Half-Life: Alyx [VR]
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consolitis
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PostPosted: Mon, 2nd Mar 2020 22:29    Post subject:
KillerCrocker wrote:
How are they going to balance the game if You can freaking teleport around?
The game seems like any other vr shooter just more refined and with better graphics. They game is slow and casual. There even is a weak point highlighting on enemies.
This is like a toned down gaming so every idiot could play this on any vr system... Well let's hope I am wrong and it's actually half life 3 we wanted. I've played too many vr games and they are always disappointing


The IGN video is the tutorial level. It looks fine.

And how does the weak point highlighting mod is toning down the game? It's a mechanic that invites you to become a better shot. How is no highlighting, just-shoot-for-the-head less casual? It's not like you are solving differential equations to figure out the weak point: it's the head.


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KillerCrocker




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PostPosted: Mon, 2nd Mar 2020 22:31    Post subject:
consolitis wrote:
KillerCrocker wrote:
How are they going to balance the game if You can freaking teleport around?
The game seems like any other vr shooter just more refined and with better graphics. They game is slow and casual. There even is a weak point highlighting on enemies.
This is like a toned down gaming so every idiot could play this on any vr system... Well let's hope I am wrong and it's actually half life 3 we wanted. I've played too many vr games and they are always disappointing


The IGN video is the tutorial level. It looks fine.

And how does the weak point highlighting mod is toning down the game? It's a mechanic that invites you to become a better shot. How is no highlighting, just-shoot-for-the-head less casual? It's not like you are solving differential equations to figure out the weak point: it's the head.

I just hope the game won't focus on repetitive vr gimmicks


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consolitis
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PostPosted: Mon, 2nd Mar 2020 22:32    Post subject:
And those are? Highlighting?


TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"

~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~

http://www.youtube.com/watch?v=CHTUOgYNRzY
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TheZor
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PostPosted: Tue, 3rd Mar 2020 09:22    Post subject:
Yeah, I'm sorry consolitis but I'm kinda with KC here, while it looks pretty amazing and everything (it's Valve after all, they are clever and know how to make things like a HL VR game work), it also appears to be quite casual, regardless if it's the tutorial level or not.
The enemies were slow as hell, perhaps it's the tester not being too comfortable or the difficulty level put at its lowest, but it didn't feel good to me in terms of sheer game(gun)play. The weak point highlighting would make everyone roar with laughter anywhere else (save for some kind of jap arcadish game), and I don't think it's really justified save if it's only for the tutorial section. As you wrote, anyone knows the head is the weak point.. why highlight it then ? The argument works both ways.

You can make it work in a "controlled" environment like the timestop in Superhot or with a limited number of opponents+closed area like that swordfighting game that I forgot the name of, but I'm still doubtful regarding a fully fledged FPS game.
While the experience in itself appears to be very enjoyable and well thought-out, the lack of reactions in this thread has to say something about it.

Finally, I do share his concerns about being to instantly teleport, I would have expected time to skip/quickly transition when you use this method of movement, it just feels like a noclip cheat atm.

Don't stone me ! Razz Very Happy


Last edited by TheZor on Tue, 3rd Mar 2020 09:42; edited 1 time in total
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couleur
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PostPosted: Tue, 3rd Mar 2020 09:41    Post subject:
Of course its going to be casual. You don't want people to have seizures in VR.


"Enlightenment is man's emergence from his self-imposed nonage. Nonage is the inability to use one's own understanding without another's guidance. This nonage is self-imposed if its cause lies not in lack of understanding but in indecision and lack of courage to use one's own mind without another's guidance. Dare to know! (Sapere aude.) "Have the courage to use your own understanding," is therefore the motto of the enlightenment."
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TheZor
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PostPosted: Tue, 3rd Mar 2020 09:43    Post subject:
Yeah, it's not a big surprise, just not what I'm really looking for I guess Smile


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prudislav
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PostPosted: Tue, 3rd Mar 2020 09:56    Post subject:
i see lot of "i never played in VR" kind of opinions Embarassed

What makes me wonder is how it will play with Vive wands ... looking at the finger interactivity in the video


http://i.imgur.com/SYIa3w4.png
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TheZor
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PostPosted: Tue, 3rd Mar 2020 10:00    Post subject:
It's more that I feel like VR as it stands needs the whole concept of the game to revolve around it in order to deliver a satisfying gameplay experience. It works wonders for a game designed around it such as Superhot, but I still have doubts for a more "normal" kind of game.

