Review: Half-Life: Alyx
Given the deserved rapturous reception that Alyx received, I'm going to start my review with the negatives
Negatives:
So, the game is great, and these are going to be nitpicks. But they're worth raising:
Positives:
(+)
Given the deserved rapturous reception that Alyx received, I'm going to start my review with the negatives
Negatives:
So, the game is great, and these are going to be nitpicks. But they're worth raising:
- Characters don't turn to face you:
This shocked me for some reason. A few of the NPC moments in tight locations, where there's no room to manoeuvre and change the angle, were outright wonderful. But the fact that protagonists wouldn't react to your position in wider spaces was a surprising missed beat & immersion-breaker.
- At points it just settles into being a rote shooter:
The innovative twisting and layering of game mechanics didn't happen with quite the same cadence of the HL2 series. Half of the innovation is purely the conversion of old tropes to VR itself. Satisfying as they are, this leads to a few levels dipping down towards being glorified wave shooters. And at times during that process, as you wait out the '3 second suppressing fire' pattern that you now know intimately, those game mechanics did feel like they'd dipped below marvellous.
- An innovation for classic gaming, not for VR gaming:
For VR vets, with a few years under their belt, there's a laundry list of things that Alyx could have added, but didn't. And it's obvious why they didn't. This is the ultimate glossy 'killer app' attempt, an onboarding for VR that doesn't want to push up to the hard edge of what's possible, in case it triggers nausea in some adopters. Aspects like the 'transition over ledge' & 'teleport to top of ladder if you miss a rung' mechanics, although slickly done, are obvious stabilisers on an otherwise free-wheeling experience. And lord it would have been so great to have stuff like:
- Verticality: The ability to clamber up parts of the locations, dangle perilously, peer through discovered gaps to scout danger, get surprised and fire one-handed while doing it. All of that would have brought the spaces further alive, added to the 'action puzzle' aspect, and given it an extra kinetic kick.
- Melee: I can see why it might have been a horror step too far. The ability to grab headcrabs out of the air shows how much this stuff can add though. Being able to baseball bat them would have been even greater
Positives:
- Attention to detail:
The quality touches are everywhere. Feeding a ceiling limpet a picture and being showered by a jumble of broken frame and other pieces. Walking under a limpet and having it snatch the hat off your head. Playing a piano, or wheeling a bike around just because you fancy it. The physics system, interactions, and general art quality control are lush and pretty replete.
- Excellent visuals:
Thanks to their use of adaptive pixel density this is the most absurdly good-looking game I've played to date. Genuine 'I am absolutely in this grounded alien-invaded wonderland' absorption at points. At its best, this raised the stakes to epic levels.
- Just the right amount of horror:
I'm not the biggest gore or horror fiend, but they did a great job of reaching into the bag of horror tricks at the right moment and scaling the challenges. There is a moment, where you have to collect your torch, but you really, really, really don't want to, which is a great example of this. And the way the headcrabs go from being genuine terrors, to basically puppy dogs compared to the other horrors, speaks to it too.
- A HL:A wave shooter level can still be good:
It was still good to escape a claustrophobic section and get back into open areas to duke it out with the Combine. The heavies are, unfortunately, as dumb as rocks, and embarrassingly easy to kite. But it's still possible to get mobbed, cornered, and into trouble as events progress. Hunkering down behind obstacles, blind-firing around corners, picking shots between gaps, weathering suppressing fire, scurrying to new locations. All of this works well ultimately, and the weapon upgrades, although slim, are all fun to deploy. The fact that one particular enemy needs to be tracked down amongst the melee gives you a reason to keep on the move that just about keeps the right tactical tension.
- Jeff!:
He deserves his own mention. And yet I can't say much for fear of spoilers. It felt like the most HL2-ish of the stages at that point, in the sense that it flipped some established behaviours around. There was only one real new game mechanic introduced, and it's pretty minor, but it was more about some existing mechanics being brought to the fore. I've seen almost every element done in other VR games, but have never felt quite so reliant on the ability to move objects with fine-grained levels of force...
- Those final levels:
They just took the lid off with the last few levels, culminating into a great final passage. Almost art-house notes in there, narrowing down into an absurd wish-fulfillment scenario with a great novel mechanism and setting. All tumbling cinematically towards the final conclusion, which if it perhaps stretched credulity a touch, still felt ultimately believable and fitting for the game. Worth staying past the credits...
(+)
__________________
Virtual Reality chatter on a movie site? Got endless amounts of it here. Reviews over here
Virtual Reality chatter on a movie site? Got endless amounts of it here. Reviews over here
Last edited by Golgot; 05-28-20 at 10:01 PM.