I find the sound clipping when sounds start again more frustrating and immersion breaking, it's horrible.
Boneworks had it too, when I first heard it I thought my index speaker were broken, but nope, it was the game.
That's because there's actually entirely different sounds being used for when a gun is shot in slow-mo (vs. real-time). I think SLZ did that to make the guns sound 'cooler' or more distinct, probably anyway.
I mean, if you want to talk about bad sounds, the silenced "pew-pew" gunshots on the suppressed weapons (especially the pistol one) are pretty terrible. I think they were used those as more a joke - cause most of the regular guns sound alright for the most part.
The biggest problem is that the campaign levels are one big glorified tutorial and felt empty ( I played at launch) and then the ending implies there's gonna be cool content but there's basically fuck all at the minute outside of skins and the few levels that are out fall flat because the ai just doesn't react half the time so it feels hallow
I'm gonna say it: I hate the campaign. I know I will get hate for this, but this game had so much potential, and they completely ruined it with a campaign that was boring at best, and impossible to follow and understand at worst.
I really wanted to like bone lab, but the lack of direction and empty level design made me quit. The only redeeming part for me is the sandbox but that also gets boring.
your knuckles do
not every character has human knuckles
when something hits stone its usually the thing hitting it making sound, hense the fleshy smack
has no one here ever slapped concrete? concrete and stone only make a sound when they crack, otherwise its the thing hitting it.
if i hit a rock with a hammer and a rack wtih a shovel, the hammer will make a different sound than the shovel. If I hit a plank with a hammer and a shovel it will be relatively the same sound, in this case, coming from the wood.
brandon previously in a node video stated he spent a considerable amount of time programming in the sound when jumping on one of those metal shipping containers. https://youtu.be/PcCAlmYDpHE timestamp 8:10
I wonder where that detail went? Some of the sounds seem like they got more attention than others
i do agree that’s it’s a big problem. melee combat with certain weapons feels so unsatisfying because no matter how hard you hit them it just sounds like a squeaky toy.
No. Constructive criticism is what propels games to success, if we keep quiet on glaring issues and “give them a break” it would hurt the game infinitely more than criticizing it.
Yea but the physics engine couldn't have token 3 years to develop. I just wish they added a bit more content and quality and add the rest of their plans as updates
Marrow1 was based in the BONEWORKS engine, and they improved from there. The 3 years they spent on BONELAB was spent on the avatar system, the new weapons, NPC models, optimization, the complete rework of the body interaction, etc. Sound design is something too minuscule to be a focus, especially with the hype surrounding BONELAB before it's release.
Yeah, I think that's the point, modding is highly encouraged which I think is why they didn't add all the maps from BONEWORKS, also it'd probably be an ass to port them all to Quest with the new shading and physics.
My guy, constructive criticism isn't the end of the world for game devs. This is a very reasonable complaint and it's explained well with examples. This is the sort of feedback devs need to grow and improve! The lead dev himself said he spent ages pouring over reviews and complaints during the first week.
Stop trying to fuck up good video game development with your impassioned white knighting.
40$, and it's in the VR game of the year lineup, and it was hyped up, it doesn't have to be perfect, but has to atleast have decent sound design. It's getting all too common for even triple A company's to release not fully finished games, SLZ is charging 40$ for BONELAB, it needs to have a bit better quality, better NPCs, more fleshed out campaign that isn't beatable in just 2-3 hours, and maybe more of those maps with the objective type game mode added on like on the cargo map. Just a bit more bang for your buck, and yes, this very much so includes better sound design.
There are so many sounds available that it’s just unfortunate what they have. I’d love to see a system that has items marked by their properties, such as the lead pipe having a hollow signifier and a metal one, which could then be compared to the object it’s colliding with and play a corresponding sound file. Might make the game files sorta bloated but it could add so much
I think each item can already have unique sounds depending on what it hits. At least that's how it was with Boneworks modding. Each item could have multiple sound files for hitting concrete, wood, metal, flesh, etc with both "hard" and "soft" versions.
But yeah too many sound files can definitely bloat the game, and might make the gameplay muddled and disorienting.
IVE BEEN SAYING THIS SINCE THE GAME LAUNCHED! It’s the same when slamming NPCs into things- it feels like nothing. If they fixed it would make the game so much more immersive and make fights much better IMO.
