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When you showed the Boneworks vs Bonelab graphics comparison, I was strongly in favor of Boneworks. I was thinking "How the hell does he prefer that fog?" then I remembered you saying it was beautiful in Valheim during fog, and then I read this: "Fog is one of the most common weather conditions in the UK."
@@ethans2393 fog is cool, but only sometimes. If it is everywhere everytime it just makes me think it is to cover up the bad graphics. When I first got Bonelab I just turned every option as high as I could and I wondered why it looked so out of focus and foggy.
The part with the pool of acid and the barrel was hard because you were using the wrong avatar, they give no prompt at all but you’re supposed to use the tall avatar
yeah they dont need to tell you maybe instead of hopping on a barrel you switch to THE character that is literally called "Tall"... this guy is just a fool half the time he was whining about his own incompetence
I actually really like the climbing in Boneworks. While it's jank and I hate getting over ledges, I found it quite thrilling a fun. I really got lost in those moments.
Boneworks actually has good climbing because it doesn't move your legs for you while bonelab does and while I understand the appeal I like that boneworks let's you have complete control over your body
I beat bonelab yesterday and I gotta say, I loved everything about it. I think I liked it because I had no expectations and didn't find it until last week. The climbing was fun to me (except the acid pool, but I just used the tall avatar to get past using the side monkey bars)
Yeah I used tall but the vision broke and oh my god I felt like I was gonna end up in hospital from the sickness and nausea it gave me. I’m also very scared of the lava and such so you fall into anything like that and you hate it just close your eyes for a second or two. Also if the guy breaks the vision for you too just use light and use the barrel.
honestly i remember my only complaints with Bonelab were that 1, the lighting felt too saturated and bright. and 2, the levels felt more linear, more like its telling you exactly where to go and how. boneworks felt more free, the levels were open and just felt more free. yeah it still guided you somewhat to the next part, but it didnt feel too much like it was doing that.
One thing about climbing you didn't mention: In boneworks you can only grab the top of already grabbable material In bonelab you can grab the top of any platform, even if it's metal or concrete. This makes pulling yourself up to it without falling off much easier Also one thing about the small guy: on the moon if you crouch down and swing your arms back it propels you forward which is much easier in my opinion and actually a fun way to navigate that level
Yeah on the moon I spawned in a rifle and used it like a pogo stick- pushing against the ground and went way faster. That level was by far the worst level of any campaign I've ever played.
@@thelelanatorlol3978 I mean it could totally be done with present hardware. It's not the hardware, it's the map. Better textures, colors, lighting, terrain, normal maps etc would all be a massive improvement. VR is an immersive technology already- we just need immersive software
also when you pull yourself up in bonelab, you get a speed boost for some reason which can sometimes help in parkour maps but can be annoying when trying to climb onto a narrow ledge
The worst part about BoneLab, is how, as a player, you can tell there's a ton of potential, and can't wait to see it utilized. Yet the devs seemingly couldn't. That idea of slowly unlocking avatars would've been so cool! And it would've been a way better method of showing off the system! It would make it feel like you're escaping somewhere, trying to make do with what you can find, rather than just running around aimlessly!
According to developers of the game, one of them said something like that: "We don't want players. We want developers." Bonelab is meant to modders. For mods. Thats mostly why it has official mod support.
@@FakeCMD28when people bought the game they expected something like boneworks, a full campaign with sandbox and every else to the side. They could have added better modding implementation with the better story mode
The main dev for H3VR intended the actions in your controller to be as accurate as the actions on the firearms, specially on the classic controls, you don't just magically pull magazines, you gotta press the mag release first. also yes, you can pull out the magazine as long as you place your offhand controller below the handgun's grip while releasing the mag
@pablo it's not as physics based in blade and sorcery if we are talking about slopes if you look at them they kinda just float up stairs blade an sorcery is a great game but it does cheat a little with slopes maybe bone lab should do the same I don't. Ok but another thing i think is bonelabs needs to merge the perfect avatar system and npc modding system like npcs are a little limited and I know the sdk is in beta but I wanna fight character like the iron giant or heavy avatar just have a full boss fight but they do need to fix the slope thing in bonelab I'm OK with npcs not understanding how to get around movable objects but they already bump into the objects only boneworks so if we just increase the strength and weight of the npc body they can move it again another reason to have the avatar stats system bur also maybe make the intelligence stat do something if the slopes problem is fixes maybe make it a feature so if an npc has low iq stat they just fall over and have trouble navigating mazes and obstacles don't know it would add alot of depth and challenge to the game
5:43 I dont think they should remove the grabbing. They could just change what grip button you press to grab the magazine and a different one to grab the pistol. If they removed the grabbing magazine I would just feel like its less realistic and it would bother me alot if I couldent grab the magazine.
Great video, spot on with Bonelab's campaign. The most disappointing part was how they tried to integrate the level-select into the campaign by creating the hub. The hub is a great idea to have outside of the campaign. But making you try out each level, then put you into the avatar levels was just awful. The tower, mini kart race, and moon levels all fell flat, and some of the hub levels were void of content. Why put that in the story? Why not do what you did in Boneworks and keep them separate? I just want to play more campaign-style missions, which as of right now, is not really existent in the mod list. Just more weapons and avatars at the moment.
I agree. Boneworks gave me a feeling like none other that I was fully capable of accomplishing literly anything within its world. Bonelab was good, but it made my feel confined in the world and the puzzle aspect lacked heavily and felt more like a limped scraped up last half scoop of ice cream at the bottom of the bucket and given to the quest 2 type game
They need to make an update in bonelab that makes vaulting over edges way more fluent. It's so goofy trying to pull up on the stick and not just have my avatar in the fetal position hanging on a wall
i can flawlessly climb all sorts of surfaces and edges without problems. I say its purely a skill issue but it sucks that most people are having problems with it because I find it really fun and smooth
To be honest I am the weirdos who actualy like the Moon level. With the low gravity and small avatar I am able to fly while shooting 2 mp5 like iron man, the mobility + the map size make that level quite enjoyable and I end up messing around more than trying to progress the game.
Yeah same I think the gravity and level over all is fun and now with the jump pads I don’t see a reason for people to complain since it tells you what to do
Ok on the subject of the small guy being Fun I agree. BUT IF YOU EVER SAY MOON IS GOOD I WILL THROW YOUR QUEST/PCVR IN THE TRASH ON FIRE. Sorry just had to say it😅
Lol yeah, the whole orb situation was terrible. I played the level again too. Just to realized you had to pull it apart. I've also been holding the orbs I collected in a basket to realize there's no place to deposit it in the beginning.
Actually, there was an explanation of what to do with the orbs at the very beginning, but it's just a decal on a wall right after the dungeon once you enter the modern looking room.
When did you play it? I know they added some things after launch to make things alittle easier to understand like a map on the moon level with jump pads
My biggest gripe with the climbing is that if you reach far past a ledge while climbing up it doesn't drag you on top as expected. Instead you have to keep your hands on the edge of the ledge and bring your hands to your hips. You can become VERY nimble with the climbing system but it is easily broken by people just using their intuition. I'm hoping they allow players to go prone in the future while climbing over ledges so that the movement feels much more free-form than it does now.
Well in real life you'd grab the edge instead of all the way back otherwise you're just not going to be able to pull yourself up. You don't have anything to leverage yourself, all you can do is hang there. This system is actually realistic which surprised me when i first played it.
