Thursday, December 12

Boneworks review: An absolute VR mess—yet somehow momentous

It's not <em>Half-Life</em>, they keep saying. But maybe <em>Boneworks</em> shouldn't have leaned so freaking heavily into the obvious visual similarities, considering how this week's new VR game doesn't quite hold up compared to its Valve inspirations. Still, it's a remarkable VR achievement.

It's not Half-Life, they keep saying. But maybe Boneworks shouldn't have leaned so freaking heavily into the obvious visual similarities, considering how this week's new VR game doesn't quite hold up compared to its Valve inspirations. Still, it's a remarkable VR achievement. (credit: Stress Level Zero)

For years, an ambitious game called Boneworks has hovered in the periphery of the VR enthusiast community, inspiring equal parts drool and confusion. It's made by a scrappy-yet-experienced VR team (makers of quality fare like Hover Junkers and Duck Season). It revolves around realistic guns and a complicated physics system—thus immediately looking more ambitious than other "VR gun adventure" games in the wild.

And it so strongly resembled Half-Life in its preview teases, both in aesthetics and in physics-filled puzzles, that fans wondered if this was the oft-rumored Half-Life VR game after all. (It's not.)

Now that Boneworks has launched for all PC-VR platforms, does the gaming world finally have an adventure game worthy of an "only in VR" designation? The answer to that question is a resounding "yes"—but that's not the same as saying it's a good video game.

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