I'll see myself out Razz
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StEFaN7




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PostPosted: Tue, 3rd Mar 2020 12:40    Post subject:
instead of teleporting it would have been nice if you could have an analog stick in one had to move

while watching the gameplay it feels like metro

watching vr gameplay is like watching a video without image stabilization


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Last edited by StEFaN7 on Tue, 3rd Mar 2020 12:59; edited 1 time in total
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tonizito




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PostPosted: Tue, 3rd Mar 2020 12:58    Post subject:
Never tried VR, so the teleporting (which is seemingly a legit way to avoid motion sickness, apparently) looks really dumb.
Everything else in the video looks good, which gets me thinking that having this on VR seems like a huge waste of potential Sad


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couleur
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PostPosted: Tue, 3rd Mar 2020 12:59    Post subject:
Many games allow both ways of moving, I suppose its the same here.


"Enlightenment is man's emergence from his self-imposed nonage. Nonage is the inability to use one's own understanding without another's guidance. This nonage is self-imposed if its cause lies not in lack of understanding but in indecision and lack of courage to use one's own mind without another's guidance. Dare to know! (Sapere aude.) "Have the courage to use your own understanding," is therefore the motto of the enlightenment."
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tonizito




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PostPosted: Tue, 3rd Mar 2020 13:07    Post subject:
couleur wrote:
Many games allow both ways of moving, I suppose its the same here.
a-HA! Looks like both of us didn't see that derpgn demo until the end
Near the end they switch movement type to continuous (there are at least 4 movement modes) and there's no more teleporting.

Still, if most people get motion sickness so easily with a VR set from continuous movement, "wraping" normal games with VR seems a bit like trying to hammer a square block into a round hole. If one never had any sort of motion sickness from playing regular games, will that mean that the same will happen with VR? As in, being more resistant to it?


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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red_avatar




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PostPosted: Tue, 3rd Mar 2020 14:08    Post subject:
tonizito wrote:
couleur wrote:
Many games allow both ways of moving, I suppose its the same here.
a-HA! Looks like both of us didn't see that derpgn demo until the end
Near the end they switch movement type to continuous (there are at least 4 movement modes) and there's no more teleporting.

Still, if most people get motion sickness so easily with a VR set from continuous movement, "wraping" normal games with VR seems a bit like trying to hammer a square block into a round hole. If one never had any sort of motion sickness from playing regular games, will that mean that the same will happen with VR? As in, being more resistant to it?


Motion sickness is a weird thing. I considered myself pretty sturdy until I played Project Cars in VR. Thing is, I thought driving in VR would be no problem since you're sitting down - same as in a real car - but for some reason I got really nauseous. Maybe it was the implementation of VR? Maybe it was because everything was moving much faster than VR games move on average? I dunno but it made me nauseous for over an hour.
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TheZor
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PostPosted: Tue, 3rd Mar 2020 14:27    Post subject:
Yeah it's one of those "you gotta try it out for yourself" kind of thing, there's no telling what will happen beforehand toni.


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couleur
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PostPosted: Tue, 3rd Mar 2020 15:30    Post subject:
I have motion sickness in VR too. Eventhough I played alot of games before. Laughing

Skyrim VR is really cool f.e. but the fast movement and running in these games just make me really dizzy early on. So I prefer VR games, where the character just doesnt move. Not sure about Alyx, but I have a feeling its going to be difficult for me.


"Enlightenment is man's emergence from his self-imposed nonage. Nonage is the inability to use one's own understanding without another's guidance. This nonage is self-imposed if its cause lies not in lack of understanding but in indecision and lack of courage to use one's own mind without another's guidance. Dare to know! (Sapere aude.) "Have the courage to use your own understanding," is therefore the motto of the enlightenment."
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consolitis
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PostPosted: Tue, 3rd Mar 2020 15:32    Post subject:
tonizito wrote:
couleur wrote:
Many games allow both ways of moving, I suppose its the same here.
a-HA! Looks like both of us didn't see that derpgn demo until the end
Near the end they switch movement type to continuous (there are at least 4 movement modes) and there's no more teleporting.

