I don’t know what low bar most of the VR players out there have set for this medium, particularly on standalone, but I’m not drinking that Kool Aid.
The controls and interaction in this game are simply terrible, just like Boneworks before it, and it’s immediately getting returned as a result.
When I can’t just jump without getting stuck on scenery, can’t just grab and push/pull things around without it being a clumsy mess, can’t just swing a weapon/item without it getting stuck on my avatar’s body, when I have to overthink every motion/movement just to try to avoid horrible collision and motion-sickness-inducing clankiness, it’s just not good enough.
And, by the way, while the “realistic” physics might be celebrated by many in this game, it’s shocking to me that it still looks worse graphically than RE4 VR, which is a game originally on GameCube that’s been updated brilliantly for Quest 2 and actually looks great. And, note, I just played RE4 VR literally mins before trying this to specifically compare the visuals and level of polish, so I’m saying with 100% confidence that RE4 VR simply looks better (less blurry overall, better texture detail, no noticeable foveated rendering, no janky legs and arms on the player, some basic shadows under the characters, etc), and controls and plays leagues better. They’re may be some technical level where Bonelab is beyond RE4 VR graphically, but if it all just looks a bit fuglier, it means nothing to me. It’s the end visual result that counts and nothing more when it comes to the graphics.
Look, I can live with the visuals, which aren’t the best the Quest 2 is capable of, although are totally fine, but the fundamental controls and interactions simply are not good enough–they’re not even close to just passable imo–and, for me, they utterly ruin what other potential might be there in the game.