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Half-Life: Alyx

half-life.com

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Re: Half-Life: Alyx

#81
post #54

I think a fascinating part of Alyx is Valve choosing a female protagonist. 85%+ of VR users are male, compared to say 70/30 male/female balance of say Fornite. (1/2) Any way you carve it the audience for Alyx is going to weight heavily male. And research suggests that gender-swapping in VR is a profound psychological experience: https://ieeexplore.ieee.org/document/8260949 (1) https://www.rakutenintelligence.com/blog…

It's a pattern with Valve. Remember Chell?

https://en.wikipedia.org/wiki/Chell_(Portal)

Re: Half-Life: Alyx

#82

Earlier quoted context omitted.

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

So I'm assuming that means that Valve programs this in a way that dictates the hardware, instead of having an abstraction layer that accepts player position, viewpoint and hand inputs regardless of the hardware? Is that something you have a source to confirm? I would like to think that if Quest is going to release a way to hook up to the PC to play SteamVR, they'll be sending all that positional data from the headset…

The Index Controllers need the lighthouses to know where they are in space. They simply don't work without them.

Re: Half-Life: Alyx

#83
post #42

Earlier quoted context omitted.

You can't develop PTSD from VR because VR isn't real. Even if you get scared it's not the same kind of fear as being in a situation where you can actually get hurt, or die, or you actually kill another human being.

[citation needed]

https://www.engadget.com/2014/10/07/virtual-reality-ptsd/

https://www.popsci.com/article/science/can-you-get-ptsd-virt...

https://www.cnn.com/2017/12/13/health/virtual-reality-vr-dan...

https://www.quora.com/Will-VR-games-get-so-realistic-that-th...

Re: Half-Life: Alyx

#84
post #56
post #42

Earlier quoted context omitted.

You can't develop PTSD from VR because VR isn't real. Even if you get scared it's not the same kind of fear as being in a situation where you can actually get hurt, or die, or you actually kill another human being.

But does your body and the non-rational parts of your brain know that it is not real?

The short answer is yes, I replied to the other comment with several citations.

Re: Half-Life: Alyx

#85
post #32
post #27

Question to VR gamers: Why are the arms not animated?

They'd block 20% of your view and you would block the part where you would want 'put' your hand ( like a button to press) and since there is no tactile response, it would be impossile to do so. Also, the IK-system would not be able to mimic the exact movement of your own arms, making them feel foreign and weird.

It's probably just that they would get in the way. IK works brilliantly in VR for arm simulation, see: Echo VR.

Re: Half-Life: Alyx

#86
post #54

I think a fascinating part of Alyx is Valve choosing a female protagonist. 85%+ of VR users are male, compared to say 70/30 male/female balance of say Fornite. (1/2) Any way you carve it the audience for Alyx is going to weight heavily male. And research suggests that gender-swapping in VR is a profound psychological experience: https://ieeexplore.ieee.org/document/8260949 (1) https://www.rakutenintelligence.com/blog…

Another interesting thing is that this is going to be the first valve game where the protagonist actually talks.

Re: Half-Life: Alyx

#87
It will be interesting to see if this title can drive adaption to VR and drive sales of headsets and create a market for VR-games. Hard to find a more hyped IP than Half-Life. Maybe it can breath some life into the "it will happen next year"-hype of VR.

Re: Half-Life: Alyx

#88
post #66

This game is a lot more cartoony and blue/orange than Half-Life 2, which had a very distinctive low-saturation photorealistic style. However, it's less cartoony than half-life 1. It's fitting that a game set between them chronologically would mix their art styles.

The requirements to double-render also force a cartoony style in a game at this scale.

The graphics on the promo website are a lot higher resolution than Half-Life 2's graphics. HL2 was photorealistic not by having a high polygon count, but by having desaturated textures that approached the things you would find in a picture of a city. HL2 came out a long time ago.

Re: Half-Life: Alyx

#89
post #40

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.

I remember everyone saying Blizzard would release map making tools for Overwatch like they did for Starcraft and Valve did for TF2/CSGO. Seems like a great way to add longevity to the game and the community content can even help fund the game.

Workshop was huge, albeit late, addition for the community, even without a map editor.

But even Blizz couldn't reliably make maps using their internal tools that kept Reaper where he was supposed to be.

Re: Half-Life: Alyx

#90
post #40

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.

I remember everyone saying Blizzard would release map making tools for Overwatch like they did for Starcraft and Valve did for TF2/CSGO. Seems like a great way to add longevity to the game and the community content can even help fund the game.

Valve have also more recently done it in Dota 2, which itself like tf and cs was a mod, though in warcraft 3 instead of half-life/quake
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