I doubt it. I'd rather hold my breath for a potential PSVR2 port but even that is unlikely, but somehow more possible than it being ported to non VR.
When the thread is asking about a traditional version of Alyx that is entirely the point, because it's not possible to make it without some degree of change. Why would anyone want that? Because there are many people not interested in VR but still have an interest in HL from previous games they've played and have become fans of the series - those people wouldn't mind a new traditional HL in keeping with every HL prior to Alyx. Some expectations are not unjustified.
In a way it reminds me of what happened when Guild Wars 2 came out. That game did things differently, too differently (in my opinion) and it tore the fan base apart. You've got many embracing it and others new jumping in singing its praises but there's still a lot of people who, for better or worse, just wanted it to be how it was in previous games. It would happen with most series. Imagine if Halo or Final Fantasy went VR exclusively. You'd still have the old games to play, just as we still have HL 1 and 2 to play but for any future games? It can be a tough pill to swallow knowing that the series you loved has turning into something entirely different, perhaps great in its own way but not necessarily better for all of its fans.
When Valve has essentially done just that to the series - transformed it into something else - I don't think it all that odd for many fans to want it back as it was.Sure - this is a totally different point though.
One is: I want a new Half-Life game in a similar vein to the previous ones (regular first person shooter style game). No one is arguing or suggesting people shouldn't want that.
The other is: I see this game, Alyx, and I want you to make it into an entirely different game.
It's fine to want a new Half-Life game like the first option, but it's an odd request to ask for one game to be completely transformed into another like #2.
Would you answer the same in a thread asking for Mario 64 in 2d?
Was Half-Life 1 and 2 too slow? That's what I'm saying about it being fully reworked to be a traditional FPS, like previous games in the series. They could expand the levels and replace the combat encounters and strip out most of the VR-related stuff that wouldn't fit in a traditional FPS. VR fans may not want that, or think it would be good but I can guarantee it's what a lot of Half-Life fans wouldn't mind.
Valve isn't going to do this I know. I'm just making the point that it would be possible and that with the kind of care and attention Valve puts into its games it wouldn't end up being the "boring" or "terrible" game people somehow expect.
When Valve has essentially done just that to the series - transformed it into something else - I don't think it all that odd for many fans to want it back as it was.
If I was a fan of 2D Mario games I would want them making more of them I guess. Mario 64 specifically? I don't know. I don't think it's a fair comparison because, unless I'm wrong, people weren't waiting on Mario 64 to continue with a story basically left in limbo.
I feel like I've addressed some of these points already and don't see the point posting what I've already said. Valve making it because many fans want it seems a good enough reason to me. They're not obligated to but it would be nice if they did.The point is - if you're asking for one game to be transformed into something entirely different - it's not because you like the game you're looking at, so why do you want _THAT_ game? You don't want that game. People asking for Alyx in non-VR don't want Alyx.
They want another Half-Life game. That's fine, as I've said. The weird part is saying "I really like the look of that game, except almost everything about it and why it is exists".
Mario 64 -> 2d is a fair comparison because you're asking for a similar kind of undertaking. You're looking at one game designed to be one thing and asking for that specific game to be turned into something else entirely. You can say, I'd like the next game to be 2d - then that makes sense and is perfectly fine and reasonable to request.
It'd also be such a crap half-measure. Why would anyone want that? Why would people want Valve to spend all that time and effort developing a new game retreading something they've already done? Why not make a brand new traditional half life game from scratch to be a traditional half life game instead?
Will Wii Sports ever be released for a system without any motion controls? That's basically what you're askingI want to play the game, but I don't have VR. I looked around, and there isn't an official non-VR version available. Will Valve ever release the game for us non-VR folks?
I feel like its a missed opportunity here?
I suppose something like Audiosurf could be used as a starting point in designing a Tetris racing game.VR mechanics are so ingrained into the experience one might as well ask if Tetris can be turned into a racing game - it would require a retooling of not only the cameras, the controls, but how puzzle solving works and how experiences are designed around the user interface.
I'm pretty sure all of the sports in Wii Sports have been done without motion controls in games before.Will Wii Sports ever be released for a system without any motion controls? That's basically what you're asking
You have to play it in VR to understand why it wouldn't work.It would be great if they could rework it into a non VR game for like a billion different accessibility reasons. It really sucks seeing people still using that "just watch a youtube playthrough" around here.
You have to play it in VR to understand why it wouldn't work.
As for the YouTube comments, a video doesn't do it justice either IMO. It's an absolutely brilliant game and I don't think a non BR version is happening. Valve operates on how they want users to experience their games. Not how users want to experience their game.
Not the technology behind VR, HL:Alyx in VR. It was made for VR only is what many of us are saying. Some games are made with VR in mind. HL:A was made for VR period. It's a groundbreaking experience IMO. Like Astro Bot.Yeah and that sucks. I understand how VR works just fine btw. That still sucks ass and they have plenty of time and money to rework it
The game is already largely physically accessible.It would be great if they could rework it into a non VR game for like a billion different accessibility reasons. It really sucks seeing people still using that "just watch a youtube playthrough" around here.
