play Saints and Sinners instead you autist.
Elijah Butler
>Saints and Sinners It's next on my list after I finish Moss. H3VR will always have my heart though, despite its bland levels.
Anthony Diaz
Boneworks I think had the advantage of being out first. Because the body implementation feels awful, the game feels fine if it wasnt for that
Noah Anderson
Don't forget to try out some of the workshop maps in Alyx.
Robert Fisher
>How did anyone rate this game highly?
People are desperate to find even one VR game that fulfills some of the promises of the gimmick.
Michael Garcia
it's funny because a month before Boneworks released HLA was announced and Bonerworks was completely forgotten after like a week.
i still don't get WHY they just didn't try to make the game more.. unique? like the biggest fucking red flag of the game is how mediocre it really is in comparison to all it's peers (Walking Dead and HLA) which came out months apart.
im glad the dev team is fucking dead.
Zachary Brooks
It looked unique at one point I think, but it just feels like it was trying too hard to be Portal
Luke Jenkins
Boneworks was great in his launch, i revisited it last week and zombie update is kinda fun, but only for 40 minutes
Jonathan Anderson
Agreed, boneworks was just a miserable experience overall.
Charles Lee
Yeah, I refunded this shit after an hour and pirated it instead. Its really not worth the pricetag it has. If they had workshop/modding support than MAYBE I'd buy it.
Justin Bell
Why the fuck does this game still not have workshop support?
Gabriel Powell
Boneworks was suppose to be HLVR from the begining. I might be misremembering but supposedly Valve reworked Alyx after they saw Boneworks and then they delivered safer more polished product.
Cameron Morris
Yeah I've been checking some of them out. The sandbox one is really cool, although the spawn menu is a fucking chore to use. Hopefully they come up with a better solution soon
Matthew Garcia
>supposedly Valve reworked Alyx after they saw Boneworks and then they delivered safer more polished product The Final Hours makes no mention of this and to be honest, I'm more inclined to trust Geoff Keighley than Tyler McClickbait at this point
Chase Moore
Yeah boreworks sucks, get TWD:SS and play an actual game.
Ayden Ramirez
I recommend Belomorskaya, Deep Inside, Goldeneye64 Dam, and that janky PT remake.
Nathan Scott
how janky is alyx on a quest
Eli Nguyen
Boneworks was going to be mostly focused on being a full physics sandbox, and by pure definition of physics in video games that means it would be pretty jank and unpolished if the player and everything is always physics, especially as it causes the player character to start doing different things than the actual player. It is definitely interesting and fun to mess around with the physics in boneworks but as a full game, it is lacking as it isn't hard to see that a small team like that would have issues being able to focus on both making the sandbox and making a proper game to use it in. Valve knew it would be for the best to make things more static so that the actual game could be much more polished.
Julian Gonzalez
I'm with you OP. I think the people who champion this game are the equivalent of Knack fans, where at the time they were desperate to find anything to validate their hardware purchase. It's not a good game and it's not well done in any aspect.
Isaac Evans
Didn't this game ship without fucking save points?
Noah Kelly
since i played ALYX ive been unable to enjoy almost every other VR shooter. Pavlov is still fun but saints and sinners and boneworks just feel so fucking outdated and janky.
Carson Edwards
But the physics sandbox isn't good either.
Robert Hernandez
>trying to climb the giant box at the end of the game with the magnet tools using Vive wands I'd rather break 100 toblerone bars barehanded than put my fingers through that suffering again. >mfw I fell for the third time trying to get to the box on the right side
the physics platforming was infuriating and each time you failed you got rewarded with a nice dose of motion sickness on top of all the frustration.
Carson Bennett
>got knuckles for alyx >beat it in about 10 hours >tried to play boneworks but got annoyed at how janky it was >sold knuckles for twice what I paid for them wish there was something to play
>Have to put down huge planks to make a bridge >Planks are so heavy that they flop around and spin and your hands don't move where they are in real life >Retard character can't lift feet and keeps kicking the bridges off the cliff Playing this game is like playing QWOP in VR. None of the shit that gives me problems in this game would be hard in real life
Yes , a fucking nightmare when you are 1+hour into a level and your tracking breaks ,forcing you to restart or finish the level with one arm
Carter Russell
That sounds surreal after playing Alyx, and that game let you save anywhere. Boneworks really sounded like too much for a small time, and I hope Alyx or MoH create good blueprints for the future.
Austin Bennett
>hurrrr why are two games from giant studios more polished than one made by half a dozen people who normally make yt videos Granted it sounds like the game has some real issues. Still it's impressive that they were able to get even modest success tackling something that ambitious. To answer op's question, because it was first, obviously. There were a few sandboxes before, but there wasn't much in terms of full length VR games. Boneworks at least attempted to fill that demand and got super popular because of it.
Gavin Myers
boneworks would be 100 times better with 2 simple things >no physics based player body. >textures on the walls. im glad Alyx made retards realize that floating hands is THE most immersive way to play VR.
Dylan Cook
Arms in TWD never bothered me the way they did in Boneworks. Boneworks is just a fucking terrible implementation of the idea.
Wyatt Bailey
ah, yeah arms are fine, as long as they arent physics based. the ones in walking dead can get wonky sometimes but it will never effect gameplay.
Liam Robinson
boneworks has better gameplay it makes HLA seem really basic and simple
Jose Ortiz
That's fair, yeah. Still, I can't fault them for trying something new. It's not like making a good vr shooter is a well understood thing yet.
Jack Campbell
Even when it came out I thought the redditors praising it to high heavens were smoking something funny. It just isn't a good game, period. It barely even fucking works, let alone is pleasant to play in any way, shape or form. I guess people were just desperate to like it because of the dearth in good VR content.
Sebastian Jenkins
>It's an absolute chore to play. I actually had the opposite experience. Alyx is very clearly designed for teleport movement. >The physics are janky None of the physics objects in Alyx are relevant to gameplay. Yeah, I can pick up all these cardboard boxes and open the shelves, but I only find stuff in 1 out of every 50 things I check. In Boneworks, every object has physics, and they can all be used to solve puzzles, create platforms, or create cover. > the weapon variety is laughable Boneworks has more weapons than Alyx. >Not to mention all the fucking melee weapons that become irrelevant 2 minutes into each level when you buy/find a gun. At least you have the option of melee combat. >The levels are the equivalent of an untextured test map a newbie mapmaker has made in Hammer. Pretty much every surface is grey, there's wide open areas with nothing in them, I agree that the levels all look samey, but they're obviously better designed than Alyx. Alyx is entirely linear, while Boneworks almost always has multiple ways through an area >the puzzles are few and far between, Boneworks has more puzzles, and the puzzles are more challenging. Half of Alyx's puzzles are "turn the pipes" kind of things, which are retardedly easy. >and are usually challenging only because the IK body is so clunky, not because they're intelligent. You've been filtered, I never had an issue with the body >To top it all off, the game doesn't even have any fucking mod support. What were they thinking?? Neither did Alyx when it came out. >It's ironic that the museum at the start paints the game as some sort of revolutionary new VR experience and "not a tech demo" when it's literally just a tech demo. Boneworks was the first VR game with a real physics system, and the "not a tech demo" stuff was in universe, and relevant to the story.