Half-Life: Alyx
-
@error said in Half-Life: Alyx:
@Carnage said in Half-Life: Alyx:
The difference of doing it versus a normal FPS is that you move your arms very freely in an FPS,
It was amazing to me how easy it is to aim a gun in VR. Just point at the target, it's extremely natural, even when not facing your target. You can zip between targets, even while moving, and there's no learning curve to it. (As opposed to moving, which is usually simpler with WASD unless you're doing roomscale.)
Yes, that you can take out two enemies at a time by pointing in different directions with your hands and going apeshit, you can chew through a lot of enemies really fast. The playstile i enjoy the most in VR is sniping and sneaking and backstabbing though. since movement is still really clunky going rambo is so quirky it breaks immersion for me.
Also, that you can look one way and fire another is also really nice.One game where VR actually breaks the mechanics of the game so that it becomes trivial is Skyrim, where you can aim your bow a lot faster, and fire it as fast as you can move your arms. You take down any dragon in seconds with a bow in Skyrim VR.
And they didn't bother making proper weapon swinging so anything not magic is broken as well.
-
@error All your really need to do that is motion controls... it doesn't require a full blown VR system.
I mean, Metroid Prime 3 was doing it on the Wii in 2007.
-
I love game journalists.
There is no other weapon in Valve’s Half-Life series more iconic than the Gravity Gun. Gordon Freeman’s trusty crowbar might be a close second, but his glowing orange claw allowed Half-Life 2 and its two followups to become a physics puzzle adventure that defined a generation, rather than just another shooter.
"Defined a generation" implies other games followed the suit. Yet, how many other AAA games had gravity guns? Also, based on the amount of memes, I'd say crowbar is way more iconic.
BTW. Can you imagine swinging a crowbar in VR?
-
@Gąska said in Half-Life: Alyx:
"Defined a generation" implies other games followed the suit. Yet, how many other AAA games had gravity guns
They might have meant physics puzzle game not the gravity gun specifically.
-
@Gąska said in Half-Life: Alyx:
BTW. Can you imagine swinging a crowbar in VR?
I have a couple of VR-games where you can do that.
-
@Carnage said in Half-Life: Alyx:
One game where VR actually breaks the mechanics of the game so that it becomes trivial is Skyrim [...]
You repeat yourself.
-
@loopback0 said in Half-Life: Alyx:
@Gąska said in Half-Life: Alyx:
"Defined a generation" implies other games followed the suit. Yet, how many other AAA games had gravity guns
They might have meant physics puzzle game not the gravity gun specifically.
Those existed before HL2, and I don't think there was a significant change in their frequency after HL2's release - a little gimmick that 1% of games have in 1% of stages, except a few titles where it's a major gameplay element.
Ragdolls, on the other hand...
-
@Applied-Mediocrity What you need is a Rayman VR game.
-
@error said in Half-Life: Alyx:
(As opposed to moving, which is usually simpler with WASD unless you're doing roomscale.)
https://www.youtube.com/watch?v=YD2r3xjxl-Y
I need dis
-
@Gąska said in Half-Life: Alyx:
"Defined a generation" implies other games followed the suit.
Does it? I read that like "it left a marking impression in a generation of gamers".
-
@error said in Half-Life: Alyx:
It was amazing to me how easy it is to aim a gun in VR. Just point at the target, it's extremely natural, even when not facing your target. You can zip between targets, even while moving, and there's no learning curve to it. (As opposed to moving, which is usually simpler with WASD unless you're doing roomscale.)
How do you move in VR? Such that your hands are still free for shooting (the video @anonymous234 posted not standing).
-
@Zecc said in Half-Life: Alyx:
@error said in Half-Life: Alyx:
It was amazing to me how easy it is to aim a gun in VR. Just point at the target, it's extremely natural, even when not facing your target. You can zip between targets, even while moving, and there's no learning curve to it. (As opposed to moving, which is usually simpler with WASD unless you're doing roomscale.)
How do you move in VR? Such that your hands are still free for shooting (the video @anonymous234 posted not standing).
Teleporting or free movement. Both use the controllers in different ways.
Teleporting usually means by press a button and "grenade throw" your position.
Free movement is basically just wasd but with the controllers.
-
@powerlord said in Half-Life: Alyx:
I mean, Metroid Prime 3 was doing it on the Wii in 2007.
Fair, but Wii's motion controls were terrible. The tech has come a long, long way. In fact, prior experiences with bad motion controls were why it came as such a surprise.
-
@Carnage said in Half-Life: Alyx:
@Zecc said in Half-Life: Alyx:
@error said in Half-Life: Alyx:
It was amazing to me how easy it is to aim a gun in VR. Just point at the target, it's extremely natural, even when not facing your target. You can zip between targets, even while moving, and there's no learning curve to it. (As opposed to moving, which is usually simpler with WASD unless you're doing roomscale.)
