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

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.eurogamer.net/articles/2020-03-23-half-life-alyx-review-a-legend-returns-in-elegant-form

Half-Life: Alyx review - a legend returns in elegant form
Another fine Mesa.

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City 17 provides the setting for a VR adventure filled with brilliant detailing.


The Strider is the greatest of all Half-Life's creations, if you ask me. Sure, you could argue that it's just another spin on HG Wells' tripods, but seriously, look at the thing! Those legs, so horribly long and horribly jointed, that hideous hint of poultry flesh and machinery spliced together, all pain and wrongness. In Half-Life 2, I watched one of this awful lot stoop to duck under a bridge, and the thing about the Strider is that it never reminds you of just one thing, always a horrible bodging-together - almost a flamingo as its joints worked, yet almost grandparent nipping up into the attic for something heavy too. An internal life: that sense of self-preservation and cruel intelligence they have, of seeing only their own priorities. That sense of being autonomous in the moment, but also deeply mission-driven. They give me goose-bumps because it's so entirely clear that they can probably get goose-bumps themselves.

That sound is a strider, horribly large and horribly close, heaving its carcass body up the side of a building, stepping where it wants because the crumbling world of human things is not really a concern for an alien invader. It stops. Has it seen me? I stare up - because it's VR, I'm actually staring up - at this awful, wretched thing that I have always loved, and which is now here more fully than ever before, its knotty joints bolstered with servo-motors and shards of the Combine's black-slate tech. It hasn't seen me. It doesn't care. It turns and unplugs a clump of cables from a nearby building - the human world is its junction box - and then it's off into the distance. And yes! I had been waiting for this moment. And this moment did not let me down.

Not my only encounter with a strider in Half-Life: Alyx, but I'll honestly try to spoil little more than that. What I should say is that for the last few days I have been a bit of a strider myself, strangely focused on a private agenda, strangely blind to the finer details of the human landscape around me, as I have navigated City 17 with a VR headset covering my eyes - two worlds, one laid over the other. All this, as I've taken on headcrabs and Combine troopers and all the rest, all this as I have puzzled and rewired and upgraded - while simultaneously bodging around my own PC set up by my desk. House cats and scarves dumped on the backs of chairs startled me when I brushed against them at the wrong moments - generally moments involving headcrabs. My daughter, moving a doll's house behind me one afternoon, almost finished me off in a boss fight when we bumped together. "When you're behind me, tell me you're behind me!" I said. Five minutes later, when I was deep in the horror of the underground somewhere, she obliged, having snuck up close before announcing, "I'M BEHIND YOU, DADDY."

In other words, Half-Life was always going to work in VR. But what's fascinating is how it works. If you're expecting an explosion of let's-try-anthing creativity a la Boneworks, a game in which every conceivable kind of physics interaction is gleefully gimmicked together as you tumble through its wonderfully scrappy campaign, you're going to be a bit disappointed. Half-Life would rather focus its ambitions - and in turn rein-in the scope of what you can do - than risk breaking the illusion or frustrating the player. Something is lost in that decision, certainly. It's Alyx's way or the highway. But a lot is gained too.

As a result, Alyx is marked by restraint. Which is to say, I think, that it understands that VR itself is still such a continuous gimmick for many people that it can play things straight, paring the Half-Life concept back closer than ever before. Yes, it has radios to play with and the inevitable VR piano to prod out a Goldberg Variation on, but it's not one of those VR games that serves as the equivalent of those early 3D movies where people were forever throwing knives at the screen. Most of the time, it uses VR to steadily put you deeper and deeper into the fabric of this grimy, flaking Victory Gin world.
This is a simple story, direct yet consequential, studded with wonderful set-pieces, most of which are pitched towards a sort of sci-fi-tinged survival horror: you, a gun, ammo scavenging and them lurking all around as you slowly inch towards your next destination. VR is used to continue the Half-Life ambition, begun with that tram-ride back at Black Mesa and extended via the Gravity Gun and the magnifying glasses and the facial animation tech of Half-Life 2 to truly embed players in its reality. Cats, children, scarves and bookcases aren't just victims of this approach. They feel like an important part of it.

