

Half-Life: Alyx is slated for a March 2020 release on Steam. “And the process was really, ‘What can we do with these controllers and the HMD?’ As we explored that idea, it just drove us into a place where the idea became essentially VR, rather than just kind of superficially VR.” “You end up watering down the VR experience, to do both at the same time,” added David Speyrer. All of that is carried out in an intuitive way in virtual reality, Casali noted.

“It was easy to not think about the big picture - ‘We’re making Half-Life 3!’ - and just focus on what people enjoy and make forward progress,” Walker added.Ĭasali said that in order to bring Half-Life: Alyx to the PC as a flat-screen game, “we would have to map an entire section of the keyboard, dedicated just to interacting with doors.” He went on describe action in which a player may partially open a door, peek through it, shut it before it fully opens, or stick a weapon through the crack and fire it, or even drop a grenade and slam the door shut. By starting with VR and trying to think about Half-Life and how it worked with it, and play-testing those things, you’re immediately in a space where we have something we understand well - Half-Life’s core gameplay - and a new platform with new prospects with new possibilities, and we can do that translation, and we can watch people play it. “To some extent, VR was a way we could fool ourselves into believing we had a way to do this. “Back in 2016 when we started this, Half-Life 3 was a terrifyingly daunting prospect,” Walker admitted. Clues point to Half-Life: Alyx being more than than just a prequel
