I have minor quibbles.
Needed an NG+. It has that Valve problem (and boon) where they play test and play test and focus test for average soccer mom, but when it comes to gamers competent and efficient their isn't really much their to challenge the player, and in this case, very little replay value.
They add all this resource gathering with resin, but it's always in the same place each run. As is ammo. As are enemy placements and enemy count.
I'd argue Valve are pretty dated in this respect. Shit like Resident Evil, which this is heavily influenced by, probably the most. As soon as you finish a run it's designed for multiple play-throughs. Alyx just doesn't have that. I'd hope in the future they'd add something like that, a remix mode, but I wouldn't count on it.
I would have also liked to see Valve incorporate more Resident Evil 2 design (or even Halflife 1 which had it specifically with the testicle) where the player is backtracking and making maximum use of a fixed point rather than constant momentum forward.
The horror aspect is where Alyx really excels. The early sections, particularly in the sewers are expertly crafted. It actually puts Resident Evil to shame in that respect.
The combat AI is clearly designed for newcomers to VR, again, I wish Valve added some options for people properly indoctrinated with the hardware, it's fun, but they've definitely held back on.
The VR aspect has basically fixed almost every conceivable jank to the point it's as fluid as it gets. Like, once you play it, absolutely do not want to go back to flat-screen.
Certain games like Doom: Eternal aren't really viable, but slower pace heavier games, perfectly suited.
It's weird, considering all the hubble-bubble-trouble with goobers shitting their panties about VR, but my issues with the game are entirely unrelated to it but more with Valves traditional design not really evolving.
It emulated Resident Evil while ignoring much of Resident Evils best aspects.
But like say, they could come back in the future and add remixed NG+, greatly benefit the game.
It's probably going to have a ripple effect on Occulus, Ubisoft and other upcoming products where they are expected to raise their game, and I hope it does.
BTW - If you enjoy this game, Vertigo Remastered will probably be your jig. Very, very heavily influenced by Halflife 1.
Until You Fall is also up there with Halflife Alyx. It perfectly nails down melee arcade like feel you had at the amusement park with elements from shit like Dark Souls, DMC, Diablo etc... It should really be the framework for VR melee combat going forward, fixes one of the biggest issues of flailing into something refined requiring precision and reaction.
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