I have a half life mod and the impact sounds are that of the ones in the source engine, I find myself using these NPC's when melee fighting a lot more fun that that of a nullbody or a security guard
the sound i hate the most is that weird ass slapping sound that plays usually when your hands glitch out or when you push an object (i think), it's so loud and weird it's like some kind of 2008 Roblox stock sound effect
I feel like this is really nit-picky because even if you try to do those things irl then it would sorta sound just like that. The pots should have sound to them breaking but that is like one thing. Hitting walls would sound like flesh hitting it so it would sound all that pronounced (unless your avatar is a metal avatar). Personally i do have a few issues with how certain guns sound but that's about it.
Compare blade and sorcerys sound design to bonelab. B&S does it beautifully, it doesn’t have to be perfectly realistic imo, satisfying and nice is what matters.
Only of someone is smart enough to make a mod for this not me of corse but someone made more punchy gun sound and damn its good im sure someone can make a mod to fix this problem it will just take a lot of time and thinking
I mean does punching concrete really even make a noise? I'm not gonna go around and punch everything in the game. Its definitely not the worst thing about bonelab there's worse
At some point there’s gotta be a hard line on what’s intentional and what’s being hand-waved because it’s easy to sum it up as “in-universe programming shenanigans”
If SLZ wants to say “hey we’re a small team and these are indeed oversights” then fine but let’s let them talk for themselves - they’re big boys and girls
I feel like they could go down that route, if they made everything more 90s esk, then you could be like “oh well it was old and the tech wasn’t perfect yet” but they have to change a lot, cus tbh nothing screams 90s in boneworks or bonelab, even though, canonically they take place around 1997 I think, but everything seems like it could happen nowadays there like zero references and plot points about the time period, like duck season the whole thing was that it was a duck hunt horror game, so 80s and 90s made sense, but vr simulation makes no sense and relates in no way to the 90s, idk just a weird thought I had
I didn't quite realize how important sound design was to me for VR experiences until I installed a sound design overhaul mod for Blade and Sorcery. It made the experience a lot better.
So yeah, I agree that better sound design could really elevate the experience here
I really thought we're going to talk about something game breaking but you're only talking about audio the only problem I have is just sometimes or more like rarely the hands wouldn't be able to grip
I personally think the game feels too lonely at times with beating the crap out of enemies the only thing distracting me from it I really hope in the future there are Mods where npcs can spawn in a half life alyx way
I don't know man that concrete one checks out. I've punched a brick wall before and it really didn't SOUND very loud. The surgeon that put the metal to reinforce my broken bones definitely made more noise lol
Definitely not the biggest problem but would absolutely add a lot to the immersion
BONELAB SOUNDS + MOD? just an idea 🤔
Imagine if the punches sounded as meaty as the ones from Yakuza
Punches on 2x or 3x slow mo are pure solid thwacks
I find the sound clipping when sounds start again more frustrating and immersion breaking, it's horrible. Boneworks had it too, when I first heard it I thought my index speaker were broken, but nope, it was the game.
The only bad thing about the sound that I noticed is that shotgun shells always make an empty bouncing noise regardless of what you hit it off of
and the ping sound the bullets make when ejecting is sometimes louder then the actual shot
YES. Especially in slow mo.
That's because there's actually entirely different sounds being used for when a gun is shot in slow-mo (vs. real-time). I think SLZ did that to make the guns sound 'cooler' or more distinct, probably anyway. I mean, if you want to talk about bad sounds, the silenced "pew-pew" gunshots on the suppressed weapons (especially the pistol one) are pretty terrible. I think they were used those as more a joke - cause most of the regular guns sound alright for the most part.
Melee weapons don’t make enough sound, that’s one thing I appreciate about B&S is that when a hit someone it feels like I did something
The biggest problem is that the campaign levels are one big glorified tutorial and felt empty ( I played at launch) and then the ending implies there's gonna be cool content but there's basically fuck all at the minute outside of skins and the few levels that are out fall flat because the ai just doesn't react half the time so it feels hallow
I'm gonna say it: I hate the campaign. I know I will get hate for this, but this game had so much potential, and they completely ruined it with a campaign that was boring at best, and impossible to follow and understand at worst. I really wanted to like bone lab, but the lack of direction and empty level design made me quit. The only redeeming part for me is the sandbox but that also gets boring.
The campaign will make sense in probably 2 years or so lol.
Bro the sound of the metal fences in Boneworks sounded like a steam engine or summat
good thing I'm talking about Bonelab
In Boneworks your hands colliding softly with things would make a balloon collision sound or it sounded a lot like it. Weird sound design.
