this post was submitted on 23 Mar 2025
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Somewhat hot take... I'd argue Boneworks (not Bonelab) was "better", at least if you're used to VR and if you judge by freedom and replay value. Don't get me wrong, playing through Half Life Alyx was fun and engaging, but to me it had little to no replay value, since for all it did great in visuals, audio, accessibility, and especially story, it failed dramatically in physics. Since I played Alyx right after Boneworks, I kept trying to pick stuff up which I ended up not being able to for larger objects, and the first time I tried to knock a Combine over the head with a pipe I was so sorely disappointed. Alyx has absolutely everything Boneworks is missing, yet that physics core is what kept me coming back to the latter. It really clicked for me when I noticed how many things in Boneworks one can solve in alternate ways by "abusing" physics. Climbing is a learned skill and combat can be as much shooting as it can be using knives, fists, shoving someone off a ledge, or grabbing an enemy and throwing it at others. It's what truly made me realize how much potential VR had, being able to interact with a full physics simulation, where even your own body is a physics object, with your physical hands is amazing.
I feel like most people who sing praises for Alyx only do so because it was their first VR game. (a lot of people bought a headset just for it.) It's decent game, but without VR it's nothing special.
Sucks that VR is still a niche product, despite it being an obtainable consumer product for almost a decade now (edit: and affordable for over half a decade now). When the OG Rift and Vive first dropped, I imagined it being as popular as traditional gaming within 5 years. Yet here we are 9 years later and we still don't have epic, 50+ hour AAA experiences in VR because hardly anyone owns a headset. Every VR game feels like an indie title.