I suppose something like Audiosurf could be used as a starting point in designing a Tetris racing game.
Only vr made it good?
Only vr made it good?
Story, characters, level and mission design was not good?
I suppose something like Audiosurf could be used as a starting point in designing a Tetris racing game.
I'm pretty sure all of the sports in Wii Sports have been done without motion controls in games before.
I want to play the game, but I don't have VR. I looked around, and there isn't an official non-VR version available. Will Valve ever release the game for us non-VR folks?
I feel like its a missed opportunity here?
Only vr made it good?
Story, characters, level and mission design was not good?
No, but everything about the game works because it's a VR game. In the same way that many pancake games don't work in VR, VR games don't work in pancake mode either. Alyx is one of those VR games that is made for VR.Only vr made it good?
Story, characters, level and mission design was not good?
Having finally played it for myself I think this is untrue. Did I feel like I needed a motion tracking display strapped to my head to make the experience what it is? Not at all. But, could I see playing the game with a traditional controller or M/KB? Also no.Half-Life: Alyx without VR would not be Half-Life: Alyx. It would be a very different game at that point.
The story, characters, and mission/level design were good because of their relationship with VR. The game utilizes all the benefits of VR completely, from unique game mechanics that can only work with having full hand controls to being able to put players immersive situations that hold a lot of tension because your brain is tricked into thinking you are actually there. If you strip away the VR, you either need to dramatically rethink and rework how 90% of the game plays out or you just have a game that's considerably more lack-luster when translated 1:1 to a 2D space (i.e. a computer monitor).Only vr made it good?
Story, characters, level and mission design was not good?
Have you actually tried this? This is fairly normal to test during development and it simply doesn't work. Especially since the dual motion controllers are what makes VR, VR - you expect to be able to move your head since it's a natural part of moving in real life. Simply moving the joystick can't replace that.Flicking around physics props and doing some motion control shooting would work fine on a standard display.
Not with Alyx, but I've played other motion controlled things on 2D and don't really feel the disconnect. If anything, the VR concessions are what take me out of it -- having my view suddenly turn completely orange as my head goes too far and phases through a wall, or needing to angle snap and teleport, things like that. I don't think the fidelity of interaction is quite there yet for full immersion to work, at least for me, so I see the actual head mounted display portion of things a hassle more than a benefit.Have you actually tried this? This is fairly normal to test during development and it simply doesn't work. Especially since the dual motion controllers are what makes VR, VR - you expect to be able to move your head since it's a natural part of moving in real life. Simply moving the joystick can't replace that.
The disconnect, for me at least, is moving your head with a joystick when I use the same controller to emulate and move my own hands. Moving/teleporting your body works fine with the joystick since it's not something you need to do constantly, whereas I feel the need to move my head at all times in a game like Alyx.Not with Alyx, but I've played other motion controlled things on 2D and don't really feel the disconnect. If anything, the VR concessions are what take me out of it -- having my view suddenly turn completely orange as my head goes too far and phases through a wall, or needing to angle snap and teleport, things like that. I don't think the fidelity of interaction is quite there yet for full immersion to work, at least for me, so I see the actual head mounted display portion of things a hassle more than a benefit.
The option wouldn't hurt I imagine, especially given the low amount of actual VR hardware out there. I feel the need to physically look up and down occasionally, but a lot of things are straight ahead so a lot of my actual looking is done with the angle snapping.The disconnect, for me at least, is moving your head with a joystick when I use the same controller to emulate and move my own hands. Moving/teleporting your body works fine with the joystick since it's not something you need to do constantly, whereas I feel the need to move my head at all times in a game like Alyx.
But if it works for you, it works for you. I just don't think it's something most people would appreciate.
Probably not, but I think it goes against their own interests due to their investments in the VR space. Valve is selling VR headsets after all, as well as selling and providing VR software, so if a 2D version requires substantial effort I don't think it's something they'll ever prioritize.
I suppose, though I know I'd be more inclined to replay without the head mounted display. As is it's still be very cool but something I'm probably leaving as a one and done.Probably not, but I think it goes against their own interests due to their investments in the VR space. Valve is selling VR headsets after all, as well as selling and providing VR software, so if a 2D version requires substantial effort I don't think it's something they'll ever prioritize.
And if it's a matter of price, you still need the motion controllers for the solution you're suggesting, which are going for $200-$300, so by that point you might as well invest in a $299 Oculus Quest 2 instead.
But that is not the same as actually wanting a released game to be something its not just because of fan expectations, valve is free to do with their IP as they see fit.When Valve has essentially done just that to the series - transformed it into something else - I don't think it all that odd for many fans to want it back as it was.