The basics are straightforward. All I'm going to tell you of the plot is that you're trying to meet up with your dad and figure out what big strange thing the Combine's currently so excited about. Events zip along quite briskly and objectives are always clear. If there's a problem, it's that the game is hemmed in a little, in terms of narrative, because it so clearly has one specific job to do.

The controls are as clear-headed as the narrative. Playing room-scale or simply standing with a more confined space, you can choose one of four movement options, two of which work brilliantly as teleport jobs while the other two offer continuous movement guided by either the hand or the head and seemed to me pretty clumsy and nausea-inducing. Whatever movement you choose, one hand generally holds a weapon or gadget - switching them is as easy as pressing a button and waving your arm up and down - while the other is always free for interacting with the environment, opening doors, grabbing ammo clips from your backpack and ramming them home, priming grenades before lobbing them.

Both hands wear gravity-gloves, a cobbled-together precursor of the gravity gun. They're beautiful things. Hold your hands up and it's like some addled genius has built mittens for your out of diodes and Technical Lego, while little displays show you your health and ammo levels. These things are not for pulling sawblades out of walls and firing them into crowds of zombies, though. They're precision affairs, a little flick of the wrist yanking a highlighted object out of the environment and bringing it into your hand with a neat little slap.

The gloves have been created by a new character, Russell, played by Rhys Darby, who despite being cast as a genius, stays wonderfully close to Murray, the dim and easily bruised band manager from Flight of the Conchords. Because Alyx also speaks - a performance from Ozioma Akhaga that is forever revealing different facets of personality, while being wonderfully alive to graveyard wit - the game is essentially a two-hander, Alyx out in the world while Russell monitors her progress from a distance, cowardly, prideful, tender and quirky by turns. I love this combination. Beyond anything else, following up the biggest video game in the world with a Rhys Darby simulator is a total power move.

The texture of the game these two travel through is relentlessly - and gloriously - practical, pragmatic and down-to-earth. This is a game about navigating space and killing everything you meet, but it's all so carefully wrought. A nervous skittering on the soundtrack is ultimately the buzzing of an old fluorescent light tube. Puzzles are made of gravity, stacked boxes, and wood used to prop open windows. These challenges can be maddeningly clever, but Newton always keeps them honest at the same time. Elsewhere, a vaguely celestial sounding clue in the main plot turns out to have a very mundane solution, while car posters you pass on the remains of the subway show boxy Soviet saloons accompanied by ad-talk that's even more oppressive than usual: Reality Defined. This is science-fiction with both feet on the ground.

This works because the interaction, enlivened by VR, is tangible and playful. It elevates everything, from wiring puzzles - a real theme of this game, using both a gadget that allows you to see electricity flowing through gates inside the walls, and a bit of good-old-fashioned cable-following - to hunting for ammo and other supplies, including the worm-eaten hockey pucks of grey stuff you use as currency in the machines that allow you to upgrade your weapons.
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Weapons are real presences because of VR. It's not just that you have to change clips and pull that slidey thing at the top of the pistol before you can shoot the zombie that's already groaning towards you. It's that they have a complex, weighty, rattly presence in your hand. You can sense these guns are each one thing made from many smaller things working together. Valve has always been good with this stuff, and the upgradable weapons of Alyx are very special. From that pistol and a shotgun to something a little more exotic, they're filled with character and a sense of power, even before you start adding laser sites and bigger clips.

Gun management as well as gunplay, wiring puzzles as well as hacking challenges, traversal with physics hurdles so nicely weighted that you can predict the outcomes in your head: all of the various aspects of Alyx appear simple, but they all work together to bed you deeper and deeper into the game until you reach the point where, if you're like me, you're talking back to Russell out loud as you catch up after each fight.

Oh man, but never forget: at the very center of it is all is those incredible gloves. The gravity gun has always had a habit of working its ways into other games for me. Not directly, of course. It's just that I'll be playing Gears of War and I'll see a grand piano or a panel truck and think: I wish I could just lob that somewhere. The gravity gloves have already gone beyond that. They have a habit of getting into my head. I'll be lying on the sofa and thinking: I wish I could just flick that book from the other side of the room into my hand. At the front door I'll wish I could turn around and grab my keys from the stairs. The things I could do with Jaffa Cakes, mate.

