Bonelab has finally gotten its first major update, including bug fixes, level updates, and finally making it more clear that you have to manually open the toy capsules. thanks for watching, enjoy!
the update is great for the people who will just now start the story, the people who already beat it before it came out had a much harder time at the game
i like to think the same, a harder difficulty for experienced / veteran players. i played it (sort of) day 1, and i had a blast. sure, it was harder, but the experience was still great since i knew how the game works thanks to finishing boneworks months prior
They NEED to fix body physics in general. It feels like your "body" is a lifeless rubber prop that you are dragging when you climb. It gets caught on things, doesn't respond to being pulled up by your hands on ledges and is generally awkward even when walking.
I wish they kept the avatar switching, it was a neat mechanic. But it wasn't entirely well telegraphed. I couldn't see them hitting me at first, so I thought my game was glitched for a while.
ive had profile resets from simple modding and stuff like that but NGL this game is worth experiencing over and over even if it is 4 hour story the point of making bonelab is to make infinite hype towards anyone has never seen nor touched VR. Bonelab is made to entice anyone becuase even tho its hard to conceive a whole living working metaverse this game satifies my needs for (Ready Player One experience) even if it isnt placed within a massive VR world infact we're still a little far from a Massive virtual space in fact it'll have to be PC bound to even enter such a place so for now i dont mind if i can be the iron giant or rocket the racoon in a sandbox but like everything else there [isnt enough space] so thats why im fenced in
A step in the right direction, but I won’t play this game again until they add a toggle for virtual crouching. Said toggle was in Boneworks, and with the drift on my controllers the game is horrifically painful to play with the virtual crouching on. Genuinely the most nausea I’ve ever had in a VR game, and I very rarely get VR nausea.
well the updates solve some issues but there is still a lot to do and a few writings on the wall still aren't enouth to be considered hadding enouth lore to make us want to uncover the mysteries hidden in fantasy land
When the update didn’t happen if you touched you’re ammo tool thingy you’ll get butter fingers and not grip anything until you restart the game that has been fixed although very few noticed
@@jweather66 the amount of times I've climbed something in this game just for my legs to kick me off or they decide they want to stand on a ring of the ladder and not let go is just frustrating
@@johnathonjoevis4691 try leaning forward like you're trying to touch your knees when you want to push yourself up onto a surface. Can't tell u anything about the ladder thing, I avoid as many ladders as possible
I just love the fact that I'm able to in as an individual a single person make fun of the rest of the community because you guys have such a hard time with pillar climb that was the easiest mission other than moon base for me, hell they only Annoying part about it was when my avatar kept changing and even then the mission was easy, my complaint was completely different I thought the mission looked ugly it is the most unappealing thing to look at, so either I'm really good at the game that particular level to be exact while everybody else is trash or the mission is legitimately difficult and I just so happen to be able to get through it without a problem it's happened before I was able to zoom through gravemind in Halo 2 without damage which usually should be impossible
Only gripe i have with the game now is crouching because i have stick drift my character is always trying to stand on there tippy toes it just makes the platforming super frustrating if only i could just click in LS and i would crouch.
The fact that all of these were major complaints from players and SLZ fixed most of them in the FIRST patch for the game is really great in my opinion. I think it can only go uphill from here
i have to mention this, for the quest 2 version there was a very evident lack of anti aliasing which left you with rigid lines along every texture in a level, since the update... my god i can tell they smoothed that up perfectly
@@cocacolacan1550 Ubisofts open world games kind of became a meme representative for games that tell you exactly where everything is and how to progress. A map filled with question marks and waypoints to make sure you do not miss a single chest of loot. BoneLab pretty much did the opposite.
@@blayk5578 yeah. I guess. But like there are other games not created by ubisoft that tell you exactly what to do, I was just thrown of by you specifically mentioning ubisoft.
As much as I hated pillar climb I now feel like it will be too easy. I don't think the weapons placed around and the checkpoint were needed tbh just the removal of the random avatar swapping
Every complaint in every review i've seen other than "the campaigns pretty short" or "the melee combat is just passable" has been fixed. It is now at least a 8/10. If 2-7 more levels get added then It will undoubtedly become a 10/10.
2-7 new levels is quite the range. I think the game could really use a third act, after unlocking the ability to swap avatars, it really feels like you've only just started, but its nearly over at that point.
@@cray-z578 All depends on how substantial the levels are, "home" is way less substantial than ascent before it. a few large levels or a decent amount of smaller ones take about as much content, its just a matter of how different they are. also yeah the added content should probably be positioned after smashing the boning cube but before ascent.
Did you not see all the writing the first time you got there in thirteen? I spent about half an hour reading the messages expecting some deranged Dead Space style shit... Only to be disappointed to learn that the people in Fantasyland went out and hoarded all these weapons and learned how to use them...only to NOT use them and leave them for me to use on them.
I tried to take the gacha capsules to the end of the level like boneworks and got confused when I could find a place to redeem them. I would also carry a bunch of them in a container since you couldn't put it in your other holsters anymore. I ended up just using a dev save so I could play with everything on sandbox. Needless to say, the gacha instructions would have been much appreciated early on.
Somehow, I had the 1911 when I was in the Hub. This was before the update. I didn't even know that's what it was until I spawned it in with the Spawn Gun
why did they delete the avatar switch thing for pillar climb I liked it because it makes you improvise and that was really fun for me they could have just deleted short from the random chance and make you tall the two times that you need to be tall
Pillar climb wasn't even that bad? I hate how noobs have to complain and take time away from Stress Level Zero. I don't get what was so bad about pillar climb, I finished it in like 5 minutes, but I guess not everyone has speedran Boneworks.
