Half-Life: Alyx’s core combat skill is about using your hands to interact with your weapons efficiently. Will you need to manually manipulate various parts of guns (and other objects) to use them? Is there a more automated mode for guns? Some of those spaces afford multiple ways to navigate through them, but you’re always moving forward overall. Half-Life has always been about experiencing a hand-crafted, meticulously designed path, where every space is the result of a team of people thinking about what’s in it and why it’s interesting.
This is a traditional Half-Life experience, so it’s fundamentally a one-way journey. Is this as linear as traditional Half-Life games have been, or are there open sections of the game? We’re not planning on supporting any multiplayer modes at this point. Robin Walker: All the scenes in the trailer were recorded from the game itself, and then we’ve done some post processing, mostly focused on smoothing out the player’s head movement.Īre there any multiplayer modes? Deathmatch? How true to life is this trailer? We spotted Jane’s tweet, but want to confirm: is this a representation of what it’s like to play the game, or actual gameplay in motion? You won’t necessarily need to stand up, walk around, or swing the controllers to experience it.
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Since Valve is a company that doesn’t tend to say a whole lot publicly, we’re going to print the full set of answers to our questions from Walker below - including additional intriguing tidbits like how the trailer you saw is composed of actual gameplay and how Valve’s working on accessibility options for Alyx. (If you want to play Valve VR games with friends, we do hear a credible rumor that Valve’s second full-length VR game may be Left 4 Dead VR.) There is one other way that Half-Life sadly won’t be a flagship release in the Valve series, though: Walker tells us that, unlike Half-Life and Half-Life 2, there’s currently no deathmatch or other multiplayer modes in the works. Walker says small things like the fact that you don’t have to constantly grip the Valve Index’s controllers to hold them (since they’re strapped to your hands wrists) can make a difference. Alyx supports a lot of them, and experience has shown us that not all VR headsets are equally comfortable. That’s an impressive claim, and it may depend heavily on which headset you use. While the team originally designed the game to be played in shorter bursts, Valve saw that players’ first reactions would often be “Wow, that was the longest I’ve ever been in VR,” and they wound up playing it for longer. “Today, we generally see playtesters go for 2-3 hours before taking a bathroom break,” programmer Robin Walker told The Verge over email. Valve also suggests that you’ll be able to play it for hours on end - even though you’ll be wearing a headset that’s physically tethered to a computer. In the 23 days since Valve announced Half-Life: Alyx, its first full-length VR game, the company’s Valve Index headset has continually been number one on Steam’s top sellers list - until yesterday, when another VR game called Boneworks surpassed it.Įven though Alyx may be pushing some to spend serious money on VR, the company tells The Verge that it’ll be a traditional Half-Life game in some key ways: it’ll be a linear adventure from start to finish, one that’ll let you save the game whenever you’d like. The first Half-Life game in 13 years might prove to be the first killer app for VR.