People using their intuition should realize that you're superhuman with most characters and so can even straight arm muscleup up and over ledges. full player 6dof is planned though, maybe not for bonelab but eventually.
Okay, so I found a way to make bonelab's weight simulation a lot more like boneworks, although it requires code mods. So, what I recommend doing is getting a avatar editor mod. Then, with that, your going to want to make your upper strength around 0.5 - 0.7. I found the sweet spot is about 0.6.5, but anything in that range with get you into the boneworks style strength. Also, this will make the recoil be more boneworks-style, with the movement you could see in boneworks. Along with that, this will make hand to hand or melee a lot more satisfying and realistic. Instead of just tossing enemies aside with little to no effort, you really need to shove like you would with a real person. The sledgehammer quickly has gone from my least favorite melee weapon to one of my favorites, as with this new lower strength you really need to follow through with your hits and it feels much more responsive and generally feels like you really need to think when fighting. You can't just find any old weapon in a level and say "Yeah, this will work." You need to look at that weapon, think about recoil, think about weight, and decide wether its going to be worth using. You may look at the sledgehammer and decide it's too clunky and will take you too long to properly swing, you might look at the knife and see it as a weightless yet weak option. Its no longer "What weapon will be the best for damage" It's now "What weapon can I use the best" If someone with more experience making avatars gave a crack at editing Ford, you could probably make everything feel almost completely like boneworks.
I find it strange the acid pool gave you so much trouble, as it was a climbing segment in the late game when you have all the avatars, like the Tall one, who was all about climbing and made that really easy. Sure there is not as much level design consistency, but you are canonically in VR, where that doesn't mean anything anyway.
About climbing in both games, the technique is not to grab the ledge but jump and just place your hands and push down then your character should just go up onto the ledge.
Yeah, I agree completely. Physics puzzles are awful, frustrating, and headache inducing. The combat sections of the campaign were great though. But just when the game was getting good (after you unlock all the avatars with these random ass tech demo feeling levels), it basically ends. It's like the game set up this amazing foundation, with the avatar switching mechanic, and amazing gunplay, but then never actually uses it properly... Btw, at the part where you tried standing on the barrel to get over the toxic sludge, you can just be tall dude and grab the pipes above with your hands. Just fighting in the arenas was honestly more fun than I had with the entire campaign, lmao.
What I found out is the reason the fall after standing up is usually to do with the way they took damage to fall e.g head hits leg hits or lower torso hits
Yeah I played bonelab day one and got lost as to what to do, abandoned it for like a month came back and finished in a day. Ten chapters in one day. I was very disappointed with the number of hours and gameplay and for the hours we got very little of what we expected but maybe the game will get DLC. I played a Ford only run and while I know the game is a sequel to boneworks if you do ford only and think on the whole game is like a DLC for continuation of fords adventures.
I had a lot of the same thoughts about the game. The pacing was bad. Unlocking one character after the next without getting to really play with them at all. Also, I'm reveling in our shared hatred for the moon level. Walking through those little tunnels with a trashcan lid and a shovel to fight those headcrabs was way better!
Thank you for review. Helped me to postpone buying bonelab for while and continue 100%-ing boneworks. It will be awesome if you also do review of Hard Bullet (after physics update pretty much like boneworks but a little bit challenging Ai)
It is only problem is there just not approving or adding any mods. Unless you want like the couple shitty skins you can get, I was disappointed too I thought they’d start approving sick mods that make the game better but months later and there’s only 2 crappy ones. Really sucks, I’m not doing all the extra bs to integrate mods I wish they would just do there job lol
@@eggsalad4305 I should of probably looked into it before I said anything, thought it was like most where it’s a huge pain to get mods to work. But alright I’ll try it out
Hey, this isn't hate at all I'm just telling you that most of those problems you had were your fault, like climbing on the barrel to get reach the swingy things when all you needed to do was switch to the large avatar etc. No hate at all, your video is great and super informative.
What good is mod support in a game like this when the enemy AI is so bad it can't walk up a hill or around a table? It's hilarious how in a few sentences you developed a better level structure and flow to the game's campaign than SL0 came up with in 3 years.
Boneworks has more glitches and dumber npc because when you showed ford in boneworks he doesn’t walk around the table but in Bonelab now patch 6 the new update added new npc updates so now ford walks around the tables and climbs up stairs kind of
I agree with most of your points, but I'd like to point out that I don't think you're supposed to use the barrel to climb over the vat of acid at 11:00. I think you're supposed to just change to Tall and then the ropes are in reach. Atleast that's how I did it.
Yeah a few people have mentioned that. Honestly didnt even enter my mind, I saw the barrells and picked one up. Probably didnt help I literally had a few months gap from getting the key to doing that last section because I couldnt motivate myself to finish it.
Remember, if you're ever having trouble with climbing: 1. Do not grab, put your hands in a flat position and lay them on the thing you wish to climb on. 2. Maintain your hands position ontop of whatever you are attempting to climb, and then lower your hands in the real world as you maintain the hand position in game, as if you were actually climbing. 3. Put both of your hands behind you as if you were skating, and you should have succeeded in climbing over an object. Tip: Jump ingame AND in real life to gain an extra boost.
This just seems like needlessly complaining, I mean cmon! The whole point of the Bonelab hub is to teach you the game. IT TEACHES YOU HOW TO OPEN THE SPHERES.
People keep forgetting that the whole point of the game is the physics, they have a really good physics engine, and they were like "Lets make a game on this" its not supposed to be fully combat related. The whole point of the game is to play mini games and to mod for fun. They have things like tac trials for people that like combat. They whole point of the game is to make it a mystery, its supposed to be a big puzzle, revealing all the lore while progressing.
BoneLab was so dissapointing that it's put me off VR since it came out. So hyped for it thinking it was gonna be as good as boneworks but lol no not even close, now I struggle to bother with any vr games after that
Taking a tally of all the points you've mentioned here... Melee physics: advantage bonelabs Gunplay: advantage bonelabs Enemy AI: about the same Physics puzzles: about the same Graphics: advantage bonelabs Campaign gameplay: advantage boneworks Campaign pacing: advantage boneworks Campaign fun level: advantage boneworks Post-game content: advantage bonelabs Community content: advantage bonelabs Overall, definitely see why you might prefer boneworks because of the campaign mode, but for me, I'm seeing more positive points on bonelabs, and I'm more into the mod scene anyway. Out of the two, I think I'm gonna buy bonelabs.
Personally I found Bonelab to be the biggest disappointment of the year. They had such good foundations from Boneworks to make a truly great single player campaign and instead it was somehow worse than the first. Just when the campaign starts getting going it just ends. Such a waste.
I completely agree. for the 70% I did play I was honestly just confused and thought "this is what I was hyped for?" multiple times. I haven't wanted to go back since.
I didn't even finish the intro. Every time I went to grab something my hand would clip through it before resetting into a grabbing position. My hand clipped into a wall and would not come out of it, tethering me to the wall indefinitely. I had to restart, but I just turned it off. I say this as a Quest owner but untethered Quest users ruin everything. First Onward and now this.
