Half-Life: Alyx Preloads

Preloads are now underway for Half-Life: Alyx on Steam. paving the way for Monday's launch of the new virtual reality installment in the Half-Life series. This may be useful to more gamers than imagined at first. Despite the fact that it requires a virtual reality headset, PlayTracker reports more than 300,000 gamers have preordered the VR shooter (thanks VideoGamer.com). Here's word:
Valve's return to City 17 is poised to make sales record headlines next week. PlayTracker Insight tracking is showing Half-Life: Alyx has already surpassed 300.000 owners ahead of its launch on Monday, March 23rd.

This already puts the game within striking distance of the biggest Steam releases of 2020 so far like TemTem, Wolcen, Borderlands 3, Metro Exodus, and, amusingly, Black Mesa - Crowbar Collective's re-imagining of the original Half-Life game. Launch sales should propel the game into first place, pending a surprising over-performance by Doom Eternal this weekend.

VR owners account for only 1% of Steam users according to the Steam Hardware Survey, making this sales performance quite an impressive achievement.
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48.
 
Re: Half-Life: Alyx Preloads
Mar 23, 2020, 04:45
48.
Re: Half-Life: Alyx Preloads Mar 23, 2020, 04:45
Mar 23, 2020, 04:45
 
Qvark wrote on Mar 22, 2020, 11:43:
Razumen wrote on Mar 22, 2020, 11:06:
Qvark wrote on Mar 22, 2020, 08:08:
The main stumbling block for VR is the crappy controllers any headset comes with.
They are to me, the main thing that can break VR, as there is no standard and they are always clunky, demanding too much space and really, they don't do anything that a mouse and keyboard can do.

Um, they allow for 1:1 movement in 3D space, a M&K definitely can NOT do that.

And if moving your arms is harder for you than pushing a mouse, I think you have bigger health issues to work on other than "immersion".

Many people can't move their arms about, and this has nothing to do with health. Simply with the space available.

Controllers really don't add much in space apart from you flailing your arms around. So if you want to break away from the abundance of wave-shooters VR is suffering from (for this very reason). controllers quickly become non-essential. You don't move through a room any better with a controller. Far worse even.

If you have room to sit in desk, or on a couch, you have room enough to move your hands.

"Controllers really don't add much in space apart from you flailing your arms around. "

Wow, just... how can you be so wrong? Controllers aren't just about moving, they're about interacting with the VR world around you, they allow interactions that are simply impossible to do with a K&M, especially when combined with a headset.

You know, it's pretty clear most people haven't tried VR, and others have unrealistically high demands before they try it.

It's like refusing to play games when they were first a thing because they weren't lifelike enough-you know where that gets you? Stuck by the wayside while everyone else is enjoying the great new experiences that advances in technology is offering us.
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