The gloves are a less ostentatious kind of magic than that offered in Half-Life 2 - again, you won't be chucking a car at anyone with them - but in some ways they're a more startling kind of magic. I was half an hour in and pausing mid-reload to pull an interesting bit of set design off a distant shelf and inspect it. The levels are filled with bits and pieces to pick up and examine: cutlery, pipes, video cassettes. Chuck in the reloading and this is stuff you can get good at - you can master it until you're fighting through the apocalypse and foppishly checking out the detailing at the same time. Half-Life has always sought to startle, which is probably why the last instalment came out in 2007. The right material, the right opportunities, take time to present itself.

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What detailing that lost decade or so has allowed for! This is a game that has been allowed to percolate. City 17, strangely noble in its ravaged state, a faded relic being steadily eaten by alien technology, is still one of the great locations in video games, even if you tend to just see bombed out apartment buildings, train yards and subway stations for a lot of the campaign. But the greatest details this time around are the Combine tech, which has never been so monolithically grim. Outside it's grey sheeting and stark angles: designs that could give you a nasty cut. Inside, though, it's often big chunks of offal instead of circuitry, as if Darth Vader had teamed up with Fergus Henderson, the man behind the nose-to-tail eating movement. Health stations, pretty much unchanged from the first game, are so much more visibly present in VR. You inspect the squealing white worm that is squished to make the lurid Mountain Dew healing substances, and then you have to pull down a plate and rest your hand on it, enjoying the dancing jabs of a dozen little syringes while you scan the surroundings for oncoming threats.

All of this stuff comes together with wonderful set-pieces. Due to the exhausting nature of VR combat, massive pile-ons like Nova Propsekt are out of the question, ditto the open-world ram-raiding of the White Forest. Instead, troops are dropped in surgically - their strangled tannoy barking giving you a moment to panic and hunt for ammo and hopefully come up with a plan. As for the bestiary there's a shocking new enemy who I won't spoil, but even the old guard return and bring a vivid kind of enhanced fear with them. I had dreaded VR headcrabs, and then the game not only introduces them but immediately loses the first one in some pipework. That was a nice two minutes. (I regret to inform you that there's a new kind of headcrab now too, even if its design can't quite match the queasy supermarket horror of the original.) Elsewhere it feels like a testament to the brilliance of the original creature design on this series that you feel dread rather than nostalgia whenever one of the classics turns up again. Or maybe it's another sign of the sheer weight of immersion Alyx can conjure: there's a real sense of apprehension when the game leads you out of the light and back underground for a spell. You live in these spaces while you move through them.

There are ingenious set-pieces, increasingly piling up towards the end of the campaign, but I'm so struck through by the sheer thrift of a lot of it. It's that restraint again: make the VR work, get a handful of killer things out of it, and then repeat and remix without breaking the spell. There are Hollywood moments that will stick with me, but I also remember being in a room filled with oil drums while a tank of explosive gas was being winched up towards the mouth of one of those horrible limpet things that sit on the ceiling. That's the kind of clock Valve likes to put in a scene to add suspense. Hitchcock would be proud: you can see all the moving parts and yet the magic is still there.

And the more I played of Alyx, the more I thought about how VR and Half-Life were made for each other. And the more this left me thinking about the G-Man, the shadowy figure in a suit who turns up at crucial moments throughout the series and does intriguing stuff. The G-Man is the focal point for a lot of lore conspiracies in Half-Life. Who is he? Is he human? Is he Gordon Freeman himself?

Let's not worry whether he makes an appearance in Alyx or not. Maybe it doesn't matter. Because throughout the course of this game, I think I worked out who he really is. He's Valve. Think about it: inscrutable Valve, a company that seems to see further than most, that seems to have a separate agenda to that of most developers - and who, granted, doesn't always seem to be entirely benevolent. The G-Man disappears for long periods of time, but then turns up just as events have caught up with his intentions. It's his way or no way at all. He waits for the right pieces to appear, and then he makes the most of them with little apparent effort.
 

