I really really hate VR and don't wanna play Half Life in VR but i actually really agree with this statement. I trust Valve, and i hope this is the game that changes my opinion on VR. (Or be the first VR game that doesn't make me dizzy and nauseous after 10 minutes)There is no way to release a new standard FPS Half-Life after all this time and have it meet anyones expectations. Being an entirely new medium is basically the only way to reset those expectations and actually get something exciting and new.
I'm interested in what gets shown but nowhere near excited. Valve has run the franchise into the ground and I don't believe that this will help restore it to former glory
Ah well, I only have PSVR, but I'm curious all the same. It would be nice to see VR games getting a bigger push soon.
How do you run something into the ground without...doing anything with it?I'm interested in what gets shown but nowhere near excited. Valve has run the franchise into the ground and I don't believe that this will help restore it to former glory
Sir, I think you are confused.I'm interested in what gets shown but nowhere near excited. Valve has run the franchise into the ground and I don't believe that this will help restore it to former glory
how is installing a piece of sw even comparable to buying and using a vr set..2019: "Why are they releasing Half-Life on VR? No one has that, they are limiting their audience."
2004: "Why are they releasing Half-Life on Steam? No one has that, they are limiting their audience."
I doubt it. The announcement for this week was leaked, and PC Gamer ran the rumor. They probably felt it was worth getting ahead of the baseless speculation.Anyone notice how Valve announces a new Half-Life game the day Stadia is going live? Imo it's to take the spotlight from Google.
I lost interest after Half Life: Modern Warfare 2 personally.
??I'm interested in what gets shown but nowhere near excited. Valve has run the franchise into the ground and I don't believe that this will help restore it to former glory
2% of just steam's active users would be 1.8 million people
As if any game would scoff at selling that lol
Will you need the knuckles controllers to play this? Nobody is using the knuckles' finger tracking because Rift and Vive don't have them and the Valve Index costs a thousand dollars. The only developer that would use them is Valve.
One thousand dollars to play the next Half-Life.
There is no way to release a new standard FPS Half-Life after all this time and have it meet anyones expectations. Being an entirely new medium is basically the only way to reset those expectations and actually get something exciting and new.
I'm so sick of this pretentious nonsensical talking point that gets dredged up in every Half Life discussion. You know how you make a follow up to Half Life? By making an excellent game - that's it. There's no secret innovative paradigm shifting magical formula you have to discover to create a Half Life sequel that players will be thrilled with.
VR is fundamentally what makes this interesting, and why you should care. I don't trust Valve to innovate as far as "normal" FPS games go, everything has been done before. VR is a whole new ballpark, and Valve seems to be going all in on it recently.
Valve's last public estimate of VR headset users on Steam was 720K in December 2018. But that was a pretty big jump from earlier in 2018, and I imagine 1.8 million is a high-end estimate of the current PC-VR landscape (which just grew via today's Oculus Link update). With that number in mind: my guess is, HL:A will have no less than 55% attach rate (I mean, I'd love to guess 99% but I'll make room), so that's roughly 1 million copies, $30-60 a pop... then add in maybe 20K Valve Index kits sold because of this game, plus those people buying more SteamVR games (and giving Valve 30% of those software sales), and it's not a bad amount of money to recoup after however many years this game's been in development.
Additionally, it'll drive whatever Oculus Rift / Rift S users who *haven't* installed SteamVR to do just that, and who knows how many thousands of SteamVR software purchases that might additionally drive?
In other words, VR doesn't have to be the mega-hugest sector for Valve to make a dime off of HLA in isolation, let alone what the game may do to bolster SteamVR adoption. Even if HL:A's lifetime revenue doesn't surpass, like, a single day of Steam skimming 30% off of other games, it's still money.
Same. I was a VR sceptical until I played SUPERHOT and realized that this was something that couldn't exist outside of VR.I was a VR sceptical, until I played Astro Bot.