For that climbing section where you stacked a barrel on top to try and get access you would need to switch to tall to have an easier time swinging rope to rope to get across. Even then, there is an easier way to get across that gap without having to stack the barrel. Also the funky physics with the rope was a result of having your arm get caught on it. Its frustrating for it to happen, but I wouldn't really say that it is the games fault, rather just lack of awareness as it happens to me too, with the best fix for it being moving the rope out of the way. I think that BONELAB has great climbing (for the VR market, because lets be real it definitely can be better), and although I haven't tried dedicated climbing VR games yet, from my experience it has been the most understandable and easy climbing system. The games campaign though? I hate it with a burning passion. I was thinking that with this avatar swapping mechanic, physics based puzzles, climbing, and more physics based gadgets (like the jump pads and gravity pads near the end of the game) would make up the majority of the campaign, leading to something that is a very fun and refreshing experience. BONEWORKS had a really good foundation of a game, and I was waiting for something that would be like what Portal 2 is to Portal: the same game, but with a lot more to build on the concept. Those gravity pads catching the junk in that one level? Why not have a warehouse where you have to fight enemies while moving between gravity pads, using gunfire to propel yourself through the level. It would also give an excuse to use the light avatar as it would allow you to move faster when traveling through the gravity pads. I could give them so many ideas for good level design which is what I was hopping they would do, but they didn't. Was the good level design of the majority of BONEWORKS levels a fluke?
Boneworks set the foundational systems for the marrow engine, bonelab is designed to take what people did with boneworks (modding) and give them a proper interaction system so it works better. I'd wait for SLZ's next game if you want a narrative focused game with the marrow engine because bonelab just isn't that.
@@thelelanatorlol3978 That's not the impression that I got from the trailers, especially the gameplay from the trailers, which is why it led to my utter hatred of the game's campaign. I thought there would be a much longer campaign that had ACTUAL campaign levels, but instead we just got a bunch of minigames disguised as campaign levels. I wouldn't have even been that mad if the campaign was still only 4 hours long (while BONEWORKS was comparatively 6-8), but I was mad that it was 4 hours long and shit, with at least 2.5 hours of the campaign just being minigames. After watching the Release Date trailer I thought that would be like a mid-game level. NOPE. 2nd to last level. It was also one of the few levels with a campaign-esque level design in mind. That's upsetting. The story can suck my balls like the last one*, I just want good gameplay which this campaign CERTAINLY did not deliver. *BONEWORKS didn't have bad story, but the way it was told was pretty bad. BONELAB had a bad story AND a bad way in how it was told. TBH I play neither of these games for the story for the most part, but it is interesting to know the backstory of each game.
I LOVED the campaign of boneworks and was a bit annoyed at how short the bonelab campaign was. Still lab had a lot of improvements but I would still recommend using a PC to play it if you're on quest because it makes it less glitchy and increase the graphics
10:58 I know there is no one answer to each puzzle, but did you try taking another approach to this puzzle? the way that i solved this every time was to switch to the tall character then just climb over the acid. I'm not saying you are wrong, just maybe not trying things out enough.
I was in awe and floored playing this game for the first time, I can't imagine how people find so many flaws with it. This is my favorite game of all time, it's one of the very few games that actually amazed me (bonelab, that is)
Allow me to explain: bonelab is the kind of game where you look at it and imagine how amazing it'd be if they were able to make a cohesive game around this essentially tech demo sandbox experience (that does have a small campaign slapped on). Then when you realize they made boneworks, which is a cohesive game with roughly the same physics you wonder how they got so much worse at designing and structuring a campaign. Bonelab is like if you took gmod, slapped a basic underbaked campaign on it and then market it as if it was half-life 2, a.k.a. a story-driven finely-crafted game with an amazing campaign. If you were truly in awe and floored when playing bonelab for the first time, that only really tells me you hadn't played boneworks before playing bonelab.
@@makeshiftparadoxeah because not many people even have a pc to play boneworks 🤦 as they are trying to market bonelab to a whole different audience who hasn't been able to experience boneworks and as one of those players, i love bonelab
I think they would be better off without having a campaign at all. I mean they named it boneLAB. this was always meant to be a port to the quest, somehow making this pc killer game run on a phone chip, while also creating a stable base for new games/mods to be created off. I think the campaign is purely meant to be a demo/tutorial for the new features. However, with the price the game sells, and the fact it's advertised as an actual campaign, and the extras being lacking, it kind of sucks.
Literally bought bonelab yesterday and immediately wanted a refund after about an hour-hour and a half of playing. There's just not a lot to do and the game doesn't tell you where you need to go to progress the story, think if I've somehow exceeded the two hour refund policy on the oculus store I'll just get a guide up and follow that then mod it. Was really excited to finally play it. guess that didn't last long which is a shame as combat is really good.
I think Bonelab is actually better than Boneworks. Bonelab has more things to do than Boneworks. Bonelab is just Boneworks but improved. I think the reason people hate Bonelab so much is because the story. The story in Bonelab was a lot less fun than it was in Boneworks, but to me that doesn't really matter, because that's just a tiny amount of hours compared to how much more time you'll spend playing the game outside of the story.
@@AZlumpbox Bonelab also has collectables, and in Bonelab you can do pretty much anything you can do in Boneworks. The stuff you can do in Boneworks, other than the campaign, is just arena mode and sandbox. Bonelab has that, and more, plus the avatar system that Boneworks doesn't have. This makes Bonelab better than Boneworks. The only thing that Boneworks has that's better than Bonelab is the campaign, but like I said, the campaign doesn't matter much since you'll spend most of your time doing other stuff. But, if you for some reason just replay the campaign over and over, and ignore everything else, then Boneworks would be a lot more enjoyable than Bonelab.
@@Toydont1 After you've beaten Boneworks, it's mainly just sandbox and arena that you can do again, but with Bonelab, you have more things to mess around with in sandbox, and a more interesting avatar system, and other changes. I know it might not be a whole lot, but it still has improved compared to Bonelab. I completely understand why people were disappointed with Bonelab for how hyped it was. Bonelab wasn't as good as most of us were expecting, but it's still basically just Boneworks, but with new features, which I think makes it better than Boneworks. (if you exclude the campaign, since, like I said, the campaign is just a tiny amount of hours compared to the time you'll spend doing other stuff in the game, so I think that it doesn't matter much)
I don’t know what to tell you but the gokart part was fun and pretty easy and you literally were just given the taller character so I don’t know what you were going on about with a barrel on the acid
The bone works null bodies look cooler than bonelab and I wish they were in bonelab, it's just that transparent materials or wire frame things do a big impact performance wise (for me anyways, I still use quest 1 sadly. I don't have a good computer for games either)
They probably also changed it since the weird net around the null bodies could get super bugged, but the newer null bodies atleast have cool lighting effects when you look up close
I am in the minority who loved the bonelab campaign, the surreal music and graphics were never anything I had seen in vr before. There’s supposed to be a “backend” of the game which people are speculating may be more story driven stuff so hopefully they are right
climbing a ledge you should grab on the ledge and pull you self up then pull your self in and stop grabbing the ledge then stand up now you've succesfully climed a ledge
At 14:00, where he talks about bonelab being broken, I want to make a comment on how this happened to me so many times, that I thought that I was doing something wrong. I had eventually caved in and watch a tutorial but it still didn't work. I reset my game and got back, it didn't work. I uninstalled the game and reinstalled it. It still didn't work. I ended up shooting myself through the door with the weird charge punch item thing, but the rest of the game was broken. I eventually gave up untill a few weeks later I saw an update had come out so I played up to there, and it worked. I also saw no documentation of this glitch at the time, so I thought I was the only one that got it
About the level design, it's smaller because BoneLab was optimized to be able to run in the quest 2, which is way more limited than other headsets, not hating on you, love this, but I thought I would say something. Keep up the good work
It feels like they tried to hard to make it as compatible as possible to the Quest 2, which is a shame. Quest 2 users aren't expecting good graphics and SLZ seems like they spent more time making the game look good for quest than being an actual good game. When I finished the game, I actually yelled out, "That's it?"
