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Half-Life: Alyx - Valve's full-length flagship VR game set between HL1 and HL2

Discussion in 'General Gaming' started by LESS T_T, Nov 18, 2019.

  1. rusty_shackleford Arcane

    rusty_shackleford
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    People who spent $1000 on a tech demo are seething right now
     
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  2. RRRrrr Arcane

    RRRrrr
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    It doesn't look that bad, actually. I didn't expect Source could look so modern. Also, people seem to like the VR aspect, but I am too poor to see for myself. Also, not a moron to spend so much money on this before it is a thing.
     
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  3. Zariusz Educated

    Zariusz
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    But isnt this Source 2 not orginal source?
     
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  4. Jenkem Magister Patron

    Jenkem
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    JEFF is blasting my ass boys
     
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  5. Shaewaroz Arcane

    Shaewaroz
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    "...and Alyx was like whateveeer..."

    Gotta love Alyx's new personality.
     
    Last edited: Mar 25, 2020
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  6. rezaf Arbiter

    rezaf
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    Anyone else oldskool enough to feel that it would have been much cooler to have a HL VR game set in Black Mesa?

    Especially in hindsight, this isolated location was for me far more immersive than all that resistance / City 17 stuff. Obviously I must be in a minority or even alone thinking that way.
     
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  7. Ed123 Arcane Patron

    Ed123
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    I'd be fine with a Black Mesa VR game using GoldSrc-level visuals for the sake of ensuring smooth performance and increased interactivity.
     
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  8. The Dutch Ghost Learned

    The Dutch Ghost
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    Okay, thank you for your feedback.
    Perhaps I will pick up a VR headset once I have purchased a new PC. Not really any rush with it at the moment.
     
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  9. taxalot Gone forever. Patron

    taxalot
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    Codex 2013 PC RPG Website of the Year, 2015
    So.

    Is this moddable or what ?
     
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  10. schru Cipher

    schru
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  11. vortex Fabulous Optimist

    vortex
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  12. RRRrrr Arcane

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    It is, but the Source engine Source 2 is based on is so flawed when it comes to rendering open spaces that they are still created and rendered as if they are big rooms (corridors) instead of real open spaces. Every single open space is based on the illusion of openness, having to create the outside objects just as the players would see them from his position in the corridor that is just decorated as an open location, but really isn't. The Source engine is so limiting it is ridiculous. The fact that they managed to do all of these work arounds is still impressive from a labour point of view, as the game looks pretty acceptable.

    The fact that all open spaces are limited corridors really ruins my experience with source games.

    God help anyone having to deal with this engine. It is probably the worst engine to develop on, which is why it isn't really used outside of Valve.
     
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  13. Venser Savant

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    Yes

     
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  14. Morgoth Arcane Patron

    Morgoth
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    God forbid such "flawed" engine forces Valve to create real level design.
     
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  15. TheSentinel Arcane

    TheSentinel
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    That post is basically conjecture anyway. It's not actually clear how much of Source 2 is completely reworked from Source 1, or how much it inherits from it, since no one outside of Valve has access to it.
     
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  16. Alexander DeLarge Learned

    Alexander DeLarge
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    If I recall correctly, Source 1 BSP files were limited by 32-bit values while Source 2 packages them in a 64-bit VPK file exponentially increasing the theoretical map size. Extremely large maps would then only be limited by asset streaming/culling tech. Source 2 tools like Hammer has been massively overhauled and I can't imagine they're still using Havok. Lua scripting support and a Vulkan-based renderer too. Even if it shares a large codebase with Source, enough work has been done to consider it something new.

    These are some great changes. A while back there were some interesting datamines about a Source 2-based RPG. Presumably something open world so if they end up doing that, I'd imagine the engine would be modified to accommodate that. Can't really blame them for designing their engine to handle the tasks they perform when they're the only ones using it.
     
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  17. Dexter Arcane

    Dexter
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    I'm about 6-7 hours in now. Voice acting gets a bit less annoying after you get used to it a few hours into the game, I still find Alyx's new voice a bit grating.

    Gravity Glove mechanic where you target items, press Trigger and flick your wrist, then have to catch them mid-air is very satisfying to use, not sure about the item storage since you have to pick them up and drop them in the backpack at your back and I already hit the Index's off-ear headphones slightly twice while doing so early on, you also get used to that though.