That game completely turned sold on me on VR. And it was a game that could only ever have been a VR game, that alone justified the PS VR helmet.
If Valve makes a flagship VR game, that gives me an even better impression of VR then that game, then it will be a game changer.
I'm so sick of this pretentious nonsensical talking point that gets dredged up in every Half Life discussion. You know how you make a follow up to Half Life? By making an excellent game - that's it. There's no secret innovative paradigm shifting magical formula you have to discover to create a Half Life sequel that players will be thrilled with.
how is installing a piece of sw even comparable to buying and using a vr set..
There is also a think about them believing that creating a higher VR base on Steam would help kickstart a positive feedback loop (more devs making good/great VR games leading to more people buying VR kits which in turn increases the market for more devs) as well as long tail sales by the game (as most Valve games have seen huge tails).Valve's last public estimate of VR headset users on Steam was 720K in December 2018. But that was a pretty big jump from earlier in 2018, and I imagine 1.8 million is a high-end estimate of the current PC-VR landscape (which just grew via today's Oculus Link update). With that number in mind: my guess is, HL:A will have no less than 55% attach rate (I mean, I'd love to guess 99% but I'll make room), so that's roughly 1 million copies, $30-60 a pop... then add in maybe 20K Valve Index kits sold because of this game, plus those people buying more SteamVR games (and giving Valve 30% of those software sales), and it's not a bad amount of money to recoup after however many years this game's been in development.
Additionally, it'll drive whatever Oculus Rift / Rift S users who *haven't* installed SteamVR to do just that, and who knows how many thousands of SteamVR software purchases that might additionally drive?
In other words, VR doesn't have to be the mega-hugest sector for Valve to make a dime off of HLA in isolation, let alone what the game may do to bolster SteamVR adoption. Even if HL:A's lifetime revenue doesn't surpass, like, a single day of Steam skimming 30% off of other games, it's still money.
With how much people complain about EGS on here you would think it does 😂
Um steam is a free app that takes minutes to set up.2019: "Why are they releasing Half-Life on VR? No one has that, they are limiting their audience."
2004: "Why are they releasing Half-Life on Steam? No one has that, they are limiting their audience."
a VR headset would cost me a minimum of $6502019: "Why are they releasing Half-Life on VR? No one has that, they are limiting their audience."
2004: "Why are they releasing Half-Life on Steam? No one has that, they are limiting their audience."
More curious about what Source 2 will be and look like rather than whatever VR mechanics they came up with
My thoughts exactly, hopes and dreams will get squashed (love to be proven wrong though, would totally borrow my friend's setup for this).It's a spinoff game. If it was the real thing, it would be explicitly called Half-Life 3.
kind of like how it's hard to imagine they would end an episodic game on a cliffhanger and go "welp it was a good run"I hope this leads to HL3. It's hard to imagine Valve just doing a VR HL prequel after 10 years then just going "welp it was a good run"
There is no way to release a new standard FPS Half-Life after all this time and have it meet anyones expectations. Being an entirely new medium is basically the only way to reset those expectations and actually get something exciting and new.
If they're resurfacing with HL after 10 years, that means they've actually had time to come up with a plan. Whereas after HL2, the episodic model seemed to have failed them.kind of like how it's hard to imagine they would end an episodic game on a cliffhanger and go "welp it was a good run"
If the game supports teleportation and you play it at 144Hz on an Index, sickness will be basically impossible. It may even just fine for you without teleportation.I really really hate VR and don't wanna play Half Life in VR but i actually really agree with this statement. I trust Valve, and i hope this is the game that changes my opinion on VR. (Or be the first VR game that doesn't make me dizzy and nauseous after 10 minutes)
a VR headset would cost me a minimum of $650
steam is free
FOH
Oh you poor soul. I appreciate the positivity, but they've proven time and time again that they couldn't care less about making new video games to their beloved franchises of the past.I hope this leads to HL3. It's hard to imagine Valve just doing a VR HL prequel after 10 years then just going "welp it was a good run"