I couldnt even start bonelab because literally EVERY time i tried to use the crane it spawned in bugged. I thought i was doing something wrong before i looked up a tutorial, and i just had to play the first level through the level select screen. It was a bad start for me.
I feel like boneworks campaign is way longer than bonelabs, which in my opinion makes boneworks better Edit: I finished bonelab in about 40 minutes while boneworks took me over 3 hours
@fire nijja no because sometimes developers also like to release their game early so people can play it, this can also help the developers get feedback and know what the community wants
16:30 i agree i hate the moon level too because when i first tried the music was stressing me out i had to goddamn mute the game, but then i started to feel like im being watched, got a bit scared/unnerved, got to pillar climb, had a mental breakdown and cried for almost an hour because of the stress i got from the 2 levels, then whenever the patch making pillar climb and the moon level better and i told my dad about it, he mocked me for crying
I was wondering the physics model differences between the Bone games after going back and forth myself. Thanks for asking and answering the real questions!
They need to hire a good writer and game director that can work with a story that naturally progress levels. The whole feel of both Boneworks and Bonelab is that kind of feeling you get when people talk a lot about how they think every other VR title is shit and that they can do it better because they have some proprietary software that is good. But then totally forget that there's this whole other element to game development that's about coherent aesthetics with intuitive and involving level design that gets focus through a good story well told. It's the kind of thing that happens when an artist has all the skills with nothing to say. And it's sad, because the core system is among the best there is for VR, but it's wasted because of amateur game design. The devs should hire a renowned game director who can write and direct the next game while they take a back seat working on all the systems and tech.
I love both games, but personally I like boneworks better. I completed the Bonelab campaign extremely quick, and Boneworks felt more fun and immersive.
On launch day the moon level was taking me so long to do I ended up sitting on the ground and felt like I was going insane listening to that horrendous carnival brainwashing soundtrack, unreal they honestly thought anyone would find that level fun. And there was even a spawn tool on the ground as if it was accidentally left there or something. And the GALL to straight up tell the player "aight it's over, now go make the rest of the content you dweeb lol. Also we are not releasing mod tools yet despite that being the whole point of our marketing"
boneworks is like Half-Life 2. really good story, good idea, but meh physics and meh mod support. While Bonelab is like G-Mod, Good mod support and Good Physics improvement, but meh story, and meh startup.
I’ve said it once, I’ll say it again. Imo Bonelab wasn’t really made to be enjoyed by people who already played Boneworks on PCVR. This game was aimed more at the Standalone headsets. And I can totally see that. The Almost identical gameplay of Boneworks, physics with slight upgrade, combat etc. For someone like me who has NEVER tried PCVR, this game was an ABSOLUTE BLAST!!! Sure the puzzles were tricky and sometimes…RAGE INDUCING!! It was still very Fun. Someone also made an excellent point about why some people hate the Climbing in both games, it’s because Both Bonelab and Boneworks are physics games that don’t hold your hand the entire time like most VR games do. Same thing with climbing in real life, it’s sometimes not easy. Anyway, that’s just my opinion on this whole thing. I literally just got a quest two for Christmas and I have been playing Bonelab nonstop. It’s an incredible Game and it is also incredible how this game can also be modded on the quest without a PC. LEGENDARY!!! 🤩🤩🤩
They still could have made the campaign better even if it didn't include amazing levels like in boneworks but I guess the content satisfies people who can get 10s of hours of play time out of sandbox
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When you showed the Boneworks vs Bonelab graphics comparison, I was strongly in favor of Boneworks. I was thinking "How the hell does he prefer that fog?" then I remembered you saying it was beautiful in Valheim during fog, and then I read this: "Fog is one of the most common weather conditions in the UK."
Who doesnt love a good bit of fog
@@virtualinsider Fog is a very rare thing where I live, and I hate it. Can't see a damn thing.
@@virtualinsider I'm a big fan of fog in games as well. Makes them more atmospheric in my opinion.
@@virtualinsider me tbh
@@ethans2393 fog is cool, but only sometimes. If it is everywhere everytime it just makes me think it is to cover up the bad graphics. When I first got Bonelab I just turned every option as high as I could and I wondered why it looked so out of focus and foggy.
The part with the pool of acid and the barrel was hard because you were using the wrong avatar, they give no prompt at all but you’re supposed to use the tall avatar
exactly
But that is part of the puzzle
yeah they dont need to tell you maybe instead of hopping on a barrel you switch to THE character that is literally called "Tall"... this guy is just a fool half the time he was whining about his own incompetence
@@bossSHREDDER210 yeah half of his complaints were just skill issues 😭😭
it was pain ful to watch
I actually really like the climbing in Boneworks. While it's jank and I hate getting over ledges, I found it quite thrilling a fun. I really got lost in those moments.
Boneworks actually has good climbing because it doesn't move your legs for you while bonelab does and while I understand the appeal I like that boneworks let's you have complete control over your body
@@Themountain6197 stupid the leg movement is so that you don't look janky
I beat bonelab yesterday and I gotta say, I loved everything about it. I think I liked it because I had no expectations and didn't find it until last week. The climbing was fun to me (except the acid pool, but I just used the tall avatar to get past using the side monkey bars)
Ye he was a bit stupid at the acid pit
Yeah I used tall but the vision broke and oh my god I felt like I was gonna end up in hospital from the sickness and nausea it gave me. I’m also very scared of the lava and such so you fall into anything like that and you hate it just close your eyes for a second or two. Also if the guy breaks the vision for you too just use light and use the barrel.
@@mightymouseblogs7387you wouldn’t go to the hospital for that, bone lab isn’t for new vr users. You’re supposed to be experienced
@@kaeden5940 I said felt like not that I would
With nothing in your mind to compare it to there is nothing to be upset about realizing you have played for over 2 hours.
honestly i remember my only complaints with Bonelab were that 1, the lighting felt too saturated and bright. and 2, the levels felt more linear, more like its telling you exactly where to go and how. boneworks felt more free, the levels were open and just felt more free. yeah it still guided you somewhat to the next part, but it didnt feel too much like it was doing that.
I still think the lighting was better than boneworks atleast in the first level in the cave it looked really good
I’ve talked to a ton of quest players and they all say they either loved Bonelab while pcvr players all have complaints for the game
Patch 4 helped
I guess they had to make the levels smaller and more linear cuz of optimization for the quest which couldn't load in big levels idk
One thing about climbing you didn't mention:
In boneworks you can only grab the top of already grabbable material
In bonelab you can grab the top of any platform, even if it's metal or concrete. This makes pulling yourself up to it without falling off much easier
Also one thing about the small guy: on the moon if you crouch down and swing your arms back it propels you forward which is much easier in my opinion and actually a fun way to navigate that level
Yeah on the moon I spawned in a rifle and used it like a pogo stick- pushing against the ground and went way faster.
That level was by far the worst level of any campaign I've ever played.
