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Half-Life: Alyx

half-life.com

251–260 of 444 posts

Re: Half-Life: Alyx

#251

Earlier quoted context omitted.

Eh, I don't think it's as big of a deal as you're suggesting. Alyx is pretty much the only choice if they wanted to use a pre-existing character as an action protagonist set between HL1 & 2. And from the trailer, it looks like the only "gendered" thing about the player's avatar is the voiceover. That's not a "body swap illusion" like the paper is talking about. In principal, I don't see it having any more deep psycho…

Adrian Shephard's still lying around tho :^)

I guess gearbox owns the character??

Re: Half-Life: Alyx

#253
post #136

Earlier quoted context omitted.

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…

A game that gave me motion sickness but only when I watched someone else play was Turok on the Nintendo 64. Watching someone else play was sickening.

Oh man! Even the newer Turoks gave me wicked motion sickness. I think I have motion sickness just thinking about it.

Re: Half-Life: Alyx

#254
post #109

As much as a Half-Life fan I am, VR is a gimmick. It's expensive and will not be a "thing" in the foreseeable future. This is such a wasted opportunity. A normal Half-Life 3 would have brought back a lot of goodwill for Valve.

VR may be niche, but it's not a gimmick. I get about 1-2 hours a week to play games. I choose to spend that time in VR because it's the most enjoyable way to game for me. I don't play pancake games anymore.

Re: Half-Life: Alyx

#255
post #133

Earlier quoted context omitted.

No one tried it because it's expensive AF. And you need space. And there are so many of them. And the storefronts don't match. And there are no games. And you sweat. And they're heavy. And you need a monster PC. And it doesn't work. And and and. It's a gimmick. Alyx is a $2000 game for a normal gamer, counting an index and a sizeable PC upgrade.

> expensive AF Google Daydream headset and controller are $60, and operate with the smartphone people already own (assuming you've got a decently-beefy smartphone). Price is hitting record lows on this hardware.

60$ of hardware is not the same experience as a $1000 Valve index

Re: Half-Life: Alyx

#256
post #255

Earlier quoted context omitted.

> expensive AF Google Daydream headset and controller are $60, and operate with the smartphone people already own (assuming you've got a decently-beefy smartphone). Price is hitting record lows on this hardware.

60$ of hardware is not the same experience as a $1000 Valve index

It definitely isn't, but you wrote off all of VR as a gimmick, then you gave reasons for your assertion. One of those reasons doesn't apply to all of VR.

Re: Half-Life: Alyx

#257
post #153

Earlier quoted context omitted.

I only do hobby gamedev, so I don't know what I'm talking about, but when I think of a tool that's "too complex" to release, I imagine not just a conceptually difficult thing, but a dangerous thing. For example, the editor lets you shoot yourself in the foot with a bunch of a esoteric considerations that don't really make sense, but the internal people know how to work around them more or less, like making sure that…

I would be very surprised to hear Blizzard has an internal tool with issues of that magnitude.

This is the rule in game development rather than the exception. It's why polished commercial engines like UE4 and Unity have been so successful. In house tools even at some of the biggest most successful game developers are rough and undocumented. They are also generally made by engineering teams an order of magnitude smaller than Unity or Epic.

Re: Half-Life: Alyx

#258
post #160

Earlier quoted context omitted.

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

That was not the goalpost here. The goalpost was that a "great" VR hardware costs $400, which is not true. Same for a $600 PC for high-end VR and as a bonus: the claim that a 3yo GPU is "kicking butt". All of these are false

The goalpost wasn't "great" VR. It was the minimum cost. I agree that $400 won't get you the best VR set, but it still can be enough for a great one.

> what's the minimum cost these days to get the hardware that'll play this?

Re: Half-Life: Alyx

#259
post #174
post #114

Earlier quoted context omitted.

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.

Thanks. The art looks awesome, btw

Re: Half-Life: Alyx

#260
post #255

Earlier quoted context omitted.

60$ of hardware is not the same experience as a $1000 Valve index

It definitely isn't, but you wrote off all of VR as a gimmick, then you gave reasons for your assertion. One of those reasons doesn't apply to all of VR.

That is technically correct.
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