The Dutch Ghost

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Thanks for the post Deadass.
Doesn't seem I am missing out much storywise by not playing HL Alyx. VR can wait a while longer while I was money on other stuff.

The series reaches its own 'nanomachines, son' moment :D

I guess eventually all games will. Nano machines are like the futuristic version of magic without resorting to the word "quantum".

In a fantasy setting a writer can say "A wizard did it". In a sci-fi or cyberpunk setting a writer can say "nano machines did it."
 

GhostCow

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Why waste the processing power to run two VR screens when it's no different for me than using a monitor? It's just dumb. The headset is nothing but a waste of money and GPU cycles for someone like me. The headset doesn't add anything except for the 3d effect. You could argue for head tracking but there are already other ways to do that without a headset.
From reading your posts, I guess you never tried a VR headset like the HTC Vive or the Oculus Rift. Please do this , because you don't know what you are talking about.

I don't know anyone with spending habits that shitty. Why don't you try explaining it to me instead of claiming I don't know what I'm talking about. I tried VR back when I was a kid and they had VR headsets with wireframe graphics at a museum. Please tell me how it's so much different now.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.pcgamer.com/half-life-alyx-review/

HALF-LIFE: ALYX REVIEW
Valve has created both a great VR game, and another great Half-Life game.

I played the final three hours of Half-Life: Alyx in a single session. Before Alyx, I never used VR for more than 30 minutes at a time. I don't get motion sick but I do get generally tired of VR. Tired of having a hunk of plastic strapped to my face, of having to stand and stoop and reach awkwardly around, of not being able to check my phone or have a sip of coffee. But I didn't take a break, or even want to, during the final chapters of Half-Life: Alyx. I wasn't tired. I was completely enthralled and unwilling to stop playing.

When I played through the ending (no spoilers here, but trust me, you'll want to keep your VR headset on through the credits), I reloaded my last autosave and played through the ending a second time. And then I went back to the beginning of the game and started playing again. I didn't have much doubt Half-Life: Alyx would be a great VR experience—Valve makes its own VR headset and software, after all. But I was skeptical it could also be a great, proper Half-Life game, and I was thrilled to discover it really is. While it's sandwiched between the events of Half-Life 1 and Half-Life 2 the repercussions of its story extend well into whatever future there is for the Half-Life series, and its technical accomplishments will leave other developers, once again, struggling to keep up.

On a rail
Five years before the events of Half-Life 2, Alyx Vance is performing surveillance and recon in the Combine-controlled City 17. It's immediately engaging to be back in City 17 again, so familiar yet so much more impressive in VR, an environment I don't need to just look at to admire but one I can actually run my virtual fingertips across and crane my neck back to take in fully. When a city scanner takes my picture I instinctively hold my hands up against its blinding camera flash. Combine Metro Cops seem larger than life because they're now actually life-size. I've seen Striders before but I've never had one step over me in VR as I stared up at it, utterly dumbfounded, watching it sink its massive feet into the side of a building, using the crumbling masonry as a step to walk itself up to a rooftop. The opening minutes, and at plenty of times during the entire game, I just had to stop, stand still, and take it all in.

The attention to detail is obvious not just in how the world looks but in the ways you can interact with it. Alyx's disembodied hands react wonderfully to each object in the world, and it's hard not to just stand there admiring the way my virtual fingers close in different ways depending on what I'm holding: curling around a bottle, gently clasping an iron railing, holding a discarded cigarette butt between my thumb and forefinger, gripping an empty water jug by the handle, pulling up the antenna and then gently twisting the tuning knob on a radio. Even discovering I can pick up a marker to scrawl something on a dirty window pane, and then realizing I can use an eraser to wipe it off, is delightful. You could easily spend 15 minutes just messing around with the physical objects in the introduction, and that's exactly what I did.

Even while dallying, it's a surprisingly brief beginning introduction when compared with Half-Life's opening train ride and Half-Life 2's similarly lengthy stroll through City 17. While there is a jaunt through the city streets and a train ride at the start of Half-Life: Alyx, you'll still pretty quickly be holding your first gun and wearing a pair of gravity gloves (or as their inventor Russell likes to call them, Russells) which let you point to an object and yank it through the air and into your hand with a simple and satisfying flick of the wrist.

