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Half-Life: Alyx

half-life.com

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Re: Half-Life: Alyx

#111
post #106
post #69

Earlier quoted context omitted.

I'd say $400 for a great VR set (including hand controllers), and under $600 if you build a PC from scratch. Cheaper if you reuse some parts, cheaper if you buy any parts used. My 3-year old video card (bought for $300 then) is still kicking butt in any VR title I throw at it.

This is a valve flagship game. It's made for the index, which is a $1000 piece of hardware

Yes but it doesn't require the index, it can use any steam vr compatible headset.

Re: Half-Life: Alyx

#112
post #38

This has got to be the most narrowly targeted game ever. I played through all of HL/HL2/Ep1/Ep2 IIRC, but I can barely even remember the story clearly it was so long ago. And it's such a blur maybe I never finished Ep2. I was 21 when HL1 came out but I didn't get to play it till I was like 24 maybe when I had gotten out of school and got a nice computer & some money. HL2 came out when I was 27.. still playing games b…

I think you underestimate how popular Half-Life was. The #1 game played on steam right now is a former HL mod, Counter Strike. I don't think the market for HL is small at all. VR, though, is a different story. That absolutely limits the market. That being said, I'd wager that a majority of people who play VR games on PC will likely buy this game, as it's probably the first true AAA title developed specifically for VR…

counter strike is a completely different game than half life. it's been sold as a separate game for decades. just because they share a former history doesnt mean anyone who is interested in counter strike is interested in this new half life game. i'd say its almost completely opposite userbases. one more hard core competitive multiplayer fps, the other casual single player VR. VR is an incredibly small market and i totally agree this is a game targeted at a tiny audience

Re: Half-Life: Alyx

#113
post #70
post #19

Earlier quoted context omitted.

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

Specialized programs utilizing VR can reduce the severity of PTSD, that does not mean all VR games reduce the chance of developing.

Especially as compared to a non VR game, which would probably have far less chance of developing

Re: Half-Life: Alyx

#114
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…

How is this different than a gender swap in a non-vr game? I'll have to join vr chat as a girl tonight and see how things go. That said I normally play star citizen w/ a female avatar, and other than thinking "the person I'm talking to might think I'm a girl" my mindset doesn't change much...

Maybe looking down and seeing big breasts (assuming that's the case with Alyx) triggers something uncomfortable in a male's brain. Maybe we can feel like what it is to be trans and feel that your body "isn't right" for you.

Re: Half-Life: Alyx

#115
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.

They're getting back into map making tools with the warcraft 3 remake.

Re: Half-Life: Alyx

#116
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?

At first I got really excited, but the thought of walking through Ravenholm in VR made me uncomfortable and increased my heart rate. I'm a big wuss, so I don't think I'd handle scary games in VR. The headcrab jumping towards the camera in the trailer was bad enough.

Re: Half-Life: Alyx

#117
post #90
post #40

Earlier quoted context omitted.

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

Dota 2 is its own engine, and has nothing to do with dota 1 which was a warcraft 3 map. How they even got the IP in the first place is... a pretty bad look for Valve.

Re: Half-Life: Alyx

#118
post #79

Earlier quoted context omitted.

The Oculus Quest I bought a few months ago is amazing. It's definitely not going to play this, even if it could support it (it can't on the hardware it comes with), but that's not to say in a year or two maybe there will be a relatively cheap system that can. At $400-$500 the Quest is more along the lines of a new high-end dedicated console, but it also offers an experience at that price point which I don't think can…

You can play it using Virtual Desktop's Steam VR mode (sideloaded) or running it on your computer and streaming to the Quest using the new Link mode, running on your desktop PC, or suitably equipped laptop.

Yeah, but one of the reasons I was excited about the Quest is because my PC isn't going to support any VR game well. It may become very useful if I eventually upgrade in the future though (but my home workstation is a docked laptop, so that's a large investment to replace since I can't selectively replace just some components).

Re: Half-Life: Alyx

#119
post #42
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?

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.

Unless you're a pilot, try using good a VR airplane simulator for a while (DCS World for example), getting a feel for the airplane and then push it until you crash into the ground. The moment you loose control and start falling towards the ground, you start panicking, even though you know it's a game.

While not PTSD, I can totally imagine you can find ways of using VR to cause PTSD or similar. Like forcing someone to have a VR headset on with disturbing experiences for a long time and the person would surely eventually go insane.

Re: Half-Life: Alyx

#120
post #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.

She was smart, funny, capable and likeable. The first game I played with a companion AI that didn't suck.

The eps made me genuinely care about her, as much as one can for a fictional character.

The fucking ending of Ep 2 haunts me to this day.

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