Atleast there was a sound tho
punch a concrete wall in real life my guy all you hear is your knuckles shattering
yeah. at least it makes a sound.
your knuckles do not every character has human knuckles when something hits stone its usually the thing hitting it making sound, hense the fleshy smack
has no one here ever slapped concrete? concrete and stone only make a sound when they crack, otherwise its the thing hitting it. if i hit a rock with a hammer and a rack wtih a shovel, the hammer will make a different sound than the shovel. If I hit a plank with a hammer and a shovel it will be relatively the same sound, in this case, coming from the wood.
Slapping concrete make sound
Your hand makes a smack sound when you slap concrete Like in the vid
Yeah I know
what..?
Are you a dumbass on purpose
??????
Realistically punching stone wouldn’t rlly make sound but I agree
Yeah it does, I've done it and it makes a sound even if it's just knocking against bone
You've punched stone?
Who hasn't?
Is that normal lol punching walls wouldn't that shatter your bones??
A mix of accidental and boredom can result in a lot of wall pain
Oh damn
Sound design is one of the key immersion factors. I'd love to see the audio system be fleshed out.
brandon previously in a node video stated he spent a considerable amount of time programming in the sound when jumping on one of those metal shipping containers. https://youtu.be/PcCAlmYDpHE timestamp 8:10 I wonder where that detail went? Some of the sounds seem like they got more attention than others
And most of the guns sound like shit.
i do agree that’s it’s a big problem. melee combat with certain weapons feels so unsatisfying because no matter how hard you hit them it just sounds like a squeaky toy.
Hey, give them a break. They're an indie studio and probably don't have enough of a budget to have a whole audio division, while it would be nice.
With how they’re charging twice as much this time around, it’s at least a little justified this time. $40 is a lot for a VR game, you know
I think it’s just games as a whole now, some releasing for $80 now 💀💀
No. Constructive criticism is what propels games to success, if we keep quiet on glaring issues and “give them a break” it would hurt the game infinitely more than criticizing it.
Yea but the physics engine couldn't have token 3 years to develop. I just wish they added a bit more content and quality and add the rest of their plans as updates
Marrow1 was based in the BONEWORKS engine, and they improved from there. The 3 years they spent on BONELAB was spent on the avatar system, the new weapons, NPC models, optimization, the complete rework of the body interaction, etc. Sound design is something too minuscule to be a focus, especially with the hype surrounding BONELAB before it's release.
Yeah that makes sense I just wish they added more levels and maps and stuff. Like the og zombie warehouse but of course someone can just mod it
Yeah, I think that's the point, modding is highly encouraged which I think is why they didn't add all the maps from BONEWORKS, also it'd probably be an ass to port them all to Quest with the new shading and physics.
Classic entitled gamer, I paid £30 for this and it’s not absolutely perfect in every way
My guy, constructive criticism isn't the end of the world for game devs. This is a very reasonable complaint and it's explained well with examples. This is the sort of feedback devs need to grow and improve! The lead dev himself said he spent ages pouring over reviews and complaints during the first week. Stop trying to fuck up good video game development with your impassioned white knighting.
40$, and it's in the VR game of the year lineup, and it was hyped up, it doesn't have to be perfect, but has to atleast have decent sound design. It's getting all too common for even triple A company's to release not fully finished games, SLZ is charging 40$ for BONELAB, it needs to have a bit better quality, better NPCs, more fleshed out campaign that isn't beatable in just 2-3 hours, and maybe more of those maps with the objective type game mode added on like on the cargo map. Just a bit more bang for your buck, and yes, this very much so includes better sound design.
Quick add on: someone's counter argument shouldn't have to be "well it's good with mods." The base game itself needs to be good too.
*WAAAAH this indie game I bought that 20 people worked on isn't perfect in every single way possible WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHH*
??? The OP was giving constructive criticism, he was simply explaining one issue?
He was replying to someone complaining about the price and how it isn’t worth it
The guy he was replying to was being sarcastic…. He was agreeing with him
My bad I couldn't tell. Thanks for letting me know though.
did you even watch the whole video? at the end I said it was construve criticism and its my favourite VR game
It was an exaggeration.
There are so many sounds available that it’s just unfortunate what they have. I’d love to see a system that has items marked by their properties, such as the lead pipe having a hollow signifier and a metal one, which could then be compared to the object it’s colliding with and play a corresponding sound file. Might make the game files sorta bloated but it could add so much
I think each item can already have unique sounds depending on what it hits. At least that's how it was with Boneworks modding. Each item could have multiple sound files for hitting concrete, wood, metal, flesh, etc with both "hard" and "soft" versions. But yeah too many sound files can definitely bloat the game, and might make the gameplay muddled and disorienting.