@@Ashley-1917 I feel like once fully immersive VR is a thing, a moon level would legitimately be very fun.
@@thelelanatorlol3978 I mean it could totally be done with present hardware. It's not the hardware, it's the map. Better textures, colors, lighting, terrain, normal maps etc would all be a massive improvement. VR is an immersive technology already- we just need immersive software
also when you pull yourself up in bonelab, you get a speed boost for some reason which can sometimes help in parkour maps but can be annoying when trying to climb onto a narrow ledge
I didn't even realize this until I finished the game because they don't tell you.
The worst part about BoneLab, is how, as a player, you can tell there's a ton of potential, and can't wait to see it utilized.
Yet the devs seemingly couldn't.
That idea of slowly unlocking avatars would've been so cool! And it would've been a way better method of showing off the system!
It would make it feel like you're escaping somewhere, trying to make do with what you can find, rather than just running around aimlessly!
According to developers of the game, one of them said something like that: "We don't want players. We want developers." Bonelab is meant to modders. For mods. Thats mostly why it has official mod support.
@@FakeCMD28when people bought the game they expected something like boneworks, a full campaign with sandbox and every else to the side. They could have added better modding implementation with the better story mode
Bonelab has better story mod and better psyhics
@@STEFANGIREA-uv1ky it objectively has a worse story
@@STEFANGIREA-uv1ky The story mode of boneworks was the best vr experience ever, (imo) and bonelabs was very underwhelming
Honestly, they should keep the mag grabbing for pistols. H3VR doesn't let you pull out most pistol mags manually and personally, it kinda sucks.
The main dev for H3VR intended the actions in your controller to be as accurate as the actions on the firearms, specially on the classic controls, you don't just magically pull magazines, you gotta press the mag release first. also yes, you can pull out the magazine as long as you place your offhand controller below the handgun's grip while releasing the mag
I'd argue that the steel skeleton and mage skeleton count as new enemies. As well as the fireball slinging and turret omni rollers.
Green null gang
Would really love some AI updates. I know it's really hard, but it's such a important part!
Blade and sorcery nailed it and its still a work in progress
@pablo it's not as physics based in blade and sorcery if we are talking about slopes if you look at them they kinda just float up stairs blade an sorcery is a great game but it does cheat a little with slopes maybe bone lab should do the same I don't.
Ok but another thing i think is bonelabs needs to merge the perfect avatar system and npc modding system like npcs are a little limited and I know the sdk is in beta but I wanna fight character like the iron giant or heavy avatar just have a full boss fight but they do need to fix the slope thing in bonelab I'm OK with npcs not understanding how to get around movable objects but they already bump into the objects only boneworks so if we just increase the strength and weight of the npc body they can move it again another reason to have the avatar stats system bur also maybe make the intelligence stat do something if the slopes problem is fixes maybe make it a feature so if an npc has low iq stat they just fall over and have trouble navigating mazes and obstacles don't know it would add alot of depth and challenge to the game
@Unmei the ai actually dodges
@Unmei we're talking about ai here tho
5:43 I dont think they should remove the grabbing. They could just change what grip button you press to grab the magazine and a different one to grab the pistol. If they removed the grabbing magazine I would just feel like its less realistic and it would bother me alot if I couldent grab the magazine.
“Why a PCVR game is better than a standalone one”
Seriously though this video is good.
bonelab varies greatly on pcvr and standalone.
Great video, spot on with Bonelab's campaign. The most disappointing part was how they tried to integrate the level-select into the campaign by creating the hub. The hub is a great idea to have outside of the campaign. But making you try out each level, then put you into the avatar levels was just awful. The tower, mini kart race, and moon levels all fell flat, and some of the hub levels were void of content. Why put that in the story? Why not do what you did in Boneworks and keep them separate?
I just want to play more campaign-style missions, which as of right now, is not really existent in the mod list. Just more weapons and avatars at the moment.
I agree. Boneworks gave me a feeling like none other that I was fully capable of accomplishing literly anything within its world. Bonelab was good, but it made my feel confined in the world and the puzzle aspect lacked heavily and felt more like a limped scraped up last half scoop of ice cream at the bottom of the bucket and given to the quest 2 type game
They need to make an update in bonelab that makes vaulting over edges way more fluent. It's so goofy trying to pull up on the stick and not just have my avatar in the fetal position hanging on a wall
As a person who has made most hours of bonelab climbing and falling, i hear you
i can flawlessly climb all sorts of surfaces and edges without problems. I say its purely a skill issue but it sucks that most people are having problems with it because I find it really fun and smooth
To be honest I am the weirdos who actualy like the Moon level. With the low gravity and small avatar I am able to fly while shooting 2 mp5 like iron man, the mobility + the map size make that level quite enjoyable and I end up messing around more than trying to progress the game.
Yeah same I think the gravity and level over all is fun and now with the jump pads I don’t see a reason for people to complain since it tells you what to do
Ok on the subject of the small guy being Fun I agree. BUT IF YOU EVER SAY MOON IS GOOD I WILL THROW YOUR QUEST/PCVR IN THE TRASH ON FIRE. Sorry just had to say it😅
don't you just use the tall avatar to get over the acid pool ?
That's what I'm saying
“I know, let’s put you on the fookin moon.” 😂😂
That’s exactly what I’ve been waiting for, thank you.
Lol yeah, the whole orb situation was terrible. I played the level again too. Just to realized you had to pull it apart. I've also been holding the orbs I collected in a basket to realize there's no place to deposit it in the beginning.
Glad I wasnt the only one
Actually, there was an explanation of what to do with the orbs at the very beginning, but it's just a decal on a wall right after the dungeon once you enter the modern looking room.
When did you play it? I know they added some things after launch to make things alittle easier to understand like a map on the moon level with jump pads
@@virtualinsider Ah, I played it like a month ago I think.
So are we not gonna talk about the finger physics with the weight, thats so cool!
When climbing in bone Lab, I really found that it’s easier to just grab the very very edge of an object to climb on top of
My biggest gripe with the climbing is that if you reach far past a ledge while climbing up it doesn't drag you on top as expected. Instead you have to keep your hands on the edge of the ledge and bring your hands to your hips. You can become VERY nimble with the climbing system but it is easily broken by people just using their intuition. I'm hoping they allow players to go prone in the future while climbing over ledges so that the movement feels much more free-form than it does now.
Well in real life you'd grab the edge instead of all the way back otherwise you're just not going to be able to pull yourself up. You don't have anything to leverage yourself, all you can do is hang there. This system is actually realistic which surprised me when i first played it.
People using their intuition should realize that you're superhuman with most characters and so can even straight arm muscleup up and over ledges. full player 6dof is planned though, maybe not for bonelab but eventually.
@@thelelanatorlol3978 Yea I can see the 6dof being a solution, even using ragdoll mods right now allows for some better climbing moves :)
Okay, so I found a way to make bonelab's weight simulation a lot more like boneworks, although it requires code mods.
So, what I recommend doing is getting a avatar editor mod. Then, with that, your going to want to make your upper strength around 0.5 - 0.7. I found the sweet spot is about 0.6.5, but anything in that range with get you into the boneworks style strength.
Also, this will make the recoil be more boneworks-style, with the movement you could see in boneworks.
