gamespot.com
>Alyx certainly has fun "tapping into a horror element that Half-Life had only previously toyed with." As you'd expect, VR only accentuates those horror elements more. But according to Valve level designer Dario Casali and programmer Kerry Davis, Half-Life: Alyx could have been even scarier.
>"It started scarier, for sure," Casali told GameSpot. "I was very respectful in not trying to push it too far, because I didn't want to lose a certain segment of people who might not have been able to continue."
>Casali recounted a story of one anonymous team member who can't stand to be in the same room as a headcrab: "He'd just pull off the headset and say, 'I'm not going anywhere in there!'"
>"Almost immediately we cut the fast headcrab and the fast zombie from Half-Life 2," Casali said. "The shock of having that guy come around the corner and latch onto you before you'd even know what was going on was just too much."
Pussies
Half-Life: Alyx Cut Enemies That Were Too Scary In VR
>too scary
What the fuck, it's not real
valve testers strike again
someone post the hl2 dev commentary one
Humans need to be killed off. Combine are the good guys.
>Half Life
>Series that's supposed to have disturbing enemies
>Cut them because they're too scary
>???
valve playtesters are not human
>its ok to cut everything cool because its babbys first VR game
>"I was very respectful in not trying to push it too far, because I didn't want to lose a certain segment of people who might not have been able to continue."
waaaah motion sickness
waaaah game too scary
normalfags ruin everything they touch
It's virtually real
if you'd ever played with VR you'd know quick that your brain disagrees with you on that