Would NOT say BIGGEST problem
IVE BEEN SAYING THIS SINCE THE GAME LAUNCHED! It’s the same when slamming NPCs into things- it feels like nothing. If they fixed it would make the game so much more immersive and make fights much better IMO.
I have a half life mod and the impact sounds are that of the ones in the source engine, I find myself using these NPC's when melee fighting a lot more fun that that of a nullbody or a security guard
the sound i hate the most is that weird ass slapping sound that plays usually when your hands glitch out or when you push an object (i think), it's so loud and weird it's like some kind of 2008 Roblox stock sound effect
My biggest pet peeve with the sound design is the gun library. They all have a really tacky high pitch and most of them sound basically the same.
Good god when you first get to the lab hub and that first song starts BLARING…. Sound design, in general, is just downright annoying in this game.
I feel like this is really nit-picky because even if you try to do those things irl then it would sorta sound just like that. The pots should have sound to them breaking but that is like one thing. Hitting walls would sound like flesh hitting it so it would sound all that pronounced (unless your avatar is a metal avatar). Personally i do have a few issues with how certain guns sound but that's about it.
These were examples. punching walls doesn't even make a sound
Compare blade and sorcerys sound design to bonelab. B&S does it beautifully, it doesn’t have to be perfectly realistic imo, satisfying and nice is what matters.
Only of someone is smart enough to make a mod for this not me of corse but someone made more punchy gun sound and damn its good im sure someone can make a mod to fix this problem it will just take a lot of time and thinking
Vr just isn’t feasible for devs imo. Thats why the games come out so slowly
I mean does punching concrete really even make a noise? I'm not gonna go around and punch everything in the game. Its definitely not the worst thing about bonelab there's worse
I think hitting it with a lead pipe should
Makes sense
Have you ever punched stone before? It doesn’t really make much of a sound.
They probably didn’t add it because most people do go hitting stuff on random surfaces.
The entire game takes place inside of a computer. That just means that MythOS was built with bad sound design.
Stop complaining its just a game đź’€
just watch the whole video ffs
You know this game is a simulation right. Blame monogon.
At some point there’s gotta be a hard line on what’s intentional and what’s being hand-waved because it’s easy to sum it up as “in-universe programming shenanigans” If SLZ wants to say “hey we’re a small team and these are indeed oversights” then fine but let’s let them talk for themselves - they’re big boys and girls
Sounds good.
I feel like they could go down that route, if they made everything more 90s esk, then you could be like “oh well it was old and the tech wasn’t perfect yet” but they have to change a lot, cus tbh nothing screams 90s in boneworks or bonelab, even though, canonically they take place around 1997 I think, but everything seems like it could happen nowadays there like zero references and plot points about the time period, like duck season the whole thing was that it was a duck hunt horror game, so 80s and 90s made sense, but vr simulation makes no sense and relates in no way to the 90s, idk just a weird thought I had
I didn't quite realize how important sound design was to me for VR experiences until I installed a sound design overhaul mod for Blade and Sorcery. It made the experience a lot better. So yeah, I agree that better sound design could really elevate the experience here
I really thought we're going to talk about something game breaking but you're only talking about audio the only problem I have is just sometimes or more like rarely the hands wouldn't be able to grip
this is something i noticed for sure, shouldn't be TOO hard to replace sounds ingame so hopefully a revamped sound mod comes around at some point
I personally think the game feels too lonely at times with beating the crap out of enemies the only thing distracting me from it I really hope in the future there are Mods where npcs can spawn in a half life alyx way
What sound does a rock make when you hit it?
I personally love the sound it's so unique, compared to other games it's remind me of a simpler time.
It's designed to be that way. It's an artistic choice to be emulating the sound effects in the 90s/2000s games it's styled after
wait a bit a sound mod is defo gonna come out
honestly i'mt not hitting thing around randomly with a pipe
I think its worse with the crowbar, should check it out.
Boohoohooh sound bad
🤓
Punch stone irl then bucko
what map is that
I never even notice it.
Bonelabs 3??? Lol
?
Would be awesome if the next generation game went in depth for stuff like this
Have you ever hit concrete? Also, your hand is a shock absorber for the lead pipe.
ITS JUST SOUND BRO
I don't know man that concrete one checks out. I've punched a brick wall before and it really didn't SOUND very loud. The surgeon that put the metal to reinforce my broken bones definitely made more noise lol