You're never going to freeze up because you're in a stressful situation with multiple enemies, your gun just went empty and you have to remember how to reload it because that's not muscle memory yet, and then you try to fire it but nothing happens because you forgot to ready it after loading the clip.I've said it in other threads, but they could remove the VR headset requirement and still just require the controllers
Everyone acts like the VR is essential, but its just the controllers that are essential
The Oculus Quest 2 is arguably the best way to play the game anyway, since it's wireless.It's unbelievable the Valve Index is still largely unavailable outside the US.
I disagree and that is absolutely not the only way it's inaccessible.
I thought the Oculus Quest 2 was vastly inferior in terms of control and resolution vs the Index?You're never going to freeze up because you're in a stressful situation with multiple enemies, your gun just went empty and you have to remember how to reload it because that's not muscle memory yet, and then you try to fire it but nothing happens because you forgot to ready it after loading the clip.
You're never going to get the experience of being rushed by an enemy which is bigger than you are, jumping to one side to avoid their attack, fumbling to reload your shotgun and dropping (throwing) the ammo on the ground because of how imposing a threat they are.
Sure, you could probably make the interactions work on a monitor, but seeing enemies as a 5" tall 2D image on your screen is not going to invoke the same visceral reaction that playing the game in VR does.
It's a fundamentally different experience, and the game design is built around that.
The Oculus Quest 2 is arguably the best way to play the game anyway, since it's wireless.
It's also one of the cheapest headsets, and you'd be able to get back most of what you paid for it if you were to sell it.
The Index is 1440Ă—1600 per eye, while the Quest 2 is 1832Ă—1920 per eye.I thought the Oculus Quest 2 was vastly inferior in terms of control and resolution vs the Index?
I've commented on these points elsewhere in the thread. I agree, people who want a version that isn't VR want something else but I'm trying to make the point that reworking it into that something else would not necessarily be a bad thing, especially if Valve were to do it.Respectfully, I think you're kind missing the point of the analogy. It literally stops being the game it was designed to be if you're completely rewriting the core mechanics to fit a totally different kind of human interface. All of the encounters, interactions, and environments were designed, tested, and iterated around the tactility and sense of presence granted by VR. Interactables, movement within the space, the linear nature of the level design, the detail afforded to sub object interaction...the list goes on and on. Elements that are strong in VR do not, in turn, translate well to mouse and keyboard, and would quickly become cumbersome shoehorned into that interface.
Another analog would be, playing a racing game with a dance mat. Yeah, with enough retooling anything is possible, however at that point you're missing out on what the experience was precisely designed to be and it will absolutely suffer for it. And it quickly stops being a good example of either type of game.
So you can't really just 'port' it and have it be a good experience; you'd have to be essentially developing an entirely new game from the ground up around the same narrative and characters.
My point was that there are alternative tennis, boxing, golf, etc. sports games for people who didn't like the Wii's motion controls but may still want to play those sports in video games. There is no Half-Life: Alyx for HL fans that don't like or want VR.Yet no game comparable to Wii Sports has been close to being as popular because it provided a completely different experience. The input is essential to the gameplay and experience that it offers.
I'm aware but as I said in a previous post some expectations are not unjustified - I'm sure Valve were expecting some backlash for the decision to move HL exclusively to VR (and that's assuming all future HL games are VR.) If Valve had built a new IP for their big VR game those expectations wouldn't be a factor. Portal is a good example here. It's something else but its only set in the Half-Life universe and was a sequel to nothing.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.
Regarding it being a bad thing, put yourself into the developers' shoes. Do you really think anyone who put their passion, talent, and years of work into this game would want to turn around and spend more years remaking this experience from almost the ground up? Do you think anyone at Valve would want to do that instead of spending time and resources on just making another new game instead?I've commented on these points elsewhere in the thread. I agree, people who want a version that isn't VR want something else but I'm trying to make the point that reworking it into that something else would not necessarily be a bad thing, especially if Valve were to do it.
It would be pointless for Valve to remake their latest game, which is not even a year old, and create an inferior version at that.I'm trying to make the point that reworking it into that something else would not necessarily be a bad thing, especially if Valve were to do it.
Would I want to satisfy as many fans of a much loved series as I can? Yes, without hesitation. I would do something in mainline HL for those not interested in VR given that Alyx is such a radical change for the series and obviously not one everyone will or can be onboard with. Perhaps I would have made Alyx a spin-off series for VR players. I suppose Valve could be actually going down that route but I don't think so.Regarding it being a bad thing, put yourself into the developers' shoes. Do you really think anyone who put their passion, talent, and years of work into this game would want to turn around and spend more years remaking this experience from almost the ground up? Do you think anyone at Valve would want to do that instead of spending time and resources on just making another new game instead?
