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Half-Life: Alyx

half-life.com

11–20 of 444 posts

Re: Half-Life: Alyx

#11
Appears to be fairly on rails, which I guess eliminates the whole movement thing.

Good to see them releasing something, even if it is a narrow market. Seems to be a lot of doubt in them after lackluster Artifact and Epic Store entering their space.

Re: Half-Life: Alyx

#13
A criminally overlooked feature of this game is the release of the dev tools used to make maps and mods. Giving the tools away for such a powerful base game is what gave HL1 and HL2 it's incredible staying power.

Re: Half-Life: Alyx

#14
post #9

Wonder if I can do Oculus Quest + PC Link + Index controllers. Don't really want to buy an Index, but the controllers look really nice. Also considering Quest since my biggest gripe before was the wired headset and how heavy it was overall.

In order to make this work, hardware-wise, you'd need the lighthouses, too.

Re: Half-Life: Alyx

#15

Call me salty but I am not sure I am super interested in half life 1.5 while half life 2 episode 2 has ended on a cliffhanger more than ten years ago. I am still curious to see how they will handle the character of Alyx, she was little more than an admiration delivery device in half life 2. They will have to do a lot more now that she is the center of the game.

> little more than an admiration delivery device

Actually if anything she was the primary driver of the plot. Freeman, being a passive mute, follows what Alyx and co are doing for the majority of the plot(s).

Re: Half-Life: Alyx

#16

Call me salty but I am not sure I am super interested in half life 1.5 while half life 2 episode 2 has ended on a cliffhanger more than ten years ago. I am still curious to see how they will handle the character of Alyx, she was little more than an admiration delivery device in half life 2. They will have to do a lot more now that she is the center of the game.

We had dramatically different experiences with HL2 if that's your opinion of Alyx. That's even more true if you're including Episodes 1 & 2 into that.

Re: Half-Life: Alyx

#17
post #9

Wonder if I can do Oculus Quest + PC Link + Index controllers. Don't really want to buy an Index, but the controllers look really nice. Also considering Quest since my biggest gripe before was the wired headset and how heavy it was overall.

In order to make this work, hardware-wise, you'd need the lighthouses, too.

I have a Vive, just been cagey about updating. The Quest looks like the kind of casual experience that I wanted after having a Vive since launch.

Re: Half-Life: Alyx

#18
post #3

It looks interesting at least, It's hard to tell how gimmicky it will be though. I've felt like a lot of VR experiences I have had felt gimmicky. Some of my best VR experiences have been more in line with games like beat saber rather than story driven games. I'm also the type of person that pretty much exclusively plays story driven games so I want to like those experiences in VR but they just feel kind of off to me…

I'm not pleased that Valve has shifted its focus from developing great games to being a digital platform rent-extractor that tinkers with VR and disinterestedly ships occasional updates to Dota and CS:GO, but I'm optimistic this might be good, even if it's only out of motivated self-interest to drum up the VR hype again.

What I mean is, I get the sense Valve is unhappy that VR hasn't had its system-selling killer app yet, and I wonder if Alyx is trying to be that. If so, I'm reasonably hopeful they'll push hard to make this a genuinely good game that shows VR's full potential, rather than a disposable gimmick.

Re: Half-Life: Alyx

#19
post #10

A cool idea that I'd never ever ever try. Half Life 1 on low res was scary enough. In all seriousness though – is there any studies done on potential PTSD-like effects that arise from this sort of VR game?

Actually VR games and simulations reduce the likelihood of developing PTSD.

Re: Half-Life: Alyx

#20

Looks like this game's focus is going to be on the player, rather than the game world itself. Where HL1/2 were focused on making the objects, enemies, and places you interacted with feel like real life. HL:A will be focused on the character you control, giving you complete autonomy with finger capture and motion control. Valve is pushing forward gaming with Half Life once again

Given the accuracy (or lack of it) of individual finger movements on the Valve Index controller, it's not going to be anything more than a gimmick. The tech looks impressive in a demo, but our hands are used to manipulating things with a much finer touch than the Index controller allows so it doesn't translate very well to games.

it's not going to be anything more than a gimmick.

Not sure if I share this sentiment, I read elsewhere Valve is treating this as their next "flagship" release, a true first class VR game (hopefully not just some 30 minute "experience" that ends right as it's getting good). It this were literally any other game studio I'd have an eyebrow raised right now, but when Valve puts their full muscle and creative energy behind something as a flagship, lead-off hitter, they've yet to disappoint.

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