Still, if most people get motion sickness so easily with a VR set from continuous movement, "wraping" normal games with VR seems a bit like trying to hammer a square block into a round hole. If one never had any sort of motion sickness from playing regular games, will that mean that the same will happen with VR? As in, being more resistant to it?


No, completely different thing, won't be any more likely. If you never were seasick and so on, then that *might* be an indication you'll be ok. But never being sick playing pancake doesn't mean anything about playing VR.


TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"

~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~

http://www.youtube.com/watch?v=CHTUOgYNRzY
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couleur
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PostPosted: Tue, 3rd Mar 2020 15:43    Post subject:
Maybe it becomes worse with age too, though obviously not for all of us. Laughing


"Enlightenment is man's emergence from his self-imposed nonage. Nonage is the inability to use one's own understanding without another's guidance. This nonage is self-imposed if its cause lies not in lack of understanding but in indecision and lack of courage to use one's own mind without another's guidance. Dare to know! (Sapere aude.) "Have the courage to use your own understanding," is therefore the motto of the enlightenment."
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Ashok0




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PostPosted: Tue, 3rd Mar 2020 15:52    Post subject:
IGN video looks fine here. (GAME OF THE YEAR BABY!!!!!!!!!!!)

And people complaining the game looks slow... eh... it doesn't really look any slower than Half-Life 1 or 2 to me. There were stretches in Black Mesa that didn't even have enemies. HL1 gameplay itself was always more slow and tactical, moving from room to room shooting aliens and outflanking Marines, while just taking in the story and environment.

And after playing Half-Life 1 and 2 IN VR.... the FASTEST paced sections of the franchise were my LEAST favorite to play in VR. I absolutely hated playing the huge HL2 Strider battle in VR when the game worked in the old Oculus Dev Kit, it was just way too chaotic in 3D and more frustrating than fun, and I ended up just putting god mode on until I got to the next chapter. HL2 VR is prob the best video game I ever played, only thing bad about it was a few sections were just way too fast paced.
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ixigia
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PostPosted: Tue, 3rd Mar 2020 22:08    Post subject:
It does look like it's fundamentally a collection of (well designed Razz) setpieces mitigated by the neat physical interactions and presentation though, as TheZor and others have pointed out. It's highly immersive, and creates a believable illusion of depth - which are vital factors for a VR game, but it's also not quite comparable to what our conventional FPS framework brings in terms of pure dynamicity, challenge and AI interactions. I'm talking about proper shooters of course, not the Cowadoodies or similar script-ridden cinecircuses. In the end it's almost like a next-nextgen button-awesome 2.0 Cool Face
In order for VR to be the future(tm) we'd need to overcome our puny human limitations, which only cyberpunk-esque augmentations along with Neuropozyne can grant. Will we ask for it?
For now, virtual reality and regular first person shooting are two different beasts that can - and should - coexist peacefully. Which is an elegant way to say "we need a goddamn proper HL3 too, Gabe!"
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prudislav
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PostPosted: Tue, 3rd Mar 2020 23:08    Post subject:
ixigia wrote:
...t it's also not quite comparable to what our conventional FPS framework brings ...In order for VR to be the future(tm)

i dont think it ever intended to be future as in replacing whast currrent or be the same as "convential" FPS , but more of a sidepath


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Yuri




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PostPosted: Wed, 4th Mar 2020 00:28    Post subject:
tonizito wrote:
a-HA!

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1 and 2 are still amazing.
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Breezer_




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PostPosted: Wed, 4th Mar 2020 07:21    Post subject:
Looks pretty nice even tho i dont really like VR gaming apart from racing games (which can be so immersive), amazing how you can interact with physics, especially small things like taking cover from car door, damn nice. I understand why people are crying about the teleport, but personally i cannot stand lots of different axis movement in VR, i get bad motion sickness fast, there is lots of things you need think about while doing movement in VR, even in demos that goes on rails, looks like Valve has thought everything.

what goes for the Highlighting, its there just because you really need to hold 95% people hand so they understand what to do in VR, even some simple demos needs to have shitloads of UI elements that tells what to do, yes it looks retarded and i hope Valve has option that you can turn it off if you are familiar with VR stuff.

