Review

Half-Life: Alyx Review - Catch These Hands

  • First Released Mar 23, 2020
    released
  • PC

Half-Life: Alyx is a tremendous VR experience that captures and elevates what makes the series special.

Naturally, monumental expectations accompany the first Half-Life game in 13 years, and for the iconic franchise's return to come in the form of a VR exclusive is undoubtedly bold. But at each step of the way, Half-Life: Alyx proves that almost everything the franchise did best is elevated by VR: the environmental puzzles that require a keen eye, the threat of a headcrab jumping for your face, the cryptic storytelling. The series' staples are as great as ever here, and in its most powerful moments, Half-Life: Alyx confidently shows you why it couldn't have been done any other way.

What's a day in the life of Alyx Vance? In true Half-Life form, the entire game goes from morning to night in a single shot of first-person action in which you, as Alyx, trek through the undergrounds and abandoned zones of City 17. At first, it's to save your dad Eli Vance from the clutches of the Combine. However, you're subsequently led to uncover the nature of that massive floating structure that hovers over City 17, referred to as the Vault. With a cheeky sidekick Russell in your ear, and a trusty, prophetic Vortigaunt who comes in clutch, Alyx is more than prepared. A basic premise for sure, but the journey is thrilling, and the payoff is immense.

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There's a newfound intimacy captured in doing the things that Half-Life always asked of you. Because it's a VR game, the way you look at and process your surroundings fundamentally changes, thus making the solutions to environmental puzzles more of a personal accomplishment than before. Simply finding the right objects to progress was fine with a keyboard and mouse, but when it's your own hands turning valves, moving junk to find critical items, pulling levers, or hitting switches while turning your head to see the results of your actions, these become enticing gameplay mechanics rather than means for breaking up the pace. Without waypoints or objective markers to guide you, subtle visual cues and calculated level design lead you to the solutions, and progress feels earned because of that.

You may not have the Gravity Gun here, but the spirit of its physics-based interaction lives through the Gravity Gloves, both as a sensible thematic fit and tool for proper VR gameplay. They allow you to magnetically pull in key objects from afar, and catching them midair is always satisfying--especially when snatching a grenade off a Combine soldier to throw it back in their face.

Not only has Half-Life: Alyx made good on its shift to VR, it has elevated many of the aspects we've come to love about Half-Life games.

What's just as important is Alyx's multitool, which serves as a way to engage in the game's simple yet enjoyable spatial puzzles. Rewiring circuitry to unlock paths forward is the multitool's most crucial function, though, so you'll need a sharp eye for tracing where wires and circuits lead and use the multitool's capability of exposing the flow of currents. Trying to find solutions can be frustrating at times, but once you understand the rules, how they grow more complex and incorporate the environment as the game goes on, it then gives way to a sense of accomplishment.

Once you get the hang of its mechanics, combat ramps up the intensity.
Once you get the hang of its mechanics, combat ramps up the intensity.

Half-Life: Alyx revolves around the balance of the aforementioned puzzle elements and its suspenseful combat scenarios. It may not have many of the bombastic firefights, helicopter chases, or seemingly insurmountable enemies from the series' past--most of that's been exchanged for close encounters, sometimes tapping into a horror element that Half-Life had only previously toyed with.

Headcrabs aren't the annoying pests they were before; at times, they're terrifying because they will literally latch onto your head or cause the occasional jump scare. The same goes for Barnacles; trust me when I say that you do not want your own virtual body dragged up toward the ceiling by its disgusting slimy tongue. Other scenarios play on navigating pitch-black darkness with your wrist-mounted flashlight as Xen creatures lurk about. There's also an entire chapter dedicated to "Jeff," an invincible mutant with sharp hearing who can't see, and he must be dealt with through clever environmental manipulation. A genuine dread you might not expect from Half-Life lingers throughout.

