2 ms·
Not exactly recent but they definitely delivered in VR. The SteamVR demo (a collection of minigames/experiences) is awesome, and so is Half-Life Alyx. Half-Lif
by GuB-42 2y ago
Not exactly recent but they definitely delivered in VR. The SteamVR demo (a collection of minigames/experiences) is awesome, and so is Half-Life Alyx.
Half-Life Alyx actually took me by surprise. As in: "What? Valve still makes games?". And while it is the Half-Life franchise, it is different enough to stand on its own.
- MisterTea 2y agoIs VR a big market? I used a few of the early devices and was impressed but not moved to invest in it (before Alyx was announced I had regular access to a private Vive setup in a dedicated room.) Two friends bought Oculus but lost interest after a while. They haven't touched them in over a year and one friend has kids who don't care about it at all. Gamer people I know either don't care about it or like me think it's cool but not compelled to invest in. They lack compelling titles. For me to play Alyx, I'd have to invest hundreds of dollars on hardware in addition to buying the game. I can play hl2 right now on my existing PC. Maybe I'm not enough of a hardcore gamer to like DOTA or MOBA style games. I loved TF2 but you can only play for so long. I would like to see Valve come up with some fresh new imaginative IP that isn't something decades old. Half life was a ground breaking game and to this day I will fire it up and play through about once a year after I get the urge. On a rail was my favorite part. I feel dread when I get to Zen because I know the end of the game is near.
- scheeseman486 2y agoTo play Alyx costs $299 if you were to buy a Quest 3S. Even less (~$200) if you were to buy a used Quest 2, which for PCVR isn't that much different in terms of overall experience. The barrier to entry is extremely low. Hundreds of dollars sure, but only just, barely hundreds. But PCVR isn't really why people buy these things (which they do, Quest headsets cumulatively have sold ~30 million units) it's a value-add, most engagement is with Meta's store. The reason why this engagement isn't noticed by you is because the demographic showing the fastest uptake for VR is kids and teens, while you, I and everyone else posting here is old as fuck.