![]() In front of an array of screens, I saw a radio. When I finally snapped out of it, I made my way up the staircase beside me, only to find more incredible details to distract my progress. The details of the balcony I was standing on immediately caught my attention, and I spent the first minute or two, slack-jawed, just taking in the sights. The first thing you see as the game begins is the towering Citadel standing tall over what appears to be a European neighborhood. The attention to detail here is absolutely staggering. I never felt like I was standing in a living world in a VR game before entering Half-Life: Alyx. Virtual reality games have always been immersive, believable experiences, but this is on a new level entirely. ![]() The moment the game loaded, I was taken aback by the level of detail in Half-Life: Alyx. (Image credit: Tom's Hardware) Welcome to City17 Blink locomotion felt fast and helped you get away from enemies much quicker. ![]() I felt like I was moving through the world at a laggard pace. I wanted to enjoy continuous locomotion, but I found that the movement is a little bit too slow. For a game that has 15 hours or storyline, it might be best to settle into your favourite chair before diving deep into the story. However, the seated position allowed me to play for a much longer session. I found that the best configuration for doing short benchmarks was a standing setup with Blink enabled. No matter your preferred movement method in VR games, Valve’s got your back. You can play the game in seated, standing or room-scale configurations, and each one supports blink (teleport that can rotate), shift (teleport with no rotation), continuous (standard thumbstick movement) and continuous hand, which uses the thumbstick to accelerate and your hand position for direction. In addition to supporting a wide range of controller inputs, Half-Life: Alyx also supports a variety of locomotion methods. We were told the launch-day build of the game includes Cosmos controller profiles. Half-Life: Alyx also supports the HTC Vive Cosmos controllers, but support for those controllers was not ready in time for us to test them to learn the button mapping. On these controllers, the grip button brings up the pause menu-the trigger button doubles as the grab button in this configuration. ![]() HTC’s Vive controllers don’t include as many buttons, so Valve had to improvise somewhat. ![]() Thumbstick for movement, Y button (in the same place as the left B on Index controllers) and the grip button for grabbing. To pick up objects, you must squeeze the grip.īoth versions of Oculus Touch controllers have the same button mapping as the Index controllers. For the Index controllers, the trigger button interacts with menus and weapons, the thumbstick is used for movement (more on that later) and the B button brings up the game’s pause menu. The button mapping of each controller type differs slightly, but Valve did its best to stay consistent, despite the dramatic differences in varying controllers’ layouts. The interaction is so natural that I didn’t even realize it was automatic at first. Any time you bring your hand close to a button, your middle, ring and pinky finger will curl in and leave your index finger out to press the button. Interactions, such as pressing the microphone button, are triggered by automatic animations. Even the original Vive controllers work great. However, you don’t lose out on anything practical by going with different controller inputs. Half-Life: Alyx does use some of the hardware features of the Index controllers, such as the capsense capabilities, to help animate your in-game fingers. Nvidia GeForce GTX 1060 / AMD Radeon RX 580 (GB) ![]()
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