Valve announces a new Half Life game, Half-Life: Alyx, for VR

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It's not April Fools. Valve has indeed announced a new Half-Life game, though it isn't the Half-Life 3 you've all been waiting for. Teased simply as Half-Life: Alyx, it'll be a virtual reality game, and a flagship title for SteamVR and the Valve Index. We'll know more when Valve reveals more information this Thursday.

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diggeloid

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I'm so fucken hyped. This is what I've been waiting for for the past ~3-4 years. I have to go replay the HL games now.

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Holy shit :O

I was sure they were going to can it like HL3, L4D3. I guess Epic is actually a threat to them, seeing they're actually making games again.

Who's the G-man?

Valve has released a new game every year since 1999, except for 2002, 2015, and 2017. Those last two were likely due to them working on secret VR stuff (like this), and if this game comes out in 2019 then it'll be the first time they've released two games in a single year.
 

Axmand

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Let the hype begins...

IMO chronologically speaking the game sure will be set between Half-Life and Half-Life 2, also im sure some people will not like the fact that is a VR game...
 

StrayGuitarist

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sell your xbox/playstation/nintendo and build a minimum specs pc.

I got my Xbox One as a Christmas gift from my stepdad, not to mention that it's the Forza one, so it has sentimental value to me.

And I'd honestly rather not sell my Switch and lose the ability to play all of the games I have for it all just to play a single VR game.
 
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royvedas

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It'll probably be an overpriced short "experience". Of course a female protagonist, because of diversity, SJWs and stuff.
Oh well, It will be interesting to see if it is any good.
 

comput3rus3r

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I got my Xbox One as a Christmas gift from my stepdad, not to mention that it's the Forza one, so it has sentimental value to me.

And I'd honestly rather not sell my Switch and lose the ability to play all of the games I have for it all just to play a single VR game.
You're right. I take that back. I normally don't recommend selling your old systems. Get a part time job and save up. all you really need is about 1,000 dollars. 600 for the pc 400 for the rift s.
 
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comput3rus3r

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Black Mensa Complete Beta has been released on December 7th 2019 on steam!
https://steamcommunity.com/games/362890/announcements/detail/1724246478625804044



Added Interloper C, Interloper C1, Interloper D, Nihilath boss battle, Endgame
-Changed grenade aim point to be center screen for easier aiming
-Fixed sprint animation playing while swimming
-Fixed shotgun misfire after reloading
-Fixed RPG unguided mode in Earth levels
-Fixed having to press “shift” after each level load with “Always Run” enabled

-Tons of small changes and fixes to the “Xen chapter”
-Fixed Nihilanth intro model
-Fixed most area portals rendering black
-Fixed leaf sounds, and ability of certain objects to fall through them
-Fixed cave long jump in Xen B to be more forgiving
-Fixed houndeye path kill brush in Xen B1
-Key lit bullsquids on bullsquid path
-Minor improvements to art and guidance at end of Xen B1
-Fixed missing sun lens flare in Xen C
-Fixed missing sun lens flare in Xen C1
-Fixed players being able to skip puzzle in Xen C1
-Fixed third plug puzzle so that short cord can not be used in long cords place

-Tons of small changes and fixes to the “Gonarch’s Lair” chapter
-Fixed some lids not blowing off in Gonarch A
-Fixed crashes when player jumps on physics objects (like the rock columns in Gonarch)
-Fixed hard transition from Gonarch A to Gonarch B
-Improved player guidance
-Added red lights to all fumers to better highlight them
-Added “gate” on second ledge before crystal cave so that player can not back track, and soft lock the game
-Increased frame rate in crystal cave
-Improved fire trap
-Put explosive barrels next to each crystal in water cave to better explain gameplay element
-Removed fire from Gonarch final fight
-Lowered Gonarch green fire damage and screen shake

-Tons of small changes and fixes to the already released Interloper maps
-Remove first tentacle that could easily block player path
-Fixed model darkening at start of Interloper A
-Improved player guidance
-Removed phys objects that were on player path
-Small art fixes
-Made long jump path clearer and easier at end of Interloper A
-FIXED CRASH IN INTERLOPER A!
-Better key lighting for player path in Interloper A1
-Fixed most of the water seams in Interloper A1
-Minor art and bug fixes in Interloper B
-Better player guidance in Interloper B
-Fixed players skipping mechanic intro and breaking area portals at start of Interloper B1
-Improved player guidance in Interloper B1
-Minor art and collision fixes to B2
-Interloper B2 no longer fades to black at the end of the level ;)


Overall Difficulty. We suspect some parts might be too hard or too easy. We’ll be watching play throughs and taking feedback to find these issues and fix them.

Performance. We have improved performance across the game, and targeted specific areas to increase the frame rate on all machines. Even with these fixes, there are still some areas we want to improve. For now, don't be afraid to lower your settings if you are getting low frames.

Factory Breaks. We are guessing players will be able to find creative ways to break the factory maps. We don’t expect any of them to be full blockers, but we are anxious to see what players can do to these complex setups, and how we can mitigate issues.
 
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