Half-Life: Alyx, the NoVR mod destroys everything that makes the charm of the game

Half Life: Alyx has made people happy, but also envious. Some players still currently find it unacceptable to have to buy a headset VR to benefit from the prestigious experience of Valve. If mods have been developed in this sense (to be able to play them on a flat screen), they remained quite average and difficult to implement. Here is a new mod easy to set up allows you to browse, from beginning to end, on PC and without headphones, the title of Valve (spoiler in the video) :

Here is what there team GB_2at the origin of this exploitsaid :

This is our biggest update and we have no intention of slowing down. The game can now be played from start to finish, with full implementation of Gravity Gloves and weapon upgrades. Bugs may still be present, but reloading the save will fix them. Also, only 9 out of 42 Steam achievements can’t be obtained at the moment.

The team does not want to stop there since it has already tackled the many mods that is here :

  • Levitation (Campaign Mod, 7 Maps + Intro) – Good compatibility, plays like the main campaign;
  • Extra-Ordinary Value (Campaign Mod, 4 Maps) – Good compatibility, plays like the main campaign;
  • Belomorskaya Station (1 card) – Correct compatibility, you cannot hold the flare and the gun at the same time;

  • Overcharge (1 card) – Acceptable compatibility.

You will have seen it on the video, interactions have become poor as can bemost of the time being limited to pressing a button to trigger actions. It feels more like driving an automaton than being part of the adventure. This is what our colleagues from Mixed-News have also stated:

With a mouse and keyboard, on the other hand, the enchanting exploration degenerates into a banal “walking simulator”. Childlike wonder at Alyx’s powerful and detailed gravity gloves? None of that here.

Instead, I start almost every interaction with the E key. Open doors? E ! Pick up explosive barrels? E ! Use a care station? E ! Throwing the barrel into an enemy’s greedy maw is again as easy as a mouse click.

The careful advance between the creeps and the explosions that I remembered is now only a simple succession of stations. Even the shootouts are far too easy, almost like a haunted house for children, with the occasional harmless obstacle.

Of course, the design of the enemies and their behaviors (much slower than on flat screen) were designed for virtual reality. Manual reloading, aiming mechanisms, being impressed by the sound or graphic environment of the game or its elements, all this goes by the wayside in this conversion!

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The game is certainly playable, but does not offer its full potential, as the Demeo game had demonstrated in its time. Worse still, it seems that some parts of the game are missingespecially those offering puzzles specifically taking into account the movements of the hands, the head and the body.

Project leader of Half Life: AlyxRobin Walker said this when the game was released:

There are a number of people on the team who are concerned about this. Personally, that doesn’t bother me at all. The reason is quite simple: the game wouldn’t be very fun in the standard version. It will clearly show people why we chose to do this in VR. It will be a very neat way to see all the stuff we got for the VR move. If people are playing [à une version modifiée sur un écran standard] and say it’s just as good, that will teach me a lot. I’ll realize I’m wrong and we didn’t get as much as we thought, and I like knowing I’m wrong.

If the statement agrees with our impressions, this transposition VR to Flat still has some advantages : it allows some people with disabilities to indulge in it, while people sensitive to motion sickness can also take advantage of it, the same for less fortunate players and/or refractory players. motion gaming.

However, in some cases this can be problematic. If the games VR all become transposable into flatthis risks reinforcing the belief that a helmet VR is neither more nor less than an accessory. It also risks reinforcing the idea that games VR are shallower than their counterparts flats and that the purchase of a helmet VR is unnecessary. You will have understood it, the VR has nothing to gain from it and only players who cannot do otherwise will benefit from it.

Sacrilege for some, opportunity for others, still many will agree that the reverse process (flat to VR) remains infinitely more interestingbecause always bringing this “little more” instead of this “much less”.

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