How many objects did I Force-pull to my hand over the course of Half-Life: Alyx? Hundreds? A thousand? I don't know, but it never once got old.

After the intro you descend into City 17's quarantine zone, a murky labyrinth closed off by walls within the walls of City 17, where most of the game takes place. Your father, Eli, has been captured by the Combine and you're trying to intercept the train he's on by making your way through a Xen infestation that has filled metro tunnels, dark sewers, and basements of crumbling buildings.

Apprehension
The Half-Life series, especially the original, has always been as much about horror as about action, and that horror was often gross. Plump, fleshy headcrabs leaping at your face from darkened air ducts, shambling zombies with bloody, elongated claws and gaping midsections suddenly lurching to life, the gonarch's massive and pendulous testacles swinging as it gallops after you, the giant fetus-like body and swollen cranium of the Nihilanth. Disgusting.

Here in VR the graphic grossness increases by at least a factor of 10. Barnacles with their sticky, dangling tongues belch and barf human remains directly onto me when they expire, giving me another good reason to avoid standing under them. Apartment walls are covered with pulsating tendrils and toothy alien blossoms that gibber and snap at my fingertips if I hover too close. Shiny gas sacks cling to the walls, swelling and inflating when I approach until they rupture and spew noxious particles into the air. Corpses sit upright at desks, dangle from holes in ceilings, and lean through windows, silently daring me to nudge them out of the way or collect ammo clips and health syringes from their blood-blackened bodies.

Even the act of healing is gross, as I insert a glass cylinder containing a living alien grub into a wall-mounted health station and watch as it's crushed into a bilious liquid just inches from my face, followed by skittering needles jabbing into the backs of my fingers as the machine knits health back into my veins. Not to mention the lengthy stealth sequence where I'm stalked by a creature who insta-kills me by vomiting gallons of black slime directly onto my face. While the grossness feels overdone at times, it's also pretty neat that headcrabs and barnacles and other creatures I've been shooting at since 1998 are now freshly creepy and repulsive in VR.

Progressing through the quarantine zone is slow work, both due to the nature of movement in VR, the need to search through each room for spare ammo and resin (a resource you can use to upgrade your guns) and the unsettling, spooky, occasionally pitch-black environment. Thankfully, jump scares are downright restrained so they never feel cheap. Sure, I yelled when I opened a kitchen cabinet and a dead headcrab rolled onto me, and I jumped when a zombie thumped a hand against a window as I walked by, but these sudden scares don't happen as often as they could and the horror strikes a fair balance between tension, dread, and startling "Oh shit!" moments.
Surface tension
As in the original Half-Life, there are those precious moments where you're able to ascend from the oppressive sewers and tunnels and get to stand outside under the sky again, feeling relief, basking in the extra space where the walls are dozens of yards away instead of within arm's reach. It's often just a tease, a brief respite to walk around outside the claustrophobic ceilings and corridors for just a few minutes, until you discover the only way to progress is back down some bleak set of concrete steps as the game once again pushes you into the gloom.

And as the first six or seven hours slowly passed I became a bit impatient to move onto a different type of environment, to spend some real quality time above ground. Despite some exciting new enemy types spicing things up in the quarantine zone, I did sometimes grow weary while putting a few more bullets into a few more headcrabs as I traveled through yet another gross, creepy sewer.

Thankfully the second half of the game opens up into the more dynamic types of combat encounters I loved from earlier Half-Life games. Antlions are also infesting the city and they're much more fun to fight than headcrabs and zombies—faster, alarmingly huge, and much more directly aggressive. To stop them you'll need to target their limbs and abdomens, which isn't easy when a pack of them are scuttling toward you and you're fumbling to reload one of your guns. Even an antlion with a single leg still attached will drag itself doggedly toward you, doing their best impression of Starship Troopers' Arachnids.

Combine soldiers begin showing up more often in the second half of the game, too, both to fight you and the antlions. After hours of slowly creeping through the early sewers and basements you can finally freely navigate the environment, take cover, displace. When you come across a fight already in progress, you have time to plan your assault by using a grenade or explosive barrel to conserve ammo. The nature of VR movement means you're not exactly strafing around at full speed, and these fights are usually pretty brief, but they're still extremely fun, chaotic, and challenging.