Combine soldiers may still be knobheads, but when they're chasing you down in VR and your sick headshot skills aren't there to save you, their threat becomes imminent and sometimes nerve-wracking. You'll hear the familiar radio chatter of the Combine, and feel relieved at the sound of the recognizable flatlining ring of a fallen Combine soldier. It's also nostalgic and oddly comforting to hear those signature old-school techno beats during most of these heated firefights, and then heal up on a health charger that uses the same sound effect since Half-Life 1. There aren't many types of Combine soldiers or styles of encounters, but I was always eager to face them head-on in each scenario.

No Caption Provided

Alyx herself packs light when it comes to weapons, with only a pistol, shotgun, and SMG. However, all three have a few upgrades to make them more effective, which must be done at Combine Fabricator stations at certain points in the game. The only real collectible is Resin, and pieces are scattered about each level. With ammo often scarce and Resin tucked away in corners, scavenging is a core element, further emphasizing Alyx's scrappy nature. And honestly, the slim arsenal fits the types of combat sequences throughout the game.

It's as satisfying to take your punchy shotgun to a Combine heavy as it is to ignite conveniently placed explode-y red barrels or clip weak points off Antlions with well-placed pistol shots when four or five of them are fast approaching. That's plenty to juggle in VR and strikes a balance between being simple enough to handle and complex enough to take advantage of VR's unique aspects. You'll physically duck in and out of cover and peek around corners ready to bust shots, and frantically string together the fun reload gestures as enemies barrel down on you--these are the qualities of any good VR shooter, though here, in its distinctly Half-Life form.

When looking at gameplay as a whole, Half-Life: Alyx takes many of the concepts we've seen evolve since VR's inception and distills them to their fundamentals. It executes most of them to a T, thus creating a VR experience that's a full, cohesive whole. A number of accessibility options are available as well; different movement and turning styles can help mitigate motion sickness, and there's a single-controller mode that allows you to performing all the game's necessary actions on one hand. You can also have crouching and standing actions mapped to buttons for height adjustment, making the seated VR experience better.

Fighting the Combine will bring back memories of Half-Life 2 with their radio chatter and flatline ring.
Fighting the Combine will bring back memories of Half-Life 2 with their radio chatter and flatline ring.

That said, environmental interaction isn't perfect. Doors and mechanisms you need to grip don't always react to your movements the way you'd expect, and sometimes there are just too many unimportant objects scattered about that obscure the thing you're actually trying to pull in with your Gravity Gloves. Thankfully, these instances are rare enough as to not drag down otherwise intuitive mechanics.

For as well-executed as its various elements are, the front half of the game does settle into a bit of routine. You may start to see through some of the trite aspects of the combat challenges, scripted sequences, and reliance on narrow corridors for stretches. At one point, I wondered where the game was going or why I was putting in this effort to get to this mysterious floating vault. But there comes a turning point, and the practiced routines pay off as you begin to feel the game's increasingly dangerous atmosphere.

The very concept of VR becomes the core narrative device--your hands, and by extension, Alyx's actions, are fundamental to the delivery of its best moments.

You'll be struck by the awe-inspiring sights throughout the journey across City 17, the thrill of firefights that ramp up in intensity while performing the VR-specific mechanics, and the unbearable suspense of some levels. Yet all those pale in comparison to the final hour, when Half-Life: Alyx solidifies itself as the boldest the series has ever been.

The very concept of VR becomes the core narrative device--your hands, and by extension, Alyx's actions, are fundamental to the delivery of its best moments. In its finality, you'll truly understand why VR was the only way this game could have even existed--it's something surreal, revelatory, and incredibly empowering. Half-Life: Alyx has far-reaching implications for the future of the franchise, both in where it goes next and what forms future games can even take. And in true Half-Life fashion, more questions than answers linger, but for good reason and not without a reminder of why you love the series to begin with.

Some views across City 17 are breathtaking, especially in VR.
Some views across City 17 are breathtaking, especially in VR.

