Half Life Alyx and Boneworks - The two VR games that dare to be different. Okay maybe just one, but still. AKA Floop’s shill thread.

Is VR the big gay?

  • Yes

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is it good or is it poo, that is the question (Mythbusters)

Also i already said it vnn is gay because all he does is regurgitate from facepunch or wherever the source engine hackers from there go now (probably discord. ugh.)
They go to knockout.chat now, which is basically Resetera wearing the empty husk of the dead Facepunch forums
 
They go to knockout.chat now, which is basically Resetera wearing the empty husk of the dead Facepunch forums
I know about knockout but there's barely any threads that go above one page and the threads don't even work on my browser.
 
Just played about an hour of boneworks, seems alright. nothing particularly notable yet but it hasn't put me off with utterly jank physics or anything and it seems like something I'll want to continue playing. The puzzles are neat.

Not too concerned about length at this point, that hour got me just barely past the tutorial so unless the pacing is super fucked and that tutorial is half the game, it should be fine.
 
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https://www.youtube.com/watch?v=anY-RBVbtzw

It's confirmed, for 90% of development time hl alyx had almost no physics and only teleportation as way of movement. They changed it recently ONLY because stress level zero pissed on their fat face with boneworks
Stress Level Zero designed their game around going “FUCK PLAYER COMFORT.” That would not fly with Valve 3 years ago.
 
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Stress Level Zero designed their game around going “FUCK PLAYER COMFORT.” That would not fly with Valve 3 years ago.

Well, now we see the price for mongoloids at valve and their gatekeeping of "never move player" philosophy. This is fucking shame on cosmic scale.
 
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Well, now we see the price for mongoloids at valve and their gatekeeping of "never move player" philosophy. This is fucking shame of cosmic scale.
I don’t think they have that philosophy anymore.
 
I played about an hour at a friend's place. As mentioned before, fuck that tutorial is long. I'm not used to VR either, so the headache was real.

Physics can get pretty wack when you're climbing. Hands follow, but the "arms" being guesses meant that I kinda got fucked in terms of locomotion sometimes.

Eh, fuck it. I'll grab a VR kit. Could see it being fun once you get used to it.
 
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>yfw you are making a half live vr game and some nobodies showing their vr game that makes your product look infinitely inferior in sense of vr mechanics so you start to slap into the game some actual physics interaction (yes, 90% of development time you absolutely UNIRONICALLY did not thought that physics interaction is obvious way to go in VR experience evolution) and ability to actual move instead of teleportation only (yes, 90% of development time you absolutely UNIRONICALLY thought that teleportation will be look ok in AAA game because of some mongoloids on your company that gatekeeping "never move the player" crap) as afterthought.
 
"Artifact".

These Seattle soyboys can't produce games anymore. VR isn't a game platform, it's an experience that takes on a new look per game. You stand up and wave your arms around and move in an awkward way by teleporting or holding a stick. Fucking amazing.

Imagine dedicating your life to the most dead company in the world and being drowned out by more popular mainstream medias once news finally break. It's like those YouTubers who stuck with Minecraft since the start whining because Pewdiepie shows up out of nowhere and makes it popular again.
 
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>yfw you are making a half live vr game and some nobodies showing their vr game that makes your product look infinitely inferior in sense of vr mechanics so you start to slap into the game some actual physics interaction (yes, 90% of development time you absolutely UNIRONICALLY did not thought that physics interaction is obvious way to go in VR experience evolution) and ability to actual move instead of teleportation only (yes, 90% of development time you absolutely UNIRONICALLY thought that teleportation will be look ok in AAA game because of some mongoloids on your company that gatekeeping "never move the player" crap) as afterthought.
 
Played through more of boneworks, looks like 7-10 levels, design feels pretty old school, you can blaze through in 5 minutes if you know where you're going but there's plenty of little secret rooms and winding paths. Puzzles in actual levels amount to "push these physics objects around to make a path to walk down" or "here's a door that needs a color-coded key, go find it"

I like the idea of using ammo as currency for the shops, but they're only stationed at or near the start of levels and the stuff in there is either guns that you'll get in the next couple of rooms or guns that cost thousands of bullets, and you lose them at the end of the level anyway. Maybe if there were more enemies in levels or a boss at the end it'd feel justified but as it is I'll just find one of the 4 pistols lying around in the level somewhere and double-tap all the drunkass stumbling zombies and headcrabs with that.

But even with those niggles, it's still one of the best VR games I've played yet, and feels the closest to a "real" game.
Can't wait to see what speedrunners do with it, I can imagine things getting pretty crazy.

Edit: So I'm a literal fucking mongoloid, there's bins you can throw your shit in to keep it for later at the end of each level, and I just haven't been using them. I saw that they fizzled my weapons when I threw them in and decided not to do that again, great going me.
 
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Played through more of boneworks, looks like 7-10 levels, design feels pretty old school, you can blaze through in 5 minutes if you know where you're going but there's plenty of little secret rooms and winding paths. Puzzles in actual levels amount to "push these physics objects around to make a path to walk down" or "here's a door that needs a color-coded key, go find it"

I like the idea of using ammo as currency for the shops, but they're only stationed at or near the start of levels and the stuff in there is either guns that you'll get in the next couple of rooms or guns that cost thousands of bullets, and you lose them at the end of the level anyway. Maybe if there were more enemies in levels or a boss at the end it'd feel justified but as it is I'll just find one of the 4 pistols lying around in the level somewhere and double-tap all the drunkass stumbling zombies and headcrabs with that.

But even with those niggles, it's still one of the best VR games I've played yet, and feels the closest to a "real" game.
Can't wait to see what speedrunners do with it, I can imagine things getting pretty crazy.
What's this about the sandbox mode? What does that entail?
 
I've played some of Boneworks. Despite some of the janky body physics and the tutorial being long (it DOES get the job done though and you can skip most of it from the get go, it's meant to get to familiar with the controls and physics), it's very good for a Portal style game centred around VR. The weapons are very fun to use especially with how realistic the mechanics are, you feel like you are in an action movie especially with how flexible the weapons can be (you can dual wield any weapon you find albeit with worse recoil, but you can also use both hands for them to improve recoil and it feels awesome...though a bit finicky with naturally two handed weapons with the position of the hand).

My advice, I would honestly buy it at full price since it's not like there are a huge amount of VR games on it's level and frankly the more support it gets, the more chance we will get more games like it and actually make VR a worthwhile investment for people.

HL Alyx will hopefully be more of the same but better in some aspects, especially since Valve apparently took influence from it.
 
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