<\/div>\n<\/div>\n
<\/span><\/p>\n
screenshot: Stress Level Zero \/ Kotaku<\/figcaption><\/p>\n<\/div>\n<\/figure>\nContext is important. What happens in the lead-up to events provides insight into how and why they unfold as they do. But what if the context doesn’t come ’til later? And what if there was zero warning for the traumatic event you were about to experience in a game? Questions like these, the line between artistic intent and players’ psychological wellbeing, have been at the center of a debate over Stress Level Zero’s latest VR game, Bonelab<\/em>, which has a pretty unsettling campaign introduction. So unsettling, in fact, that some fans are now suggesting the sequence should have been skippable entirely.<\/p>\nA sequel to the first-person virtual reality shooter boneworks<\/em>, Bonelab<\/em> is a sandbox action-adventure romp that dropped on September 29 for the Meta Quest 2 and PCVR. It’s one of the most hyped VR games in recent memory, with tons of press touting its impressive visual fidelity<\/span>, gameplay-affecting avatars<\/span>and \u201cunrelenting intensity<\/span>\u201d It doesn’t have much narrative; instead, sequences kinda funnel you from one point to the next. The first-person, highly physical gameplay, coupled with extensive mod support, have Bonelab<\/em> poised to be a successor to the super-popular physics sandbox Garry’s Mod<\/em>. So far the game’s garnered a \u201cmostly positive<\/span>\u201d rating on Steam, with most players saying it’s hella fun with hella replayability. However, not everyone is as enamored with the long-awaited shooter.<\/p>\nTrigger Warning: Self-Harm, Suicide<\/strong><\/h2>\n