Yes, this game is somewhat of a companion piece to mainline Half-Life games, taking place five years before Half-Life 2, but that doesn't really matter in the grand scheme of things. Disappointment you may have felt in its 13-year hiatus will feel like water under the bridge, and in a way, have played into just how powerful Half-Life: Alyx turned out to be. The names, the faces, the iconic objects that have become synonymous with Half-Life have their specific place. And if you weren't aware previously, you'll see just how important Alyx Vance--the series' most infallible personality--has been the entire time.

Not only has Half-Life: Alyx made good on its shift to VR, it has elevated many of the aspects we've come to love about Half-Life games. It may not be as bombastic as previous games, but the intimacy of VR brings you closer to a world you might have thought you knew over the past 22 years. Even when familiarity starts to settle in, its gameplay systems still shine as a cohesive whole. And as it concludes, Half-Life: Alyx hits you with something unforgettable, transcending VR tropes for one of gaming's greatest moments.

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The Good

  • Powerful and wildly fascinating implications for the series amplified by VR's nature
  • Gravity Gloves are a great, intuitive tool to build around
  • Variety of spatial puzzles and environmental interactions that thrive in VR
  • Distinctly Half-Life sights and sounds that bring you into its world
  • Several accessibility options to help make the experience more comfortable

The Bad

  • Environmental interaction itself can be wonky at times
  • Certain aspects of combat can feel a bit trite

About the Author

Michael has kept up with VR since its infancy and been a Half-Life fan since he got into PC gaming in 2003. He remembers getting Half-Life 2 alongside an ATI Radeon 9600 XT video card back in 2004 and "competing" in CAL-O in Counter-Strike 1.6. So yes, he was very prepared to review Half-Life: Alyx, with which he spent 14 hours using a Valve Index. Review code was provided by Valve.
216 Comments  RefreshSorted By 
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TruSake

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I'm watching gameplay of the game not on VR, so yeah, they could've made this for PC.

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lindallison

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Edited By lindallison

Valve is amazing at VR, - the Lab was just a demo but so satisfying in its interactions.

Now with a full game and 4 years worth of refinements Alyx is so much fun and a real joy to interact with - I'm playing on an Index HMD and controllers, but this would be nearly as fun with almost any VR set I'd imagine.

Bravo Valve, and I do hope VR becomes more accessible soon so more players can experience this.

Also hope this does actually inspire some real action for more flatscreen Half Life entries. The bulk of the fanbase really could use some love after the tease of such a niche offering like Alyx.

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Thelostscribe

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Edited By Thelostscribe

Great, glad to see they can still make a great game after years of not doing so. Now that Half Life is out of the way, lets get a new Left 4 Dead on next gen consoles please. That would be great.

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Renunciation

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Currently 10,468 "reviews" on Steam, with a 98% approval rating.

92 on Metacritic.

Lots of happy players!

5 • 
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SHOGUN_YAMATO

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@Renunciation: Couldn't care less.

I'll does not advance the story forward and is VR exclusive.

I'll probably never play it, unless VR sets drop to 60 USD range.

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KazHirai

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@SHOGUN_YAMATO said:

@Renunciation: Couldn't care less.

I'll does not advance the story forward and is VR exclusive.

I'll probably never play it, unless VR sets drop to 60 USD range.

"Doesn't advance the story forward"

The ethos of a person who doesn't have a clue what he's talking about.

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Bamda

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Edited By Bamda

Truly a master work by Valve. I love it.

@Renunciation said:

Currently 10,468 "reviews" on Steam, with a 98% approval rating.

92 on Metacritic.

Lots of happy players!

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Hubrecht

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Why only a VR version? VeRy disappointing.

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Henry518

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@hubrecht: Bruh...

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NeroVipus

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@hubrecht: its a game designed around VR.

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colbster

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I have a mac so I can't play it. I'd have to buy a VR setup anyway, but I really don't want a Windows PC. I hope they find a solution for mac people... PSVR would be ok but they need a new headset.

