Taxnomore
I'm a spicy fellow.
If you could move around naturally you would probably complete the game in two hours.
Valve Index Availability and Half-Life: Alyx Preview Locations
On Monday March 9th, the Valve Index VR system will be made available again for purchase after having been out of stock for some time. Recent demand for the Index system has been high, so we do expect that available stock on hand will sell out quickly. We will continue to take orders after those units have been sold, so purchases beyond this initial quantity will be fulfilled in the order in which they are received, as supplies increase over the coming months. The exact time that the Valve Index will be made available on Monday is 10:00 AM Pacific (5:00 PM UTC).
If you already own a Valve Index, or have ordered one, the bonus Half-Life: Alyx preview locations have just been released and are now accessible to you via Steam VR Home. Starting now, you can download and visit two locations from the game, before the game comes out on March 23rd. One is an outdoor space taken from City 17 in the shadow of the under-construction Citadel. The other is Russell's laboratory, where he helps Alyx make plans to take on the Combine. The rendering technology available in SteamVR's native environments is different than that in Half-Life: Alyx, and the interactivity is significantly lower than what the game itself provides. So while these scenes do not have quite as much fidelity as they will in the actual game, we think they are a faithful enough translation to provide a fun VR preview of the game's setting.
If you don't own a Valve Index but would like to check these environments out in VR before March 23rd, you can ask an Index owner to host a SteamVR Home session for you.
With developer commentary
One will need to wait for the full game to properly evaluate, but fuck this looks atrocious.
Choppy movement and vision is expected, but there's barely any design in there. Gimmicks are flat-out from Half Life 2 (barrels and barnacles, yay) and the zombies are completely non-responsive because the player can barely aim and react with a basic speed. Imagine a VR player thrown even in the first levels of HL2, or even in the first level of Half Life 1 and you'd have a massacre because he could not deal with several enemies moving slowly against him. You need stationary enemies to even aim. This will destroy any chance at encounter design.
Are basic headcrabs even in? From what I see they could be too hard for the majority of players. Imagine having to rotate to engage an enemy, insane requirements in 2020 gaming.
Also, awesome, Valve, upgrades for weapons. We're running on the apex of design, around 2001. Probably they're meant to help basic gameplay, red dots and the like help immensely with target acquisition.
We'll need to see the entirety of the game out, but when even hardcore VR shills see this and go "uh, this looks crappy" doubts should come in.
It's a tutorial level, I'm sure enemies will get faster and more challenging later on. Headcrabs are in the game obviously.
I think you're underestimating the aiming abilities in VR games. Have you ever played a VR FPS?
I'm already scoring headshots in VR games, taking on multiple enemies, spinning guns between shots, throwing magazines up in the air and catching them with my pistols so I'm pretty sure I could easily John Wick through Half-Life 2.
Crowbcat did a good video on Pavlov which is basically Counter Strike in VR and you can see how different it is when you actually have to reload your gun and stabilize the recoil
being able to steal the magazine out of someone's hand and kill them with their own ammo.
That specific example of being able to steal a magazine out of someone's hands might be a gimmick but it's indicative of a fundamental change in game design towards something that you typically only see in immersive sims (in a lesser form) and it fundamentally changes the way you play the game that's detail oriented in VR.
That reminds me of another thing I wonder about the VR naysaying... How much of it is coming from people who aren't too happy that their games are now reliant on their physical abilities? I'd imagine I'd be upset about Half-Life Alyx if I were 400lbs too.
So it's a gravity gun that you grab into your hands and continue manipulating the object with your hands. Sounds pretty revolutionary to me. This is what I was talking about when I said that people minimize VR interactions.It's literally gravity gun attached to hand palms. "Fundamental change in game design" my arse.
Oh look, it's more bullshit from you, like we haven't been over this on page 12.Imagine a VR player thrown even in the first levels of HL2, or even in the first level of Half Life 1 and you'd have a massacre because he could not deal with several enemies moving slowly against him. You need stationary enemies to even aim. This will destroy any chance at encounter design.
Are basic headcrabs even in? From what I see they could be too hard for the majority of players. Imagine having to rotate to engage an enemy, insane requirements in 2020 gaming.
As for level design, I can imagine VR would improve the sense of scale a lot. The starting area and some of the town vistas in Half Life 2 were already a lot more impressive seeing them as if you are there and look up at the screen or the buildings than seeing them on a flat screen. Set pieces, interactivity and details/attention to detail in the levels also change, because while you just walk by some graffiti on the wall or some object on a bench and maybe don't even see it while playing something on a monitor you can freely look around and interact with things in VR and might spend more time to just look around at the details. You will also see people try to interact and manipulate static objects in older games since it comes naturally or try to fuck around with NPCs more since you can do things like get up close to them, slap them in the face, poke them etc. like you can see in that L.A. Noire VR video that blew up: https://www.youtube.com/watch?v=72VXMjO14oc and be disappointed if they can't do anything with them or they don't react.but I can't see it improving the basics of FPS gameplay (level design, enemy design, weapon design) in any way.
Sure but VR is all about immersion and mouse and keyboard feels nothing like using real weapons so the fact that it can be more effective is completely irrelevant.
That reminds me of another thing I wonder about the VR naysaying... How much of it is coming from people who aren't too happy that their games are now reliant on their physical abilities?
Oh look, it's more bullshit from you, like we haven't been over this on page 12.
Why am I not surprised? Write a page long of utter bullshit you pulled directly out of your ass while misusing "gimmick" as a filler for every 5th word, and when someone with actual knowledge of the things you're talking about offers a rebuttal say that you didn't read it and declare victory.Dexter, I won't even read//watch your dump because it's useless.
Plus, I'm curious, it's seriously possible to engage two targets properly in VR? In Real Life, it's borderline possible just with laser pointers and air guns, I personally found hellish and impossible to engage anything with dual 9mm handguns. Did it for shit an' giggles, but you'd need to be one hell of a shooter to hit anything at a decent range
In games like Space Pirate Trainer you aim and shoot at two or more enemies at the same time. It's fun and possible.Plus, I'm curious, it's seriously possible to engage two targets properly in VR? In Real Life, it's borderline possible just with laser pointers and air guns, I personally found hellish and impossible to engage anything with dual 9mm handguns. Did it for shit an' giggles, but you'd need to be one hell of a shooter to hit anything at a decent range
Who cares which input device performance better? I don't get the arguement.Performance wise, completely inferior to mouse+kb. Again, that can be enjoyed for fun&giggles and the milsim crowd, but what years of rail shooters taught us is that having pin-point precision with a mouse beats having a "real gun". Hell, shooting with a real gat is far more difficult regarding targets acquisition and reload, and I should know that.