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Half-Life: Alyx

half-life.com

171–180 of 444 posts

Re: Half-Life: Alyx

#171
post #152

Why does this need to be VR?

I'm sure Valve wanted to make a AAA VR game to help sales of their hardware so they made a new Half Life. Rather than they wanted to make a new Half Life game and then decided to make it VR.

Re: Half-Life: Alyx

#172
post #149

Earlier quoted context omitted.

Nope. It is not a gimmick and will definitely be a "thing" in the foreseeable future. So we have different ideas of the foreseeable future, interesting.

Nobody is going to play games that make them sick. Ever. It will not happen. This is not a solved problem, and VR will never be anything but a niche technology until you can walk in a video game without needing to throw up.

Do people still get motion sickness from 3D movies?

Re: Half-Life: Alyx

#173
post #136

Earlier quoted context omitted.

Agreed. That helped also to make gems such as Black Mesa, a 100% fan made recreation of the first HL using HL2 engine and graphics. I wonder what would become of this game if they added a proper story, characters interactions, NPCs, subplots etc. (think Mass Effect style). Here's a full walkthrough for those living under a rock when it came out:*) https://www.youtube.com/watch?v=brFEN4x9Xao

Thanks for posting! Impressive. By the way, back then I really liked the first stages of HL2 -- the dystopian intro absolutely rocks -- but eventually had to stop playing, partly because it was getting too long, and partly because of motion sickness. This really took me by suprise because I was a gamer, had enjoyed the original HL without problems... and suddenly there was a new breed of 3D games where I got motion s…

"so I decided to watch your video and... instant motion sickness."

That was the effect it gave to me too. I believe it's due to the the player moving the field of view rapidly: I played this game less than a year ago and experienced none of this. Being in control helps a lot as the brain knows we're moving and expects the view to change.

Re: Half-Life: Alyx

#174
post #114

Earlier quoted context omitted.

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.

> (assuming that's the case with Alyx)

Uhh. Nope:

https://vignette.wikia.nocookie.net/half-life/images/9/9f/D1...

https://cdn.vox-cdn.com/uploads/chorus_image/image/65727186/...

The character isn't 90s Lara Croft.

Re: Half-Life: Alyx

#175
This is VR's big moment given the mod support. I have a gaming grade PC, but have been completely sold on the Oculus Quest ever since they announced Oculus Link support and that you'd be able to play games on Steam with it as well. I need the standalone support to make it more useful, taking it into another room and using it either for gaming or watching a video.

Looks like I'll be picking up that Quest, upgrading to Ryzen 4900X and a Nvidia 3060 when they're out next year for this game.

Re: Half-Life: Alyx

#176
post #19

Earlier quoted context omitted.

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

Source?

I see no mention of VR Games. I am fairly certain the ` well-controlled sensory stimuli` does not cover the latest shooter from the video game industry.

I would agree that VR can help with PTSD, but only in the same way as drugs can help with disease. Doesn't mean to say that drugs don't also cause huge problems.

The devil, as always, is in the details and life is not simple.

Re: Half-Life: Alyx

#177
post #136

Earlier quoted context omitted.

Agreed. That helped also to make gems such as Black Mesa, a 100% fan made recreation of the first HL using HL2 engine and graphics. I wonder what would become of this game if they added a proper story, characters interactions, NPCs, subplots etc. (think Mass Effect style). Here's a full walkthrough for those living under a rock when it came out:*) https://www.youtube.com/watch?v=brFEN4x9Xao

Thanks for posting! Impressive. By the way, back then I really liked the first stages of HL2 -- the dystopian intro absolutely rocks -- but eventually had to stop playing, partly because it was getting too long, and partly because of motion sickness. This really took me by suprise because I was a gamer, had enjoyed the original HL without problems... and suddenly there was a new breed of 3D games where I got motion s…

Could be just age related, as well. I didn't used to get motion sickness on swings as a kid, either. Now suddenly when I take my daughter to the park I can't stand 'em.

Re: Half-Life: Alyx

#179
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…

> I think a fascinating part of Alyx is Valve choosing a female protagonist.

There has been other games with a female protagonist, but the backlash was so bad against them that they were completely forgotten. I know it's obscure, but you can look it up, there's those two games called "Portal" and "Portal 2", and the two main characters are female. You've probably never heard of them because of all the misogyny.

... or something.

Re: Half-Life: Alyx

#180
post #172
post #149

Earlier quoted context omitted.

Nobody is going to play games that make them sick. Ever. It will not happen. This is not a solved problem, and VR will never be anything but a niche technology until you can walk in a video game without needing to throw up.

Do people still get motion sickness from 3D movies?

1. A movie is what 90 minutes?

2. Movies aren't often filmed from first person perspective for any length of time.

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