How do you move in VR? Such that your hands are still free for shooting (the video @anonymous234 posted not standing).
Teleporting or free movement. Both use the controllers in different ways.
Teleporting usually means by press a button and "grenade throw" your position.
Free movement is basically just wasd but with the controllers.If you have the space (and the stamina) you can also track people in real space using infrared trackers on all four sides of the room. Recently visited a venue where you could rent such a room for half an hour somewhat similarly to how you rent a laser tag arena. Of course, it did severely limit the kind of game you can play: you can freely move in a 10m by 10m area but the game world outside of that can't be walked to, and you can obviously walk through in-game obstacles because in real-life you're standing in an empty room.
It did work for a Left for Dead style game where you had zombies creeping up on you from all sides, and a slightly altered version for a smaller room would actually show more of the game world because the players were standing on a slowly moving train. I would expect it gets boring after more than half an hour though...
-
@JBert said in Half-Life: Alyx:
@Carnage said in Half-Life: Alyx:
@Zecc said in Half-Life: Alyx:
@error said in Half-Life: Alyx:
It was amazing to me how easy it is to aim a gun in VR. Just point at the target, it's extremely natural, even when not facing your target. You can zip between targets, even while moving, and there's no learning curve to it. (As opposed to moving, which is usually simpler with WASD unless you're doing roomscale.)
How do you move in VR? Such that your hands are still free for shooting (the video @anonymous234 posted not standing).
Teleporting or free movement. Both use the controllers in different ways.
Teleporting usually means by press a button and "grenade throw" your position.
Free movement is basically just wasd but with the controllers.If you have the space (and the stamina) you can also track people in real space using infrared trackers on all four sides of the room. Recently visited a venue where you could rent such a room for half an hour somewhat similarly to how you rent a laser tag arena. Of course, it did severely limit the kind of game you can play: you can freely move in a 10m by 10m area but the game world outside of that can't be walked to, and you can obviously walk through in-game obstacles because in real-life you're standing in an empty room.
It did work for a Left for Dead style game where you had zombies creeping up on you from all sides, and a slightly altered version for a smaller room would actually show more of the game world because the players were standing on a slowly moving train. I would expect it gets boring after more than half an hour though...
I've got a 3x3 meter area myself, and combining local motion by walking and all that jazz with free motion is pretty ok.
-
@Applied-Mediocrity said in Half-Life: Alyx:
@Gąska said in Half-Life: Alyx:
@Applied-Mediocrity fun fact: Half-Life 2 has floating hands too.
Where? IDR
Look, Ma! no hands!
-
@loopback0 oh, right. And the absurdly long hovercraft level!
-
@Captain said in Half-Life: Alyx:
Is Alyx coming out
Probably; it seems to be the thing to do these days.
-
Yay!
Oh...
-
-
@JBert said in Half-Life: Alyx:
Of course, it did severely limit the kind of game you can play: you can freely move in a 10m by 10m area but the game world outside of that can't be walked to
What if you had a big venue? Like an entire building fitted with sensors. You could transform it into any game. Heck, you could give people real paintball-like guns so they can feel the recoil (but without the paint). You could have actors and props to physically interact with.
Yes, it would be expensive, but imagine if Valve turned a Half-Life level into a physical location like that. The wait list would be months long.
-
@anonymous234 said in Half-Life: Alyx:
@JBert said in Half-Life: Alyx:
Of course, it did severely limit the kind of game you can play: you can freely move in a 10m by 10m area but the game world outside of that can't be walked to
What if you had a big venue? Like an entire building fitted with sensors. You could transform it into any game. Heck, you could give people real paintball-like guns so they can feel the recoil (but without the paint). You could have actors and props to physically interact with.
I expected it to end with something like "actually, you can ditch VR at that point - you have an entire game in real life!"
-
@Gąska said in Half-Life: Alyx:
@anonymous234 said in Half-Life: Alyx:
@JBert said in Half-Life: Alyx:
Of course, it did severely limit the kind of game you can play: you can freely move in a 10m by 10m area but the game world outside of that can't be walked to
What if you had a big venue? Like an entire building fitted with sensors. You could transform it into any game. Heck, you could give people real paintball-like guns so they can feel the recoil (but without the paint). You could have actors and props to physically interact with.
I expected it to end with something like "actually, you can ditch VR at that point - you have an entire game in real life!"
why would that be a bad thing?
-
@Gąska Yeah I kinda thought that myself.
But with VR you'd probably achieve 10x the effect with the same budget if you do it right.Edit: I think the endgame of VR would be some sort of robotic arms or pistons that can physically change shape and move stuff around you. Try to punch an enemy in game? A robot arm will quickly place a pillow where it would be so you can feel it.