Along with that, this will make hand to hand or melee a lot more satisfying and realistic. Instead of just tossing enemies aside with little to no effort, you really need to shove like you would with a real person. The sledgehammer quickly has gone from my least favorite melee weapon to one of my favorites, as with this new lower strength you really need to follow through with your hits and it feels much more responsive and generally feels like you really need to think when fighting. You can't just find any old weapon in a level and say
"Yeah, this will work."
You need to look at that weapon, think about recoil, think about weight, and decide wether its going to be worth using. You may look at the sledgehammer and decide it's too clunky and will take you too long to properly swing, you might look at the knife and see it as a weightless yet weak option. Its no longer
"What weapon will be the best for damage"
It's now
"What weapon can I use the best"
If someone with more experience making avatars gave a crack at editing Ford, you could probably make everything feel almost completely like boneworks.
I find it strange the acid pool gave you so much trouble, as it was a climbing segment in the late game when you have all the avatars, like the Tall one, who was all about climbing and made that really easy. Sure there is not as much level design consistency, but you are canonically in VR, where that doesn't mean anything anyway.
About climbing in both games, the technique is not to grab the ledge but jump and just place your hands and push down then your character should just go up onto the ledge.
I agree with most of your points, exception is I find climbing ok
most frustrating thing for me was ladders, thankfully there aren't a lot of them in _labs
Yeah, I agree completely. Physics puzzles are awful, frustrating, and headache inducing. The combat sections of the campaign were great though. But just when the game was getting good (after you unlock all the avatars with these random ass tech demo feeling levels), it basically ends.
It's like the game set up this amazing foundation, with the avatar switching mechanic, and amazing gunplay, but then never actually uses it properly...
Btw, at the part where you tried standing on the barrel to get over the toxic sludge, you can just be tall dude and grab the pipes above with your hands.
Just fighting in the arenas was honestly more fun than I had with the entire campaign, lmao.
Completely slipped my mind I could just use the tall boy. All the barrells instantly made me think to stand on one.
I gotta say this because it bothered me. At 11:10 you were supposed to use the tall avatar, you can get across in about 10 seconds using him.
What I found out is the reason the fall after standing up is usually to do with the way they took damage to fall e.g head hits leg hits or lower torso hits
I got stuck 3 times during the campaign and had to restart. The campaign has some really cool levels but they are way too short.
Yeah I played bonelab day one and got lost as to what to do, abandoned it for like a month came back and finished in a day. Ten chapters in one day. I was very disappointed with the number of hours and gameplay and for the hours we got very little of what we expected but maybe the game will get DLC. I played a Ford only run and while I know the game is a sequel to boneworks if you do ford only and think on the whole game is like a DLC for continuation of fords adventures.
I had a lot of the same thoughts about the game. The pacing was bad. Unlocking one character after the next without getting to really play with them at all. Also, I'm reveling in our shared hatred for the moon level. Walking through those little tunnels with a trashcan lid and a shovel to fight those headcrabs was way better!
Thank you for review. Helped me to postpone buying bonelab for while and continue 100%-ing boneworks.
It will be awesome if you also do review of Hard Bullet (after physics update pretty much like boneworks but a little bit challenging Ai)
My biggest gripe is they made it seem mod selection hub was going to be integrated into vanilla and why wasn't it??
it is?
It is
It is only problem is there just not approving or adding any mods. Unless you want like the couple shitty skins you can get, I was disappointed too I thought they’d start approving sick mods that make the game better but months later and there’s only 2 crappy ones. Really sucks, I’m not doing all the extra bs to integrate mods I wish they would just do there job lol
@@CherryJellybeans000 it’s not that hard to integrate mods. Jus get the mod repository.
@@eggsalad4305 I should of probably looked into it before I said anything, thought it was like most where it’s a huge pain to get mods to work. But alright I’ll try it out
10:55
you were supposed to use the tall avatar
Hey, this isn't hate at all I'm just telling you that most of those problems you had were your fault, like climbing on the barrel to get reach the swingy things when all you needed to do was switch to the large avatar etc. No hate at all, your video is great and super informative.
What good is mod support in a game like this when the enemy AI is so bad it can't walk up a hill or around a table? It's hilarious how in a few sentences you developed a better level structure and flow to the game's campaign than SL0 came up with in 3 years.
Good point, the AI really needs a rework in this game
@@AZlumpbox pretty sure that’s correct.
Boneworks has more glitches and dumber npc because when you showed ford in boneworks he doesn’t walk around the table but in Bonelab now patch 6 the new update added new npc updates so now ford walks around the tables and climbs up stairs kind of
11:34 you have to use the tall avatar
First i tought lol of Bonelab is better but now when i played Boneworks Boneworks is so much better
I agree with most of your points, but I'd like to point out that I don't think you're supposed to use the barrel to climb over the vat of acid at 11:00.
I think you're supposed to just change to Tall and then the ropes are in reach. Atleast that's how I did it.
Yeah a few people have mentioned that. Honestly didnt even enter my mind, I saw the barrells and picked one up. Probably didnt help I literally had a few months gap from getting the key to doing that last section because I couldnt motivate myself to finish it.
Remember, if you're ever having trouble with climbing:
1. Do not grab, put your hands in a flat position and lay them on the thing you wish to climb on.
2. Maintain your hands position ontop of whatever you are attempting to climb, and then lower your hands in the real world as you maintain the hand position in game, as if you were actually climbing.
3. Put both of your hands behind you as if you were skating, and you should have succeeded in climbing over an object.
Tip: Jump ingame AND in real life to gain an extra boost.
This just seems like needlessly complaining, I mean cmon! The whole point of the Bonelab hub is to teach you the game. IT TEACHES YOU HOW TO OPEN THE SPHERES.
It was executed pretty poorly, players usually don't want to look at a screen to read what to do, they want tutorials, like what boneworks opened with
People keep forgetting that the whole point of the game is the physics, they have a really good physics engine, and they were like "Lets make a game on this" its not supposed to be fully combat related. The whole point of the game is to play mini games and to mod for fun. They have things like tac trials for people that like combat. They whole point of the game is to make it a mystery, its supposed to be a big puzzle, revealing all the lore while progressing.
BoneLab was so dissapointing that it's put me off VR since it came out. So hyped for it thinking it was gonna be as good as boneworks but lol no not even close, now I struggle to bother with any vr games after that
Taking a tally of all the points you've mentioned here...
Melee physics: advantage bonelabs
Gunplay: advantage bonelabs
Enemy AI: about the same
Physics puzzles: about the same
Graphics: advantage bonelabs
Campaign gameplay: advantage boneworks
Campaign pacing: advantage boneworks
Campaign fun level: advantage boneworks
Post-game content: advantage bonelabs
Community content: advantage bonelabs
Overall, definitely see why you might prefer boneworks because of the campaign mode, but for me, I'm seeing more positive points on bonelabs, and I'm more into the mod scene anyway. Out of the two, I think I'm gonna buy bonelabs.
Personally I found Bonelab to be the biggest disappointment of the year. They had such good foundations from Boneworks to make a truly great single player campaign and instead it was somehow worse than the first. Just when the campaign starts getting going it just ends. Such a waste.
I completely agree. for the 70% I did play I was honestly just confused and thought "this is what I was hyped for?" multiple times. I haven't wanted to go back since.
I didn't even finish the intro. Every time I went to grab something my hand would clip through it before resetting into a grabbing position. My hand clipped into a wall and would not come out of it, tethering me to the wall indefinitely. I had to restart, but I just turned it off.
