I hate to say it, but I’m
kind of disappointed by what I’ve played of Boneworks. I’m about
4 hours into the game, and I can’t honestly say I’m enjoying it
very much. I could probably stop playing it today and I really
wouldn’t care. But I won’t. I’ll keep going, keep playing in
the hope that the game will improve.
Boneworks
is an interesting mixture of puzzle platforming and combat. You play
as Arthur
Ford, who must enter the virtual city of MythOS to . . . reset the
system . . . or something? I don’t really know and I’m not sure
it really matters. Your goal is to simply progress through each level
from point A to B, solving physics based puzzles and fighting
holographic enemies.
In terms of story, style and tone, Boneworks is
clearly trying to be evocative of Half-Life – crowbars and
(robotic) headcrabs – and Portal – quirky humour (MELONS!) and
scrawled warnings /clues on the walls of each level. And that’s
fine, even if it’s not entirely original. The problem Boneworks has
isn’t really with its style or story. It’s, well, pretty much
everything else.
Boneworks
has a lengthy tutorial level that talks about ‘advanced VR’
concepts, but there’s really nothing that ‘advanced’ about
anything that it’s doing. Free locomotion, physics based combat, a
virtual body and climbing mechanics – I’ve seen these done in
other VR games and frankly, I’ve seen them all done better. And I
guess that’s the heart of the problem here – it’s not as if
these things are done badly
in Boneworks – they’ve just been done better in other games.
Melee
combat, for example, is incredibly fiddly. Simply holding your weapon
at the angle or in the kind of grip you want can be a challenge. It
should be noted that I’m playing Boneworks using VIVE wands, and
not the Index controllers the game was obviously designed for.
Nevertheless, I don’t have any issue playing Blade & Sorcery
with my VIVE controllers and I don’t know why the developers of
Boneworks didn’t utilise a similar system of weapon grip / control
as that game.
And
then we have ranged combat involving various guns, but aiming with
these guns can be (literally) hit and miss. The gun models, animations, sound
and feedback from each weapon simply isn’t as good as say, Pavlov
VR.
The
physics of Boneworks, which is such an integral part of the design,
can also be pretty wonky.
I really don’t know why they felt that nearly every object in every
level needed to be physics based. It’s not nearly as impressive as
the developers seem to think it is. For example, you might walk over
to a desk to pick up an object upon it, but as soon as your virtual
body touches the desk, the whole bloody thing flips over like you’ve
crashed into it. Or, even more annoying, the dodgy interaction ‘aim’
results in you grabbing the entire desk and not the object you wanted
to.
The
challenge for me in Boneworks, at least so far, hasn’t been the
puzzles or the rather brain-dead enemies – it’s been the wonky
physics and awkward controls. I feel like I’m continually fighting
against the game just to do the most simple things like picking up an
item or holding an axe in the right direction.
During the first big
puzzle in the game, I thought I’d figured out the solution, but
when I tried to push a particular object, it didn’t work. After
much frustration, I eventually realised that my solution was
correct, but I had to move the object by pulling … or rather
awkwardly dragging the object behind me, because pushing
simply refused to work.
Everything
in Boneworks just feels a little rough, awkward and wonky. It’s not
that great visually – the environments are big, but pretty empty
and lifeless. The music is kind of irritating. The VA isn’t very
good and the audio quality is strangely poor. The combat isn’t very
satisfying. The puzzles aren’t that challenging in terms of design.
The only real challenge
I’ve faced in Boneworks is fighting against the game itself to
simply walk, run or climb in a precise way – without my limbs
getting stuck or glitching through objects. It’s been pretty
frustrating to play but, I’ll keep going. I’m hoping it’ll get
better.
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