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  • Rashav3rak [he/him, any]
    ·
    1 year ago

    It's so good, especially with the Index controllers that have finger tracking. Extending a finger to push a button felt so natural. Catching grenades thrown by enemies and tossing them back was awesome. The stupid little door-hacking puzzles weren't all that much fun, but they made good use of the VR format (hold/spin a ball in one hand and use your other hand to connect points on the ball). Even though most actions can be done by pushing buttons on the controllers, most have more immersive alternatives, especially with the Index controllers. You can pick things up by opening and closing your hand, rather than pulling the controller triggers. When you reload a gun, you eject the clip by pushing a button, but everything else is a natural motion. I never used buttons with the health syringes, I always mimed stabbing myself in the thigh and it always just worked. Alien grenades are primed by squeezing them. Covering your mouth with your hand stops your character from coughing and giving away her position. The whole thing is so polished.

    Which it should be, since Valve developed it as a showcase for the strengths of VR. It bums me out though because I doubt we'll be seeing many more games of that caliber, if any. The first time I played the "Jeff" level might be the most memorable gaming experience of my life. The word "immersion" is thrown around a lot, but I've never felt more like I was starring in a horror movie than when I played that chapter. Not to give Valve too much credit, they're a multi-billion dollar corporation after all, but they seem far less averse to risk and far more willing to take chances on interesting experiments than other companies. I have a hard time imagining who else but them would ever produce something on the level of HL:A.