I say this as a Quest owner but untethered Quest users ruin everything. First Onward and now this.
For that climbing section where you stacked a barrel on top to try and get access you would need to switch to tall to have an easier time swinging rope to rope to get across. Even then, there is an easier way to get across that gap without having to stack the barrel. Also the funky physics with the rope was a result of having your arm get caught on it. Its frustrating for it to happen, but I wouldn't really say that it is the games fault, rather just lack of awareness as it happens to me too, with the best fix for it being moving the rope out of the way. I think that BONELAB has great climbing (for the VR market, because lets be real it definitely can be better), and although I haven't tried dedicated climbing VR games yet, from my experience it has been the most understandable and easy climbing system.
The games campaign though? I hate it with a burning passion. I was thinking that with this avatar swapping mechanic, physics based puzzles, climbing, and more physics based gadgets (like the jump pads and gravity pads near the end of the game) would make up the majority of the campaign, leading to something that is a very fun and refreshing experience. BONEWORKS had a really good foundation of a game, and I was waiting for something that would be like what Portal 2 is to Portal: the same game, but with a lot more to build on the concept. Those gravity pads catching the junk in that one level? Why not have a warehouse where you have to fight enemies while moving between gravity pads, using gunfire to propel yourself through the level. It would also give an excuse to use the light avatar as it would allow you to move faster when traveling through the gravity pads. I could give them so many ideas for good level design which is what I was hopping they would do, but they didn't. Was the good level design of the majority of BONEWORKS levels a fluke?
Boneworks set the foundational systems for the marrow engine, bonelab is designed to take what people did with boneworks (modding) and give them a proper interaction system so it works better. I'd wait for SLZ's next game if you want a narrative focused game with the marrow engine because bonelab just isn't that.
@@thelelanatorlol3978 That's not the impression that I got from the trailers, especially the gameplay from the trailers, which is why it led to my utter hatred of the game's campaign. I thought there would be a much longer campaign that had ACTUAL campaign levels, but instead we just got a bunch of minigames disguised as campaign levels. I wouldn't have even been that mad if the campaign was still only 4 hours long (while BONEWORKS was comparatively 6-8), but I was mad that it was 4 hours long and shit, with at least 2.5 hours of the campaign just being minigames.
After watching the Release Date trailer I thought that would be like a mid-game level. NOPE. 2nd to last level. It was also one of the few levels with a campaign-esque level design in mind. That's upsetting. The story can suck my balls like the last one*, I just want good gameplay which this campaign CERTAINLY did not deliver.
*BONEWORKS didn't have bad story, but the way it was told was pretty bad. BONELAB had a bad story AND a bad way in how it was told. TBH I play neither of these games for the story for the most part, but it is interesting to know the backstory of each game.
I LOVED the campaign of boneworks and was a bit annoyed at how short the bonelab campaign was. Still lab had a lot of improvements but I would still recommend using a PC to play it if you're on quest because it makes it less glitchy and increase the graphics
11:05 you did the puzzle wrong, you were supposed to use the tall avatar. that's why it was so difficult
I wonder if they forgot to set "Affect Navigation" for the dynamic physics based objects..as they seem to not affect the AI path at all...weird
10:58 I know there is no one answer to each puzzle, but did you try taking another approach to this puzzle? the way that i solved this every time was to switch to the tall character then just climb over the acid. I'm not saying you are wrong, just maybe not trying things out enough.
I was in awe and floored playing this game for the first time, I can't imagine how people find so many flaws with it.
This is my favorite game of all time, it's one of the very few games that actually amazed me (bonelab, that is)
same bro bonelab has to be the most mind blowing game ever made
Allow me to explain: bonelab is the kind of game where you look at it and imagine how amazing it'd be if they were able to make a cohesive game around this essentially tech demo sandbox experience (that does have a small campaign slapped on).
Then when you realize they made boneworks, which is a cohesive game with roughly the same physics you wonder how they got so much worse at designing and structuring a campaign.
Bonelab is like if you took gmod, slapped a basic underbaked campaign on it and then market it as if it was half-life 2, a.k.a. a story-driven finely-crafted game with an amazing campaign.
If you were truly in awe and floored when playing bonelab for the first time, that only really tells me you hadn't played boneworks before playing bonelab.
because you haven't played boneworks
@@makeshiftparadoxeah because not many people even have a pc to play boneworks 🤦 as they are trying to market bonelab to a whole different audience who hasn't been able to experience boneworks and as one of those players, i love bonelab
I think they would be better off without having a campaign at all. I mean they named it boneLAB. this was always meant to be a port to the quest, somehow making this pc killer game run on a phone chip, while also creating a stable base for new games/mods to be created off. I think the campaign is purely meant to be a demo/tutorial for the new features. However, with the price the game sells, and the fact it's advertised as an actual campaign, and the extras being lacking, it kind of sucks.
On the rope puzzle you were meant to use the tall avatar to grab and climb around!
Literally bought bonelab yesterday and immediately wanted a refund after about an hour-hour and a half of playing. There's just not a lot to do and the game doesn't tell you where you need to go to progress the story, think if I've somehow exceeded the two hour refund policy on the oculus store I'll just get a guide up and follow that then mod it. Was really excited to finally play it. guess that didn't last long which is a shame as combat is really good.
5:04 hell nah 💀
“Utter tosh” love that 😂
Great video tho, actually spitting facts
I think Bonelab is actually better than Boneworks. Bonelab has more things to do than Boneworks. Bonelab is just Boneworks but improved. I think the reason people hate Bonelab so much is because the story. The story in Bonelab was a lot less fun than it was in Boneworks, but to me that doesn't really matter, because that's just a tiny amount of hours compared to how much more time you'll spend playing the game outside of the story.
@@AZlumpbox Bonelab also has collectables, and in Bonelab you can do pretty much anything you can do in Boneworks. The stuff you can do in Boneworks, other than the campaign, is just arena mode and sandbox. Bonelab has that, and more, plus the avatar system that Boneworks doesn't have. This makes Bonelab better than Boneworks. The only thing that Boneworks has that's better than Bonelab is the campaign, but like I said, the campaign doesn't matter much since you'll spend most of your time doing other stuff. But, if you for some reason just replay the campaign over and over, and ignore everything else, then Boneworks would be a lot more enjoyable than Bonelab.
There are literally no new activities to do in bone lab they are all the same. The only thing they added was parkour.
@@Toydont1 After you've beaten Boneworks, it's mainly just sandbox and arena that you can do again, but with Bonelab, you have more things to mess around with in sandbox, and a more interesting avatar system, and other changes. I know it might not be a whole lot, but it still has improved compared to Bonelab. I completely understand why people were disappointed with Bonelab for how hyped it was. Bonelab wasn't as good as most of us were expecting, but it's still basically just Boneworks, but with new features, which I think makes it better than Boneworks. (if you exclude the campaign, since, like I said, the campaign is just a tiny amount of hours compared to the time you'll spend doing other stuff in the game, so I think that it doesn't matter much)
In the climbing and movement section for bonelab, what level was that map from? I don't seem to recognize it and it seems really cool.
sandbox museum basement
I don’t know what to tell you but the gokart part was fun and pretty easy and you literally were just given the taller character so I don’t know what you were going on about with a barrel on the acid
The bone works null bodies look cooler than bonelab and I wish they were in bonelab, it's just that transparent materials or wire frame things do a big impact performance wise (for me anyways, I still use quest 1 sadly. I don't have a good computer for games either)
They probably also changed it since the weird net around the null bodies could get super bugged, but the newer null bodies atleast have cool lighting effects when you look up close
At 11:13 you showed the part in the campaign where you have to swing across the green lava type stuff, I just switched my avatar to tall.
almost all these points are very valid but 11:00 oh boy
you had just unlocked the tall boy avatar
I also do hope the devs update bonelab soon. Its been like 4 months and no full sdk. Neither a improved ai update.
