![]() ![]() So… I didn’t love the game’s campaign portion. It’s a shame too because you could easily build a whole game around this avatar swapping idea. In most cases the avatar you should use for the given task is plainly obvious and there’s not much room for creativity-whether that be in a specific enemy encounter or puzzle. ![]() I would have loved to see Bonelab push further into this kind of novel interaction design that directly interfaces with gameplay.Īnd while it’s also a very smart idea to allow players to hop between avatars with meaningfully different capabilities, I didn’t find that the game really plays to this as a core mechanic in its level design. The one tweak I would make is to raise the pitch on each sound effect to further associate a specific pitch with the selection of a specific avatar. I find this particular interface to be very smart-it’s quick, fun, and easy to do. ![]() And you can switch between avatars on the fly with a ‘pull cord’ system where you reach for your arm and pull a little ball longer and longer to cycle through and select your avatar with one quick motion. Switching between avatars gives you unique physical advantages & disadvantages, like being fast & weak, strong & slow, or tall & lanky. The one truly new and interesting thing that Bonelab does over Boneworks is the addition of the quick-swap avatar system.
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