    You can throw things at stuff to stagger them and slow them down or use it to keep them away like that Headcrab video, but even metal bars don't have physicality to them when you hit zombies over the head and you can't kill them with it.

    It's sad because other recent games like Boneworks and Walking Dead: Saints & Sinners did this a lot better to great effect:



    Collectible Resin makes you play like a hungry Hobo looking for food, peeking into every locker and corner, emptying boxes, looking into the garbage cans and trash containers to get those precious Upgrades earlier. I've got the Reflex Sight for the basic pistol in Chapter 2 and it's useful for identifying weak spots on enemies and better targeting than just aiming by eye, but you have to use it as a sight. I got the final Upgrade Laser Sight in Chapter 3 and now can aim at shit without having to use the sight.

    Chapter 2: Quarantine is pretty much an Exploration and Combat Tutorial (the one they've been showing off as a Demo before Launch) and it's still interesting, but exploring Metro tunnels or following that Sewers and Warehouses so far seems much less prestigious than the Walking Sim part at the beginning of the game through the city with all the scripted sequences.
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]

    A lot of the Tech and some of the environments you encounter look organic and bug-based:
    [​IMG][​IMG][​IMG][​IMG]

    By Chapter 3 Reload becomes a more important game mechanic when 3-5 Headcrabs or 1 Headcrab and 2 Zombies that can spawn Headcrabs of their own upon death come at you or you have to deal with the tougher Headcrabs, also you get a Flashlight for your left arm while exploring entirely dark parts of Sewers with it being the only light source.
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]

    Got to Chapter 4, fought about a dozen Combine so far, they seem to be somewhat tougher and act together more than your usual Xeno, advancing towards your position, laying suppressing fire etc. but nothing too complicated yet.

    Also, has Valve been paying attention? Finding kitchen rolls and toilet paper everywhere is breaking my Post-Apocalyptic immersion. REEEEE
    [​IMG][​IMG]

    A lot of the more annoying or grating design elements I've noticed so far always seem to come from Valve's obsession with "comfort" and "accessibility", for instance the opinion that you can't take control of the player's camera from him or it might cause discomfort is probably responsible for the area transition problem in a few places which looks like this and having to "teleport" for Jumping:
    [​IMG]

    The walking speed can also feel more like crawling at times which can be probably traced back to the same reason. Teleporting feels more fast-paced like a sort of Quicktravel. They almost compel you to use teleport at times by how slow they've made the fucking walking speed and there's no sprint.

    Which is also weird, since this for instance is a thing:


    Another thing they apparently did is have all weapons be one-handed just to be "handi-capable". I mean, "comfort" or "accessibility" features are nice to have I guess for the people that need them, but if you design basic elements of your entire game around it, it gets retarded quickly. I wonder what game you'd get if you'd design it for an individual that has no arms, no legs and gets VR Sick easily with a HMD on: https://uploadvr.com/half-life-alyx-one-hand/

    The worst thing is they're being praised for this by morons: https://www.reddit.com/r/ValveIndex...k_you_for_making_alyx_handicapped_accessible/
     
    Last edited: Mar 25, 2020
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  18. Latro Arcane

    Latro
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    neo scavenger VR when
     
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  19. Venser Savant

    Venser
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  20. Jenkem Magister Patron

    Jenkem
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    finished it last night. game is amazing, definitely the VR GOTY, possibly the general GOTY. so many memorable setpieces and the best gman sequence

    suck it poorfags
     
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  21. Alexander DeLarge Learned

    Alexander DeLarge
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    With his YouTube bucks, you think he'd be able to afford a fucking SSD in TYOOL 2020 instead of bitching about load times.
     
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  22. Jenkem Magister Patron

    Jenkem
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    Yeah I didn't know what the fuck he was talking about, I was using a regular SSD, not an NVMe or anything and the longest load time was like 20 seconds
     
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  23. TheSentinel Arcane

    TheSentinel
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    what? how? the sequence in episode 2 and at the end of half life 2 are better by quite a margin.
     
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  24. Jenkem Magister Patron

    Jenkem
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    Make the Codex Great Again!
     
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  25. Alexander DeLarge Learned

    Alexander DeLarge
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    Same [​IMG]
     
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