Thirith on 5/12/2019 at 10:39
To be honest, all the Boneworks footage always made me suspect that it was a secret Half-Life project, as there were quite a few similarities and some of the design work looked suspiciously like placeholder art (e.g. the enemies).
Thomas Smithe on 10/12/2019 at 19:05
I agree, I believe the Boneworks team also received an early (
https://cognitive3d.com/blog/vr-automotive) VR Vive Index so they could develop the game on it. Only 10 more days until release :D
gunsmoke on 9/1/2020 at 04:13
What is that ship(?) in the final shot? With the wires coming off of it. Philadelphia experiment?
Vicarious on 2/3/2020 at 19:15
[video=youtube_share;LTLotwKpLgk]https://youtu.be/LTLotwKpLgk[/video]
[video=youtube_share;nFjtVmka54E]https://youtu.be/nFjtVmka54E[/video]
[video=youtube_share;Qspam8ftpIc]https://youtu.be/Qspam8ftpIc[/video]
EvaUnit02 on 3/3/2020 at 01:41
[video=youtube;30v1UWkMBlU]https://www.youtube.com/watch?v=30v1UWkMBlU[/video]
EDIT: The guy on the radio sounds like Rhys Darby. You can't escape that annoying motherfucker. I'm not saying this as kiwi experiencing culture cringe either, he's an unfunny annoyance who plays himself in everything.
henke on 3/3/2020 at 17:54
Oh how very on-brand of you to be wrong about EVERYTHING including the wonderful Rhys Darby.
I mean...
[video=youtube;42jH3QzsfNg]https://www.youtube.com/watch?v=42jH3QzsfNg[/video]
right? RIGHT?
anyway HL:Alyx looks good.
ZylonBane on 3/3/2020 at 19:16
I eagerly anticipate the inevitable immediately-C&D'd port of Alyx without the mandatory VR bits to the current Half-Life 2 engine as an unauthorized mod.
Thirith on 4/3/2020 at 08:42
I haven't watched more than half a minute of the videos, since I don't want to spoil things too much for myself, but recent games - I'm thinking especially of Boneworks, which I've played, and The Walking Dead: Sinners & Saints, which I've watched some videos of (thanks, henke!) - have offered more physical interactions with enemies than what we're used to in regular first-person shooters. In Boneworks, I can for instance use whatever objects there are to keep an enemy at a distance: I could hold a baseball bat in one hand and use it to push an enemy against a wall while holding a gun in the other and shooting him, or I could grab a guy's head from behind, drag him to a locker and slam the locker door on his head repeatedly, or I can catch a I-can't-believe-it's-not-a-headcrab jumping at me by one of its spindly legs, hold it at a distance so it can't get to me and drag it to a nearby ledge and throw it off.
Because of the way your entire body is involved and the experience is less abstracted (pressing a key vs. holding something that's flailing at you, dragging it around and beating it with a plank of wood or similar), this feels very different. Or take climbing: while it's far from perfect, in Boneworks you climb by holding on to something, pulling yourself up, grabbing another ledge and pulling yourself towards it. You don't have to deal with your actual weight, inertia etc., but it's still much more immediate than holding the key that allows you to jump and mantle, and it's more systemic.
While that kind of thing can be replicated outside VR to some extent, it'll most likely be contextual and limited rather than fully systemic. I'm thinking (and hoping) that Alyx will offer that kind of more physical interaction with the world and enemies. If that is the case, something like Alyx can be replicated in Source, but there will still be considerable differences in the actual experience.