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jasoncourt

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That's really cool it came out well. I'm not sure who would still have interest in Half Life universe in 2020, but suppose there are some out there.

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BasketballFan

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@jasoncourt: What?! Do you live in a hole? A mud hut with no electricity and you finally got to the library?

People have been foaming at the mouth for Half Life 3 for over a decade. Its been several memes. You hear about it non stop on boards\chat like this...

Welcome!

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Newsboy

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Got this for my son as I don’t have vr but got him a vive cosmos for Christmas (what’s up with that?) Runs great on his 9700k/gtx2070 and he really likes it so far.

Who cares if their intentions are pure if it’s a great game?

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BasketballFan

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Edited By BasketballFan

-So before it launched everyone was worried how it would run. It ended up running great on even older 4gb vram cards. BUT there was only "snap" turning, and the smooth turn feature was "broken" but there in the menu.

-Late yesterday, 1.1 came out... Smooth turn like all the other VR fps was "fixed," but the game runs like SH*T for everyone now! Even 2080ti is chugging, when it was butter smooth yesterday. Same with an old 970! Butter smooth yesterday. Today it runs more "in line with the requirements."

As a vr vet I would not support this game at 60 bucks and buy DOOM Eternal or Boneworks instead. People are correct when they say they are doing this to drive VR in general. Thats fine. But smooth turn not being available at start? Now performance is tanked GLOBALLY after the first patch? In a game that was supposed to be tested on a myriad of devices? Developed by Valve? Sorry, this crap is intentional.

Great game, its being used for more than just a VR push and thats clear. If I sound ridiculous please go ahead and verify what I have said in the official patch discussion, ALL of last pages are about performance tanking. I got 3 day banned pretty quick when I called this out. (Go figure)

I cant advise supporting this game after this stuff. This game was marketed through its broad compatibility. That was clearly a lie.

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Bamda

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@basketballfan: No issues on my end. Still loving the game!

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BasketballFan

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@Bamda: I had to turn my resolution down to 125% and it works fine. Before I was at 200%. Its fun, but the patch really... was not good.

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Bamda

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@basketballfan: I hope that Steam fixes your issue on the next patch! :)

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BasketballFan

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@Bamda: Well its your problem too, you just dont notice it. It was globally reported and they had to prune patch discussion because thats all anyone was talking about. Go ahead and look at Steams official patch discussion.

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Bamda

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@basketballfan: LOL. That's funny. I have no issues but I have an issue. LOL

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BasketballFan

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@Bamda: Yes. Holy cow you are not smart. Every single person playing the game, that updated to 1.1 has this issue. You could be brainless, and still verify what I am talking about. Ugh...

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Bamda

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@basketballfan: Why? When I can get you to do all the running around for me. Report back to me on the latest slave! LOL

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BasketballFan

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@Bamda: Its not really running around its called common sense. I dont throw my money around like a child.

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Sven_Viking

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@basketballfan: What are you suggesting their motive would be for ruining performance on all hardware?

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BasketballFan

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@Sven_Viking: To increase VR sales in general. People already bought the game, cant return it. There are plenty of people who cant really enjoy it anymore, again this number is easily confirmed by hundreds. The performance drop is undeniable.

They are pruning the official patch discussion but you can see other people have went and asked for confirmation only to receive "yes" on multiple occasions.

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Sven_Viking

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@basketballfan: Why would poor performance in a VR game increase VR sales?

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Edited By BasketballFan

@Sven_Viking: To drive people to buy new hardware, increasing the user base for VR. The more sets out there. The more hardware out there for VR (including newer CPUs\Mobos\RAM\GPU etc), the more plausible it becomes.

How could a game where the developer specifically said it had been tested individually on a myriad of devices, etc not have smooth turning on day 1?

Why did Valve lock down most of the game files after the first patch? Remove dev\debugging?

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Sven_Viking

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@basketballfan: 1. Someone who was running Half-Life: Alyx smoothly at launch already has a plausible system for VR by definition. Forcing them to buy new hardware would not increase the user base for VR because they are already a VR user.