Blast pit
Unlike Gordon Freeman, Alyx Vance does not have a massive arsenal to deal with her enemies. In addition to a standard pistol you'll eventually acquire a one-handed shotgun and a Combine pulse pistol. The guns each have a different method of reloading which makes them enjoyably distinct.

Eject a spent mag from your pistol, grab another from your backpack or use your gravity gloves to yank one into your hand, slap it home, and click the slide into place. The shotgun breaks open allowing you to shove in fresh shells two before snapping it closed again with an quick hand movement. The Combine pulse pistol loads ammo pods from a side feeder and a quick sideways flip of the wrist snaps it shut again. It's not all that different than reloading guns in the other VR shooters I've played, but the actions remain satisfying to perform, especially during a mad scramble as antlions scuttle toward you or Combine soldiers try to flank your position.

Reloading in the dark is another thing altogether, because it you're using the hand your flashlight is mounted on to reach over your shoulder into your backpack—which means you briefly can't see whatever monster is lurching toward you. Using two hands to move an obstruction or lift a heavy roll-up door requires putting your gun away, and sometimes there's something waiting on the other side of that door. The slow pace of Half-Life: Alyx allows you to build up a bit of muscle memory for performing all these actions, but it also delights in testing you. I failed that test plenty of times, including once where I accidentally switched from my gun to an empty hand and pointed at a zombie instead of shooting it, and the time I tried to load a sardine can into my pistol because I thought I'd gravity-grabbed a fresh mag off the floor.

Upgrades (purchased with resin) make your weapons more useful and almost as importantly, make them look a lot cooler. Adding an extra ammo capacity module to the pulse pistol gives it a gnarly, dangerous look and lets you engage in long, cathartic bursts of fire after treating bullets and shotgun shells as precious resources for the early part of the game. The pistol's reflex sight and laser dot will highlight living headcrabs and spore-sacs, as well as weak points on enemies that can be targeted for an explosive shot. The shotgun can be modified into a grenade launcher, letting you clip your 'nade to the front of the gun and then slide it into place with a new handle, another fun and tactile interaction.

Your other gadget is a multi-tool, used to solve 3D puzzles attached to Combine supply stashes, weapons fabricators, and especially for rerouting power. Most of the puzzles are fairly basic and grow more challenging as you progress, but the power puzzles are probably the most satisfying, as you use the tool to follow electrical cables first through walls, then eventually up to ceilings, around corners, down hallways, and through entire rooms. It really involves you in the level geometry as you hunt for the power junctions, sometimes having to open cabinets or stand on top of crates to get close enough to the power cables buried in the walls.

Interlopers
Half-Life: Alyx introduces some new characters alongside its familiar ones. Russell (voiced by Rhys Darby) fills in for the absent Dr. Kleiner nicely, delivering a mix of jokes, information, and warm commentary on your plight over a headset. Eli (now played by James Moses Black) is great as a dad not only concerned for his daughter but also supremely confident in her abilities.

And of course there's Alyx herself (now voiced by Ozioma Akagha) who as in Half-Life 2 remains a source of humor, determination, and empathy. She immediately feels comfortable to inhabit, having spent so much time with her in Half-Life 2 and the following episodes, and it's wonderful to not just spend time with her but actually walk in her shoes. I wondered if it would feel odd to play a Half-Life game with a voiced protagonist, but it's not. Having heard Alyx talk so much in Half-Life 2, it feels completely natural for her to talk now.

Despite the excellent cast, Half-Life: Alyx feels a bit more solitary than the previous games. Throughout our adventure in the original Half-Life we had constant encounters with nerdy scientists and gun-toting Barneys that made the Black Mesa Complex feel more populated. In Half-Life 2 there were a number of characters we could spend time with, from scientists to resistance members to, you know, Alyx herself. It surprised me that there aren't many face-to-face encounters in Half-Life: Alyx, which is a bit of a shame since it's so powerful in VR to share a space with another character, to really feel them looking into your eyes and sharing your space. I wish there was a bit more of it in Half-Life: Alyx.