It *was* that bad. And I'm glad SL0 is changing the game so that *everyone* can at least complete the god damn campaign without having an aneurism. The main story in a game should not be built for people that are already experts at it. That's crappy level design. Save that bullshit for a challenge run.
Literally, it was bad. Getting changed into a different avatar randomly while standing on a platform and being sent flying to the bottom isnt fun. It's just bad game design. The level is insanely cramped and having to kill the birds with what little ammo you are given is annoying, and if you forget one and change to the short avatar you should just restart the level.
I remember the pillar climb things that change your avatar, I'm a bit sad hat they got rid of them cause they make it so much more fun by making you change the way you and have to adapt to play with the avatar you got changed to but at least I can say that I beat pillar climb before it got made easier
It's a fine idea, but the changing got real annoying because the feedback for why your avatar changed was garbage, and if you got the short character some jumps were nearly impossible and it wasn't fun
Petition to make a hard difficulty so pillar changes ur avatar every 2 seconds or st least make it an optional choice because I think as the last avatar level it should be switching with all of the other avatars
2 things 1. I actually liked the purple hub and thought it looked cool 2. I don’t like how the void things on pillar climb don’t change your avatar anymore because I never saw it as too difficult, in fact I actually beat like the entire level as the heavy
The heavy is one of the easier character to beat piller as due to his meaty thighs but getting light or short just makes the level plain unfun also the level didn’t in anyway show of the character gimmick of tall due to the switching feature this was a nessecary change
@@bobydocky9641 they should keep it but lower the chances to get short and light a lot lower than the others so that you won’t normally come across being changed to short and light
@@Declan_garf I just think it shouldn’t have any character changes in story or add extra routes so short and light can compete but if they left the character changing in it’s experimental mode I’d be fine with it
Its still ... i dont know... I expected so much after boneworks and the hints "is this just a tech demo" this again just feels like a tech demos :/ the story in boneworks developed so good and got me hooked like Half Life did but bonelabs...i dont know its just like gmod for VR but i also would like to see what happens to Fords Concinous in the Void / the OS/Boneworks engine etc
not everyone crying about pillar climb so they changed the point of the level, it was really easy and fun idk what yo uguys are talking about, maybe you're just bad.
My only complaint is that the game crashes alot more for me now. I used to have crashes rarely while loading levels, but now I'm lucky if I can play through half a level with 3 or fewer crashes. Especially escaping the tavern in home through the boarded wall crashes my game 9/10 times.
The update seems to be hot fixes and difficulty changing of the story. Too bad I already suffered through the puzzles and such. God I hated Pillar Climb.
Maybe it's just me but I feel like using a pistol with both hands needs to be fixed, maybe even big guns too. Something about them feels off/janky, and not up to the same polish as boneworks.
I'm glad they added the stupid poster for the gacha balls because I went through 80% of the game before I saw a video of someone collecting them and then I realized how much I had missed. even at the beginning of the game I could tell they were important and I started putting them in a barrel to carry them all with me which became unreasonable very quickly.
Removing the avatar change on pillar was a bad idea. It’s literally the entire point. Shoulda just removed the heavy and short from being in the pool of avatars to be picked from. But tbh it really wasn’t that hard to do anyway.
See, this is hilarious to me, because I got to Pillar Climb before the update and got absolutely pissed off by how terribly confusing and glitchy it was. I had assumed it was somehow affected by the mods I had put on the game, so a few days later I found the time to delete them and give it another try. In this time period the game had undergone the update without me knowing, leaving me confused as to how some physical parts of the level were altered by random mods. Turns out the poor mods had nothing to do with it and I destroyed them for no reason 😢
When the hub turned purple I thought it was a special mid-game event were you can unlock something special or a place appeara or part of the story, I didn't know it was a bug
The void birds in pillar climb still confuse me to this day with thier original implementation of just shifting give avatar after getting hit, why do that when the map is built purely around being a 10 foot tall character. Also the moon map really doesn't make any use at all of short like the game does later on when you have to use a smaller character to crawl into some pipes
it would have been nice if I didn't complete the dam game already i swear i always accidently speed run massive games like dying light 2 in under 24 hours!
The pillar climb should have stayed the same. It was a trial by fire, and now it's just another level. Overall a downgrade to the lvl, but the rest is good. (too bad people really had to have a skill issue with it)
the rng of the character swapping doesn’t really correlate to “skill” imo, it was more frustrating to keep changing into a character that couldn’t even complete the designed course. i think adding enemies or smth along the course would make it more difficult, but fair. idk i think it’s better now, but agree that’s it’s almost TOO easy
@@restore.exe1414 you could kill it with the sword you could find mid way up as long as you were the tall avatar by grabbing on the pillers at the top and leveraging your self up to its height , that's how I did it
I’m glad about the level changes except for the fact that now they hold your hand.. I wish there was an option for experienced vr users where they don’t hold your hand
Fixed many things and I'm glad they changed the avatar switching in pillar climb, but I think one item from the patch notes is still broken. One area of the campaign seemed to have its lighting corrupted after I would pass some threshold, I updated the game and the patch notes say something about stopping the volumetric lighting from reading garbage data resulting in weird colors, yet my bug still persists despite the exact description. Uploaded a short video of it for demonstration
it was very annoying when the flying plane thingies would change your avatar because at one point if you got stuck as any avatar other than tall or maybe heavy then the level was almost impossible