I can’t recall the last
time I told a game to f**k off as much as I did Boneworks. It’s a
game that made me angry and frustrated. Boneworks also likes the
smell of its own farts. All the ‘advanced VR concepts’ nonsense
is just a lazy way to deflect criticism, as if anyone who doesn’t
enjoy Boneworks must not be ‘skilled’ enough in VR. F**k right
off. There’s nothing ‘advanced’ about anything Boneworks does.
I’ve seen everything it does before and I’ve seen it done far
better.
The campaign doesn’t get
off to a great start with a self indulgent and irritating tutorial
that goes on for far too long. The first few missions, despite the
large, expansive environments, are incredibly linear and lifeless.
The only ‘challenge’ I faced was trying to wrestle with the
game’s fiddly controls and wonky physics. I’d say the levels get
a little more interesting when you reach level 4 or so, but it’s a
small victory for Boneworks that sadly doesn’t last.
As the missions continue
they get increasingly short, linear and simple, culminating in a
final mission that feels like it was cobbled together in about 5
minutes – which is also about how long it takes to complete. This
leads onto a horribly designed ‘epilogue’ section (and absolutely
terrible ‘boss’ fight) that I almost didn’t bother to complete
because of how awful it is. The game also pretty much forgets any
‘puzzles’ about half way in and just relies on the shoddy combat
to keep you engaged. Without it, each mission really is just a slog
from A to B with the occasional hunt for a colour coded key.
The ‘story’ is a lame
mixture of Half-Life and Portal – they even try to mimic the super
gravity gun finale of Half-Life 2 but do so in an incredibly poor and
lazy way. And leaving crowbars f**king everywhere in the environment
isn’t clever or funny, and neither is the totally pointless
‘MELONS!’ nonsense which is a tragic attempt to recreate the cake
memes of Portal.
For a game based so heavily
on a physics system, they really needed to make it work at least most
of the time. But I didn’t get through a single level or puzzle of
Boneworks without some aspect of the game’s physics totally f**king
up. And I’m sure someone might say it was because of my controls –
that the game isn’t really
designed for the VIVE wands, despite supporting them and including
them in the tutorial. F**k right off.
When I try to move a box
and my virtual body glitches me inside of it so I become a half-man,
half-box hybrid, barely able to move or free myself so I’m forced
to restart, I don’t really see how using the Index controllers
would have saved me. Or when my arms glitch though a wall or ladder
when I’m climbing and I plummet to the ground. Or when the game’s
physics just don’t work
in even the most basic of f**king puzzles.
To give a specific example,
one early puzzle requires you to position barrels in an anti-gravity
‘leak’ to push a platform up higher and support it so you can
safely cross. It’s so f**king simple, but when I started loading up
the barrels, the platform above didn’t move. I ran around for about
5 minutes thinking I’d done something wrong, but I then recalled
the earlier puzzle I’d had trouble with (and spoke about in my
First Impressions post) and realised the problem wasn’t my solution
(which was correct) but the game.
The physics were just
broken,
and I ‘solved’ the puzzle by standing under the platform and
pushing against it myself which magically ‘unlocked’ it and it
shot rapidly into the sky. At least in this example, pushing
actually worked. Most of the time, if I wanted to push anything, the
only way I could get something to move would be to charge at it and
headbutt the f**ker. That always did the trick.
And that was my experience
of Boneworks, its ‘puzzles’ and its ‘advanced’ physics system
– they all kind of suck. And bloody hell, don’t even get me
started on those little forklift things you can use to move boxes.
Trying to push or even pull them where you want them to go is an
absolute f**king nightmare. But the thing is, even if I hadn’t
encountered all of these bugs and glitches, the puzzles – what few
there are – would still
kind of suck and the campaign would still be short, simple and
totally disappointing.
Which leads me onto combat,
which also
kind of sucks. The gun selection is limited and although I wouldn’t
say they handle badly,
they don’t handle particularly well, either. Not compared to other
VR games. And the melee combat? It’s pretty terrible. Enemies
sometimes barely react to your strongest hits to their face with an
axe, but flail wildly and die at other times if you so much as brush
past them. It’s just shit. And because the combat is dodgy, fiddly
and lame, I really have zero interest in the ‘Arena’ mode you
unlock upon completing the campaign.
Overall, if it wasn’t
clearly obvious, I kind of hated playing Boneworks. Even if I was
using the Index controllers and the game’s physics system didn’t
regularly shit the bed, the combat, the puzzles, the level design and
the campaign are all pretty bad and have all been done better in
other games. And that’s why I simply can’t recommend Boneworks.
The most positive thing I can say about it is that I mildly enjoyed a
couple of levels around the middle of the game. Just a couple of odd
levels that were better designed and paced. But that’s all I got. I
don’t plan on ever playing it again.
4/10
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