What Half-Life: Alyx lacks in close-up interactions it makes up for in the sheer thrill of being in a fresh Half-Life game after all these years. When conversation turns from the matters at hand to Half-Life history, to talk of the Black Mesa incident, it's a bit of a thrill. I remember that! I was there! When the topic of Gordon Freeman comes up, it's an electrifying feeling. Hey, I've heard of him. I was him! And as the mission turns from the rescue of Eli Vance to the investigation of a dark secret held by the Combine, the intrigue and excitement propelled me forward through the rest of the game, eager to have my questions answered, to uncover new mysteries, to discover what was being added to the lore and history of the Half-Life narrative that I've enjoyed for decades. I wasn't disappointed.

Power up
I played through Half-Life: Alyx using the HTC Vive Pro, and then spent a few more hours replaying it with a Valve Index. (It's worth mentioning that the version I played was still being patched on a daily basis by Valve to improve performance and fix bugs.) Apart from a single crash to desktop, and one quicksave that wouldn't reload, I didn't experience much in the way of technical issues. On a few occasions when starting a game my framerate was too choppy to play comfortably, though rebooting the game always fixed the issue.

Both provided a smooth experience with all performance settings on high with my Nvidia GeForce RTX 2080. The Vive Pro controllers worked well with Alyx and are both and are easier to manage than the Index controllers. The Index controllers are a bit more fun since it individually tracks all five fingers, though I find easily reaching all the buttons is a bit trickier to manage than on the Vive.

I recommend saving your game often—while the autosave system feels generous, it once saved while I was in immediate peril and reloading that save resulted in being unavoidably killed. In a throwback to earlier Half-Life games, loading times between levels (my game was installed on a HDD) can sometimes drag on, and they feel longer when you're waiting in VR and can't do anything besides stand there, staring and waiting.

Unforseen consequences
Half-Life: Alyx took me roughly 13 hours to complete, and while the slow and measured pace and claustrophobic setting of the first half felt occasionally stifling, the second half flew by as the intrigue of the story took hold and the combat got far more exciting, varied, and fast-paced.

The ending is, frankly, wonderful, surprising, exciting, not to mention more than a bit puzzling when you really stop to think about it. I'm eager to see Half-Life fans react and dissect and discuss it, as I'm sure they will for months afterwards, and it makes all sorts of follow-ups to Half-Life: Alyx seem possible. I just fervently hope whatever that follow-up is, that Valve (please, please) doesn't make us wait another 13 years for it.
THE VERDICT
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HALF-LIFE: ALYX
With old friends, new enemies, and an exciting story, revisiting City 17 in VR is a thrill in Half-Life: Alyx.
 
Last edited:

flyingjohn

Arcane
Joined
May 14, 2012
Messages
3,227
Throw a bottle at a npc,it clips through him and he stares at you.
Future of gaming right here folks.
 

GewuerzKahn

Augur
Joined
Dec 13, 2015
Messages
496
I tried VR back when I was a kid and they had VR headsets with wireframe graphics at a museum. Please tell me how it's so much different now.
No point telling you something. You are just the typical Codexer who knows everything better.
Maybe you could rent a VR Headset. In Germany we have services like that -> https://www.grover.com/de-de/products/htc-vive-5143

So no body here is actually playing this thing? Are you all poor or what?
I played it for 2 hours. It's okay, I guess. I only fought Headcrabs and Zombies.
Walking in complete darkness with a little flashlight and fighting against Poison Headcreabs can be really terrifying.
I hope it's not just a horror game. I want more action.

The humor in the game is very Marvel/Joss Whedon. Annoying.
 

Morgoth

Ph.D. in World Saving
Patron
Joined
Nov 30, 2003
Messages
36,132
Location
Clogging the Multiverse with a Crowbar
She doesn't sound like Alyx. Where's my Alyx gone?

The voice actress got so old that she doesn't sound like her anymore, they got another.

The real question is, where's my SHEPARD GONE

She's 5 years younger in Alyx, so they wanted a more appropriate VO actress. They'll likely still have Merle back in future HL games.
 

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