Especially because this is Valve we're talking about. Their projects don't get off the ground unless enough developers are excited and willing to collaborate on it.
I have an Index and I have played the game.. how many times do I have to tell people this!? VR doesn't make it superior to me. It makes it different, with positives and negatives all its own.It would be pointless for Valve to remake their latest game, which is not even a year old, and create an inferior version at that.
It misses the point entirely.
Accept that you need to either buy a headset or forget about the game.
Hopefully it will come to PSVR2 to make it more accessible to people without gaming PCs, but it's always going to require VR.
I don't think you're genuinely putting yourself in the developer's shoes then. These are individual people with their own volitions and passions, they don't live and work just to satisfy a small segment of a fanbase.Would I want to satisfy as many fans of a much loved series as I can? Yes, without hesitation.
I agree they should do something, but that something isn't going to be a remake of Alyx. Again, in this hypothetical it would take time and resources not too shy from making an entirely new game, so why wouldn't they make - and why wouldn't you want - an entirely new HL game instead?I would do something in mainline HL for those not interested in VR given that Alyx is such a radical change for the series and obviously not one everyone will or can be onboard with. Perhaps I would have made Alyx a spin-off series for VR players. I suppose Valve could be actually going down that route but I don't think so.
I would argue it's not a small segment of the fan base. Surely there's a significantly higher number of people interested in a new HL who don't have or want a VR headset than those who do. Alyx has done really well considering its requirements (even cheap VR headsets are not "cheap"), 45k players around release I think it was. Without those requirements I could imagine it having gone far, far higher. Maybe even Cyberpunk numbers. The hype would there for it to gain impressive traction I think. It being VR only dampened that hype for a lot of people (myself included even though I ended up caving and buying an Index, begrudgingly).I don't think you're genuinely putting yourself in the developer's shoes then. These are individual people with their own volitions and passions, they don't live and work just to satisfy a small segment of a fanbase.
Alyx connects directly with previous games in the series. If you forgo that you're missing part of that story, unless we assume this hypothetical non-VR HL game covers the missing plot beats?I agree they should do something, but that something isn't going to be a remake of Alyx. Again, in this hypothetical it would take time and resources not too shy from making an entirely new game, so why wouldn't they make - and why wouldn't you want - an entirely new HL game instead?
"Small segment" was referring to those who would want a flat-screen remake of Alyx presently at whatever the development cost. We're not talking about "what if they put out a non-VR HL instead of Alyx back in Feb", there's enough hypotheticals going on here. Honestly though just take "small segment" out of my post and my point remains the same.I would argue it's not a small segment of the fan base. Surely there's a significantly higher number of people interested in a new HL who don't have or want a VR headset than those who do. Alyx has done really well considering its requirements (even cheap VR headsets are not "cheap"), 45k players around release I think it was. Without those requirements I could imagine it having gone far, far higher. Maybe even Cyberpunk numbers. The hype would there for it to gain impressive traction I think. It being VR only dampened that hype for a lot of people (myself included even though I ended up caving and buying an Index, begrudgingly).
Alyx connects directly with previous games in the series. If you forgo that you're missing part of that story, unless we assume this hypothetical non-VR HL game covers the missing plot beats?
I've commented on these points elsewhere in the thread. I agree, people who want a version that isn't VR want something else but I'm trying to make the point that reworking it into that something else would not necessarily be a bad thing, especially if Valve were to do it.
My point was that there are alternative tennis, boxing, golf, etc. sports games for people who didn't like the Wii's motion controls but may still want to play those sports in video games. There is no Half-Life: Alyx for HL fans that don't like or want VR.
I've already commented on these points earlier in the thread so I'll just say briefly (again) that wanting a version that isn't VR is, yes, wanting a different game and that's not a bad thing for those HL fans that don't want the one being offered and would rather play something in keeping with the rest of the series.There are also alternatives to Half Life Alyx, they are the other Half Life games. Yet it still provides an entirely different experience as do other sport games compared to Wii Sports. It makes no sense, because the VR mechanics is what makes Half Life Alyx what it is.