I mean you could try to replicate the touch effect with in-glove thingies, but that can never truly push your hand back in the same way.But this is all sci-fi territory... so I give it 20 years.
-
-
@kazitor said in Half-Life: Alyx:
I predict a mod that add realistic arms. Then one that replaces them with ridiculous pink balloon arms that bounce around every time you move. Then one that turns Alyx into Shrek.
-
@anonymous234 said in Half-Life: Alyx:
@kazitor said in Half-Life: Alyx:
I predict a mod that add realistic arms. Then one that replaces them with ridiculous pink balloon arms that bounce around every time you move. Then one that turns Alyx into Shrek.
i want to have a mod that lets alyx arm wrestle alyx like in that screen cap mashup
-
@Vixen said in Half-Life: Alyx:
i want to have a mod that lets alyx arm wrestle alyx like in that screen cap mashup
It's not a mashup. It's one screenshot split into two images.
The mod you want? Garry's Mod.
-
@Vixen said in Half-Life: Alyx:
@Gąska said in Half-Life: Alyx:
@anonymous234 said in Half-Life: Alyx:
@JBert said in Half-Life: Alyx:
Of course, it did severely limit the kind of game you can play: you can freely move in a 10m by 10m area but the game world outside of that can't be walked to
What if you had a big venue? Like an entire building fitted with sensors. You could transform it into any game. Heck, you could give people real paintball-like guns so they can feel the recoil (but without the paint). You could have actors and props to physically interact with.
I expected it to end with something like "actually, you can ditch VR at that point - you have an entire game in real life!"
why would that be a bad thing?
I didn't say it would. After all, escape rooms are hugely popular.
It's just, that post was structured like a very long lead into that joke.
-
@anonymous234 said in Half-Life: Alyx:
@kazitor said in Half-Life: Alyx:
I predict a mod that add realistic arms. Then one that replaces them with ridiculous pink balloon arms that bounce around every time you move. Then one that turns Alyx into Shrek.
And one turning her into Freeman. And one where the last boss is replaced by Thomas the tank engine.
-
-
@topspin sounds like Valve finally figured out what GLaDOS figured out years ago - you can't do real tests with humans
-
@Gąska said in Half-Life: Alyx:
And one turning her into Freeman.
Filed under: way too much work for a lame joke
-
@HardwareGeek it's not like it wasn't done before.
-
@topspin
make a bunch of people motion sickhave limited number of specimen experience unscheduled semi-processed nutritional mass emancipation
-
-
Just wait till there's protests
in the streetson the Steam forums (because let's be realistic here)
-
-
-
@Gąska said in Half-Life: Alyx:
"Where to?
Gabe Newel: The Electronics and Entertainment Exposition.
"the what?
Gabe Newel: The Electronics and Entertainment Exposition.
"You mean E3?"
Gabe Newel: No, but I can walk to where I'm going from there.
-
@Gąska "E2: episode 1"
-
@Captain said in Half-Life: Alyx:
It looks cool.
I really liked the original HL. Never played HL2. Is it worth playing? Should I wait until Alyx comes out and binge them all?
In the words of Yahtzee Croshaw:
Half-Life 2 was just a series of showcase set pieces, but at least it had something to showcase.
-
@Gąska said in Half-Life: Alyx:
@loopback0 I meant health points that don't regenerate unless you pick up a health pack. In modern games that's very rare.
Ah, right, the shitty games they're making now where you can just run through gunfire and not exhibit any strategy whatsoever because hiding in a corner for a few seconds afterwards makes all your bullet holes go away
-
-
@Gąska said in Half-Life: Alyx:
@loopback0 oh, right. And the absurdly long hovercraft level!
They do that on foot now in speedruns.
-
@ben_lubar said in Half-Life: Alyx:
@Gąska said in Half-Life: Alyx:
@loopback0 I meant health points that don't regenerate unless you pick up a health pack. In modern games that's very rare.
Ah, right, the shitty games they're making now where you can just run through gunfire and not exhibit any strategy whatsoever because hiding in a corner for a few seconds afterwards makes all your bullet holes go away
Sounds like you have yet to discover difficulty levels.
-
@ben_lubar said in Half-Life: Alyx:
@Gąska said in Half-Life: Alyx:
@loopback0 oh, right. And the absurdly long hovercraft level!
They do that on foot now in speedruns.
Well, not exactly ON foot...
-
@ben_lubar said in Half-Life: Alyx:
Ah, right, the shitty games they're making now where you can just run through gunfire and not exhibit any strategy whatsoever because hiding in a corner for a few seconds afterwards makes all your bullet holes go away
We have a name for those: Spunkgargleweewee.
-
-
@Gąska said in Half-Life: Alyx:
@loopback0 oh, right. And the absurdly long hovercraft level!
Is it full of eels?