VRChads get in here, escape those shit drama threads and let's actually discuss HLA

VRChads get in here, escape those shit drama threads and let's actually discuss HLA.

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what the fuck is there to discuss ?
use one of the other threads up you giant faggot

Very interesting and rich environments, atmosphere is amazing, assets I can spend minutes looking at. I have sat on rooftops, just embracing the view. Yeah, it's a shitty bleak town view, but god damn everything is so beautiful. Slightly brain-damaged encounters, compared to boneworks etc. Enemies stupidly soak up headshots and stumble on the same spot, while you snipe them from your pistol holding it like a retarded 19 year old girl.

I was surprised how entertaining it is just to look at all the objects in-game. Just looking at all the fictitious companies and the little signs everywhere. There was a lot of care put into making it as detailed as possible. There was this paint can I found with tons of different textures, white slimy looking paint dripping off the sides, reflective logo, bumpy rust. It's crazy. The gameplay is there but I wish they would spawn more enemies, so far it's been pretty sparse, I'm a little past the part where you cut the first cable generator thing so hopefully things ramp up in difficulty. The bomb puzzle level was pretty clever and fun too.

imagine the sfm porn in another year

>Tyler McNigger claims before release you can look around Russle's lab and he has a voice line for nearly everything
>He actually just stares at you and says nothing

I would've liked more weapons (including melee damage) and better enemy variety, but the hacking puzzles were the only thing that really bothered me. That kind of repetition is way worse than just using the same few guns or killing the same types of enemies, since you more clearly notice the formula of the game design. Some of the puzzles where you reroute power are actually nice, as they force you to examine the environment. But the puzzles for Combine upgrade stations, supply cabinets, and doors grow repetitive fast. Would've been a 9/10 game in my book if it weren't for that; having extensive variety is important for a story-driven game like this

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Yeah, the PBR materials on everything look very satisfyingly. In VR it's even more good, for an object to shine it has to be seen brighter by one eye than the other. That matte plasticity of sustenance bars, aluminum tape on combine boxes, hnnnnggg...

I expected a little more revolutionizing gameplay for VR from this, or at least many more standards to set, but overall I am very pleased.

The gravity gloves mechanic is absolutely amazing and I can see other VR games start to copy this. Boneworks had a similar thing but it was just very clunky and limited in range.
The way you switch weapons is really cool, using your hand to quickly select them like thery're on a virtual d-pad. I like this a lot, and think many VR games would benefit from this; it's a good way to handle multiple weapons without needing to go through some virtual backpack or something like in TWD:

The rest... Well I wish you could actually hurt enemies with props. Things like using planks to smash headcrabs or staff, it all always end up with you shooting stuff. Not like it's a problem, but after Boneworks and some other games it feels like something's missing, especially because this game has such a great physics engine.

the northern star was so fucking kino and spooky lads
had me jumping like a little bitch