2. It would, however, reduce the user base for VR since there are more people who would give up on it when they can’t run the game properly than there are who would buy non-existent hardware (since it chugs even on a 2080ti).

3. Therefore Valve’s plan must be to reduce the user base for VR.

4. Directed by M. Night Shyamalan.

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BasketballFan

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@Sven_Viking: More newer hardware out there, means more VR and flat games, which means that business stays good for Valve.

This is coming from someone with a 970 too, which has zero hiccups, zero stutters, zero memory warnings, zero problems. GPU isnt as important as memory and ram for VR. Two pieces of hardware that people tend to hang onto, and have.

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Sven_Viking

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Edited By Sven_Viking

@basketballfan: Just for the benefit of anyone finding this comment thread in the future: I expect there were temporary performance issues with one of the updates, but by the time I was able to try the game at least, it both looked and ran better than other VR games for me. Extremely smooth on Ultra settings with a 2080 (not ti) and 5-year-old CPU.

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buzznugget

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Love this game so far. Head crabs creep me out! Deserves a 9 in my book. But I'm probably going to face hate for liking it.

3 • 
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kellqj

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Just ordered Valve Index. 8 Weeks delivery time!

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deactivated-5f9d77f5cef3a

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I don'tve a VR headset, wish i could play HL Alyx normally as any other games :(

Happy Alyx getting good review :)

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Terrorantula

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Having spent £2000 building a PC alone, I mean I bought the headset on top of that :/ This has to be the most disappointing game ever.... it breaks my heart since I love HL so much, and Portal 2 blew me away.

This just feels like any other VR game to me, but with more polished graphics. They haven't solved any of the problems VR has, they've done nothing new and it's boring. I am so gutted, and I refunded it... no interest playing any more, I don't need my love for HL tarnished.

+ The change in voice actress on Alyx SUCKS!

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uninspiredcup

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@Terrorantula: This seems legit.

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PrpleTrtleBuBum

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i und they needed to do this demo before daring to put out hl3 wih revolutionary vr but im still a bit worried. there are still lot of very gamey and messy vr tropes and here i was hoping this will be the game that forces everyone else to go vr. but if valve couldnt find answers in the 10 or so years i cant say im too optimistic about vr in general

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Sushiglutton

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Now you know what to do if the government sends you $1000!

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BasketballFan

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@Abomination713: Id say its a 9. However after patch 1.1 I will never buy this game at 60 bucks. I agree with everything you said but the score.

I cant believe what Valve did to performance I am already downgrading to "no smooth turn but great performance" 1.0 version.

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BasketballFan

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God this game is awesome. Totally new experience, even for experienced VR users.

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LethalBurst

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Edited By LethalBurst

I don't own a VR device, and am not interested in buying one, so I'll pass. WTF were they thinking releasing such an anticipated game in VR only format? Do they really want only a tiny fraction of gamers to play this title? A Valve marketing ploy to sell VR equipment? GTFO.

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topmounter

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I never thought they'd release a Half-Life game that I couldn't be bothered to play. My interest in VR anything has steadily declined over the years to basically zero now.

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mogan

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Edited By mogan  Moderator

@LethalBurst: I don't think a prequel spin off after 13 years is something anybody anticipated.

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Spartan_418

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@LethalBurst: Their goal was to grow VR as a whole, which is why the game supports all PC headsets and not just their own Index.

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Smosh150

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@LethalBurst: They are probably thinking exactly what you said in your last statement alongside adding to the growing AAA quality games coming out for it.

My question is, why not VR? Yea, it isn't going to sell as much as a 2D version would. But the positive side to that is you are growing a portion of gaming that may be small, but the more AAA attention you give it the better and larger that portion will be. Half Life is a great entry to do that.

Valve is heavily invested in VR, they can take a risk with making a popular game VR only (Especially if they do it right like they have).

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