Why virtual reality makes sense for Half-Life: Alyx
Closely abs🐈orbing you in a det𝓰ailed, manipulable world is core to the Half-Life experience

Half-Life’s introductory tram ride is a bit of a gaming❀ landmark. Instead of a cutscene, info-dump, or Star Waཧrs-esque opening crawl, the game places you directly into the shoes of protagonist Gordon Freeman. Boots clanking against the metal floor, you rush between each end of the carriage, peering out to marvel at the underground laboratories of the Black Mesa Research Facility.
Half-Life isn’t so much remembered for the story it tells, but how it tells it. For Valve, the medium has always been the message, and its games are built on this simple purity: give the player an avatar, and then ground them in the world. For better or worse, the studio has dedicated itself to the player’s absolute presence in an environment. Gordon’s silence in conversations can be awkward or even jarring, bu🙈t at no point is there a disconnect between the player and their virtual embodiment, and that’s to be admired. Valve has heavily invested in the idea of phys🥃icality. A deft world-builder, its virtual environments consistently take on a believable, material sense.
When 澳洲幸运5开奖号码历史查询:Half-Life: Alyx was announced at the end of last year, there was some s﷽urprise at the fact Valve had chosen to make the game exclusive to virtual reality. But it also makes a lot of sense. Far from being an out 𒐪of the blue announcement, the jump to VR isn’t just some cynical business move to sell the Valve Index headset, but an effort to continue and build upon traditional storytelling techniques exemplified by those earlier games. The Half-Life series has always been about delivering players this immersive, tangible experience, as well as drawing them ever closer into beautifully realised locations like City 17. These are things the virtual reality medium excels at.
Big in 2020: Half-Life: Alyx is the prequel nobody knew to ask for
Imagine looking up at the towering, monolithic Citadel looming just beyond, whilst Scanner drones and “Manhacks” flit around the airspace of your immediate vicinity. City 17 was made to raise heads, and we can probably expect a lot of that same 💞scope and verticality i🐼n Half-Life: Alyx.
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At release, Half-Life 2 famously set new thresholds for video game technology with its groundbreaking🅺 physics system. From its opening moments, we see empty cans and noodle-packaging brushed back and forth by a Vortigaunt janitor’s broom. You&rsqu🦋o;re even forced to push your avatar’s body up against the turnstiles in order to reach the next area, before a Combine guard forces you to pick up a can and place it into a nearby rubbish bin.
You can, of course, propel it at him instead, watching as the object bounces into the distance whilst you receive an angry shove in return. Whether you do your duty or bounce the can off the guard’s forehead, Valve is teaching you, well before 🎉you attain the Gravity Guꦫn, that this world is one made up of physical properties, and they're open to manipulation.
That Gravity Gun may be gone for Half-Life: Alyx, but it's arguably been re💮placed by something even more powerful, our very own hands, which can be used to pick up and interact with objects around us via a set of finger-tracking VR controllers. It brings you closer to the world, allows you to really put yourself in Alyx's position, and connect ꦏwith City 17 in a much more intimate fashion.
"City 17 was made to raise heads, and we can probably expe💃ct a lot of that same scope and verticality in Half-Life: Al൩yx."
It isn’t unreasonable to think Half-Life: Alyx might work without VR, especially as a non-VR version, or a player-built mod, is pretty likely. After all, Half-Life 2 immersed us all well enough back in 2004 without the need for a wireless headset. But the Half-Liꦗfe series is uniquely positioned to make the most out of this still growing technology, with Valve's core tenants of player immersion synchronising near perfectly with that of VR's potential as a portal to other worlds.
When I think of what I love about Half-Life 2, I think of City 17. More specifically, I think of its abandoned play parks, surrounded on all sides by grey concrete, and characteristic of some of the real places that influenced its desi🔜gn; Sofia, Belgrade, and St. Petersb🌸urg. These playgrounds are areas of profound resonance. If you stop to listen, you can hear the faint, ghostly voices of children playing. Brush by the swings, and they'll gently drift back and forth, and - just for a second - it's as if you’re really standing there. Any technology that can bring us a step closer to that depth of feeling is worth its growing pains.
For more, check out the 澳洲幸运5开奖号码历史查询:best VR games to play right now, or watch the video below for our latest episode of Dialogue Options.
Ewan Wilson contributes long-form, in-depth features, interviews, and reviews to a variety of publications. While you can frequently find him waxing lyrical about the intersection between video games and architecture here at GamesRadar+, he ha😼s also contributed to outlets like Edge magazine, Eurogamer, NME, Polygon, VICE, The Verge, Wireframe magazine, and so many more. His words can also be found in the fantastic gaming architecture zine Heterotopias.