You are looking at a surface level on the experiences you are comparing. Wii Sports is not even something to experience sports. Nobody is going to suggest non motion controlled sports games as an alternative. Because it is essential to the experience. The game you are playing is not even remotely the same as the sports. It strips rules, has a very low barrier of entry and does not attempt to provide a realistic experience. It would work with minigames too, but the sports make it relatable and easier to understand. Nobody is going to suggest to play Wii Sports instead of a real game of tennis. All of those things are very different experiences.
The game could be reworked to be used without VR, but every level and gameplay mechanic would need to be overhauled to work well. And in the end it would still be a completely different experience.
If you remove everything that makes Half Life Alyx special then people are not experiencing Alyx in a different way, they are experiencing a new game.
I'm sure plenty of people are interested in a non-VR Half Life, it can even tell the same story as Alyx but it still would not be the same game or experience if the entire design needs to be changed.
I've already commented on these points earlier in the thread so I'll just say briefly (again) that wanting a version that isn't VR is, yes, wanting a different game and that's not a bad thing for those HL fans that don't want the one being offered and would rather play something in keeping with the rest of the series.
6DOF controls can work fine on a TV, when the game has been explicitly designed to avoid unintuitive scenarios. The games that utilized them best had static cameras, were slower-paced, focused on one repeatable/permutable physical interaction per title/minigame, had very low stakes if you failed, and only lightly touched on depth perception-intensive challenges.Flicking around physics props and doing some motion control shooting would work fine on a standard display.
I've already had moments of fighting with the inputs and tech in Alyx, heh. Lots of weird door interactions where one hand causes a blockage, and fidgety hand stuff in general, physical head moving beyond the space causing orange vision, that kind of thing -- using Oculus Touch controls if that's important. Most things I don't even bother reaching out and grabbing and instead opt for gravity glove flicking, but things like handles have magnetic snapping into place once you press to grab. Blink/shift movement feels terrible for me so I play with continuous movement. It might be a difference in how we play, but I almost never had my thumb free from the right stick anyway, I'm always using it for left/right look adjustment while I'm mostly physically facing a single direction. I don't know the limitations or how 6DOF controls work without having cameras on you for depth tracking though, so I'm mostly thinking hypothetically and talking out of my ass here.6DOF controls can work fine on a TV, when the game has been explicitly designed to avoid unintuitive scenarios. The games that utilized them best had static cameras, were slower-paced, focused on one repeatable/permutable physical interaction per title/minigame, had very low stakes if you failed, and only lightly touched on depth perception-intensive challenges.
I've spent a lot of time dwelling on how to put into words the value of an HMD in a game like Alyx. There are the obvious ones like depth perception and head/hand interdependence and ability to augment natural leg and head movement for peering, hiding, dodging, snatching xen grenades, or just finetuning the final footing as you approach a world interaction. And not having to use a right stick at all frees your thumb, giving you one less abstract input to have to coordinate. But the biggest advantage might ironically be the least-frequently discussed because it's the hardest for me to put into words. It's the fact that this visual information is so 1:1 true to scale and depth, that it burns right into my muscle memory so my next movement is precisely what it needs to be. It's like glancing at your room and then relying on visual and muscle memory to get to your bed in the pitch dark.
The problem with TV-based 6DOF controls is that you can't even get an accurate 1:1 map of your surroundings in the first place. You have to sit there and play around until you find the intersection point in space, or the proper off-axis throwing angle to make a grenade his a certain spot on the screen. It's safe to say for the devs, that Alyx (like most made-for-VR games) was designed with the intent that players had tech that made opening a drawer a piece of cake. Any challenges for the player should be based on the physical skill required of the challenge, not the artificial challenges of fighting with inferior input/display tech.
I didn't experience that orange OOB effect much in the game, and it was usually a cue to just crouch.I've already had moments of fighting with the inputs and tech in Alyx, heh. Lots of weird door interactions where one hand causes a blockage, and fidgety hand stuff in general, physical head moving beyond the space causing orange vision, that kind of thing -- using Oculus Touch controls if that's important. Most things I don't even bother reaching out and grabbing and instead opt for gravity glove flicking, but things like handles have magnetic snapping into place once you press to grab. Blink/shift movement feels terrible for me so I play with continuous movement. It might be a difference in how we play, but I almost never had my thumb free from the right stick anyway, I'm always using it for left/right look adjustment while I'm mostly physically facing a single direction. I don't know the limitations or how 6DOF controls work without having cameras on you for depth tracking though, so I'm mostly thinking hypothetically and talking out of my ass here.
It's almost like games can be specifically designed around a a revolutionary new tech and not necessarily work well with conventional tech.I remember how people were saying there would be a functional non-VR mod within weeks of release.