Slightly off topic: Jesus fuck i was invited to Tallinn Estonia, there was this VR exhibition called "proto", there was mechanical platform movement shit combined with VR content that had movement, that was pure cancer to my brain, needed to puke after i tried one demo for like couple mins.
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prudislav
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PostPosted: Wed, 4th Mar 2020 18:32    Post subject:

Quote:
Valve's Robin Walker and Corey Peters walk us through an extended look at one of Half-Life: Alyx's earlier levels, including fighting zombies, upgrading your pistol, and the terror that is being stalked by headcrabs in VR.


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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consolitis
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PostPosted: Wed, 4th Mar 2020 19:35    Post subject:
There you go. It's the tutorial level designed so that no one can die during it.


TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"

~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~

http://www.youtube.com/watch?v=CHTUOgYNRzY
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consolitis
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PostPosted: Wed, 4th Mar 2020 21:48    Post subject:
https://www.gameinformer.com/interview/2020/03/03/valve-on-why-half-life-alyx-needed-to-be-in-vr

Quote:
What can you tell us about the narrative? Some are worried that since it’s a prequel, it won’t carry the story forward. Do you feel that’s fair?

Half-Life: Alyx is a full-fledged entry in the Half-Life series, both in terms of the sheer amount of content as well as the importance and substance of its narrative relative to the rest of the series. It's a critical part of the larger story, and it does push that story forward.

Do you think that Alyx will give fans some closure on the end of Episode 2?

It's not a bad idea for players to have refreshed themselves on the events of Episode 2 before starting Half-Life: Alyx.


What would you like to say to fans who are hoping this means you’re still working on Half-Life 3?

Half-Life means a lot to us, and it's been incredibly rewarding to refamiliarize ourselves with its characters, setting, and mechanics. There are Half-Life: Alyx team members who have been at Valve since Half-Life 2, and quite a few who go back to the original Half-Life. There are also people on the team for whom Half-Life: Alyx is their first time working on this series at all – and many of them certainly hope it's not the last. We absolutely see Half-Life: Alyx as our return to this world, not the end of it.


TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"

~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~

http://www.youtube.com/watch?v=CHTUOgYNRzY
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consolitis
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PostPosted: Wed, 4th Mar 2020 22:38    Post subject:
https://steamcommunity.com/games/546560/announcements/detail/1711869822747139586

Quote:
On Monday March 9th, the Valve Index VR system will be made available again for purchase after having been out of stock for some time. Recent demand for the Index system has been high, so we do expect that available stock on hand will sell out quickly. We will continue to take orders after those units have been sold, so purchases beyond this initial quantity will be fulfilled in the order in which they are received, as supplies increase over the coming months. The exact time that the Valve Index will be made available on Monday is 10:00 AM Pacific (5:00 PM UTC).

If you already own a Valve Index, or have ordered one, the bonus Half-Life: Alyx preview locations have just been released and are now accessible to you via Steam VR Home. Starting now, you can download and visit two locations from the game, before the game comes out on March 23rd. One is an outdoor space taken from City 17 in the shadow of the under-construction Citadel. The other is Russell's laboratory, where he helps Alyx make plans to take on the Combine. The rendering technology available in SteamVR's native environments is different than that in Half-Life: Alyx, and the interactivity is significantly lower than what the game itself provides. So while these scenes do not have quite as much fidelity as they will in the actual game, we think they are a faithful enough translation to provide a fun VR preview of the game's setting.

If you don't own a Valve Index but would like to check these environments out in VR before March 23rd, you can ask an Index owner to host a SteamVR Home session for you.


TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"

~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~

http://www.youtube.com/watch?v=CHTUOgYNRzY
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tonizito




Posts: 51201
Location: Portugal, the shithole of Europe.
PostPosted: Wed, 4th Mar 2020 23:25    Post subject:
consolitis wrote:
https://www.gameinformer.com/interview/2020/03/03/valve-on-why-half-life-alyx-needed-to-be-in-vr
"Because we needed to make money from our VR sets" is the correct answer


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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consolitis
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PostPosted: Wed, 4th Mar 2020 23:28    Post subject:


TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"

~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~

http://www.youtube.com/watch?v=CHTUOgYNRzY
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Ashok0




Posts: 1733
Location: Ohio
PostPosted: Thu, 5th Mar 2020 05:10    Post subject:
The level of detail in these Alyx SteamVR environments is incredible. There's just no way you can experience this properly with a pancake game. SO. HYPED.
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Kaltern




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PostPosted: Thu, 5th Mar 2020 18:18    Post subject:
Looking forward to the saltmines opening when non-VR cannot play....


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