They said there were gonna have one sometime soon, although I doubt that they would improve the ai
10:10 actually just push down that’s it push your hands down and you’ll be up try it in bonelab
took me 3.2 hours to beat bonelab but boneworks it took me like around 7 hours
10:18 Getting on top of objects is a million times easier if you crouch in real life and push the thumbstick down at the same time.
I am in the minority who loved the bonelab campaign, the surreal music and graphics were never anything I had seen in vr before. There’s supposed to be a “backend” of the game which people are speculating may be more story driven stuff so hopefully they are right
me watching someone play through levels the complete opposite way I did: 👁👄👁
This is why I love this game, so many ways to play
climbing a ledge
you should grab on the ledge and pull you self up then pull your self in and stop grabbing the ledge then stand up
now you've succesfully climed a ledge
At 14:00, where he talks about bonelab being broken, I want to make a comment on how this happened to me so many times, that I thought that I was doing something wrong. I had eventually caved in and watch a tutorial but it still didn't work. I reset my game and got back, it didn't work. I uninstalled the game and reinstalled it. It still didn't work. I ended up shooting myself through the door with the weird charge punch item thing, but the rest of the game was broken. I eventually gave up untill a few weeks later I saw an update had come out so I played up to there, and it worked. I also saw no documentation of this glitch at the time, so I thought I was the only one that got it
you guys forget bonelab has to be able to run on quest not only pcvr
I KNOW!! So many people forget that!
About the level design, it's smaller because BoneLab was optimized to be able to run in the quest 2, which is way more limited than other headsets, not hating on you, love this, but I thought I would say something. Keep up the good work
I think you should have changed to the tall avatar to get across that acid part
It feels like they tried to hard to make it as compatible as possible to the Quest 2, which is a shame. Quest 2 users aren't expecting good graphics and SLZ seems like they spent more time making the game look good for quest than being an actual good game. When I finished the game, I actually yelled out, "That's it?"
ok say what you will about either game but the bonelab soundtrack is enough for me
What's the song called that's being used
Honestly, bonelab just seems like a test to see whether boneworks could run on quest. Hopefully that means we will get a decent prequel
I couldnt even start bonelab because literally EVERY time i tried to use the crane it spawned in bugged. I thought i was doing something wrong before i looked up a tutorial, and i just had to play the first level through the level select screen. It was a bad start for me.
I feel like boneworks campaign is way longer than bonelabs, which in my opinion makes boneworks better Edit: I finished bonelab in about 40 minutes while boneworks took me over 3 hours
boneworks took me a month(lag) and bonelab took me 1 hour(looking around and having fun)
The thing about bonelab is that it's not finished
game released it should be finished
@@TheRealestMFYK well yeah but sometimes deadlines can mess you up with these kinds of things
@fire nijja no because sometimes developers also like to release their game early so people can play it, this can also help the developers get feedback and know what the community wants
16:30 i agree i hate the moon level too because when i first tried the music was stressing me out i had to goddamn mute the game, but then i started to feel like im being watched, got a bit scared/unnerved, got to pillar climb, had a mental breakdown and cried for almost an hour because of the stress i got from the 2 levels, then whenever the patch making pillar climb and the moon level better and i told my dad about it, he mocked me for crying
That's not the games fault
@@bigman12452 yea, even though the music was stressing me out for the most part
I was wondering the physics model differences between the Bone games after going back and forth myself. Thanks for asking and answering the real questions!
What's funny is that the Null body is the only AI in Bonelab that whack's objects out the way if it gets stuck, which makes it the smartest.
you gotta understand that for us quest 2 users this game was a godsent. nothing on the quest store quite matches it
when you need to get over the green acid you are need to change to the tall avatar
I've never played either but hearing that the Boneworks campaign is included in Bonelab makes me want to get Bonelab.
it is a mod that is about 6 gigabytes which includes the whole boneworks campaign in bonelab
They need to hire a good writer and game director that can work with a story that naturally progress levels. The whole feel of both Boneworks and Bonelab is that kind of feeling you get when people talk a lot about how they think every other VR title is shit and that they can do it better because they have some proprietary software that is good. But then totally forget that there's this whole other element to game development that's about coherent aesthetics with intuitive and involving level design that gets focus through a good story well told. It's the kind of thing that happens when an artist has all the skills with nothing to say. And it's sad, because the core system is among the best there is for VR, but it's wasted because of amateur game design. The devs should hire a renowned game director who can write and direct the next game while they take a back seat working on all the systems and tech.
why does no one like bonelab? I'm already impressed that they fit all that into a standalone headset
In that one climbing level with the barrel, you were supposed to use the tall avatar lol. (This time stamp lol 11:09)
I love both games, but personally I like boneworks better. I completed the Bonelab campaign extremely quick, and Boneworks felt more fun and immersive.
On launch day the moon level was taking me so long to do I ended up sitting on the ground and felt like I was going insane listening to that horrendous carnival brainwashing soundtrack, unreal they honestly thought anyone would find that level fun. And there was even a spawn tool on the ground as if it was accidentally left there or something. And the GALL to straight up tell the player "aight it's over, now go make the rest of the content you dweeb lol. Also we are not releasing mod tools yet despite that being the whole point of our marketing"
They gave us the spawn gun because they knew we'd get bored
Free Updates for Boneworks ???=?
No ????
Better we bring out a new game to make some extra cash kurwa
boneworks is like Half-Life 2. really good story, good idea, but meh physics and meh mod support. While Bonelab is like G-Mod, Good mod support and Good Physics improvement, but meh story, and meh startup.
Well so far the mod support for bonelab isn't actually that good
14:41 You dont have to play through the modules all the way you just have to visit them
I’ve said it once, I’ll say it again. Imo Bonelab wasn’t really made to be enjoyed by people who already played Boneworks on PCVR. This game was aimed more at the Standalone headsets. And I can totally see that. The Almost identical gameplay of Boneworks, physics with slight upgrade, combat etc. For someone like me who has NEVER tried PCVR, this game was an ABSOLUTE BLAST!!! Sure the puzzles were tricky and sometimes…RAGE INDUCING!! It was still very Fun. Someone also made an excellent point about why some people hate the Climbing in both games, it’s because Both Bonelab and Boneworks are physics games that don’t hold your hand the entire time like most VR games do. Same thing with climbing in real life, it’s sometimes not easy. Anyway, that’s just my opinion on this whole thing. I literally just got a quest two for Christmas and I have been playing Bonelab nonstop. It’s an incredible Game and it is also incredible how this game can also be modded on the quest without a PC. LEGENDARY!!! 🤩🤩🤩
They still could have made the campaign better even if it didn't include amazing levels like in boneworks but I guess the content satisfies people who can get 10s of hours of play time out of sandbox
i agree with you that boneworks is better than bonelab