I’m just over four hours
into Half-Life: Alyx so I figured I’d post some initial impressions
of the game. I guess it won’t come as a great surprise to know that
Half-Life: Alyx, at least so far, has been excellent. It’s shaping
up to not only be the best game I’ve played on the VR platform, but
a serious contender for my GOTY.
Everything about Alyx is so
polished, carefully considered and meticulously designed – visuals,
sound, environmental design, pacing and gameplay mechanics. It’s a
game that plays perfectly to the strength of the immersive and
interactive nature of the VR platform. And it’s a game that’s
very aware of its own role and responsibility in opening up the world
of VR to new players.
Make no mistake, Half-Life:
Alyx is a VR system seller. For many players, it will be their first
VR game and the range of player accessibility options reflects this.
The game caters not only to a range of player movement and comfort
options, but also to the full range of VR hardware.
I was a little concerned
about playing Alyx using my somewhat basic (compared to the Index)
VIVE wands, but I shouldn’t have worried – the game plays
perfectly with them. It’s clear that Valve wanted every player,
regardless of their VR hardware, or preference of movement / control
options to have a great experience.
Half-Life: Alyx begins
quite slowly, which feels like a concession to players new or
unfamiliar with VR to help them acclimatise to the platform. But it’s
also a gentle and important reintroduction of the Half-Life world to
new and old players alike. It should be noted, however, that Alyx
does assume the player has a decent knowledge of the previous
Half-Life games, so I’d certainly recommend at least playing
Half-Life 2 and its episodes before playing Alyx.
Progression may seem slow
during the first two chapters, but the game continually builds upon
the experience, adding new layers to the combat, puzzles, enemies and
environmental complexity as you go. Just when you think you’ve seen
all the tricks Alyx has up its sleeve, it introduces something you’ve
not encountered before, or a new twist on a familiar mechanic.
Visually, Half-Life: Alyx
is stunning. It’s one of the best looking games I’ve played –
VR or no VR. And I’m not just talking about texture quality, but
art direction and world design. Alyx is, more or less, a game of
linear corridors, but you never feel those restrictions as you
progress. Each area is logically chained to the next – you can
always see where you’re going, even if you can’t quite reach it
yet.
Sound design and music is
also excellent, the combat tracks in particular ramping up at just
the right moments. And I’m pleased how Alyx doesn’t shy away from
the horror aspect of Half-Life – if anything, it embraces the
horror elements of its setting even more so than any of the previous
Half-Life games.
When I first ran Alyx, it
defaulted me to ‘Low’ settings, but I cranked it up to Ultra
anyway and I’ve not noticed any issues with performance. But
honestly, even on Low, Alyx looks great. It’s clear, once again,
that Valve wanted Alyx to be as accessible and enjoyable to everyone
regardless of hardware.
Overall, Half-Life: Alyx
is, at lest so far, really pretty great and it only seems to keep
getting better. It’s also a game I’m reluctant to play too much
of because I don’t want to finish it too soon. I have the feeling
we’re not going to see another game like Alyx on the VR platform
for a long time – if at all.
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