It may have taken its sweetest time, but a new installment in Valve’s legendary Half-Life series is finally, officially, almost here.
But as soon as the jerk stops, questions begin to be answered – one of which seems to be the most frequent, exactly why Half-Life is: Alyx, after waiting for over a decade, VR unique for.
Luckily for everyone, Geoff Keighley is on the case and asked a lot of questions in a video interview with key members of Half-Life: The Alix Team. And the answer, according to Valve’s Dario Caselli, is that the VR controller and headset allow for a degree of gameplay detail that “we couldn’t possibly do with a mouse and keyboard.”
An example given by Kasli revolves around the type of interaction possible with an uncomplicated door.
Sure, you can open it and close it in VR in a more intuitive, immersive fashion, but, Casali suggests, it’s the extra interaction around that door – opening it a fraction to peer through the gap and look at what is on the other side, through the firing crack through your weapon, or even sliding a grenade on the floor – which makes for a truly unique type of experience.
“When we used the controllers and the headset, we realized the amount of interaction, the amount of these possibilities we get,” explained Kasli, “when you can separate your hands from your head, all those 3 Are D. Space, all tracking and moving simultaneously, you can’t really get on with a mouse and keyboard. ”
Translating those types of interactions to a mouse and keyboard, while theoretically possible, says Kasli, is shipping “a game that’s missing a lot of those interactions, and they do the game-testing so well Been saying we didn’t feel like it was a good idea. ”
Crucially, Half-Life: Alex was a VR game before it was also a half-life game. As Valve’s Robin Walker explained, the project was started as an attempt to answer a question that was asked by consumers after Vive’s release: “Where’s the big VR title?”. This, Valve realized, was something that was best suited to deal with its resources.
According to Valve’s David Spier, when ideas for the project were first discussed, the team quickly rejected multiplayer due to VR’s relatively small audience at the time, and soon to be the most exciting potential for VR. Valve the IPS portal and half-life as identified.
However, it was ultimately decided that the portal’s focus on potential nausea-inducing disturbances would not be best suited for VR, while half-life’s DNA – storytelling, combat, puzzles, exploration, engagement, and environmental art – could occur. It is enhanced in exciting ways. And when the small team experimented with a half-life mechanic in VR, it turned out that “we’re quite promising.”