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HLA hardly had a story, having absolutely 0 melee was pretty brutal for a $60 *Triple A* title. It was a VR standard by then to have at least some sort of melee, sure the physics were good for FLOATING HANDS, yuck.
Are you saying no one had issues with HLA at launch? Because thats simply not true.
Most people bought HLA for the mod support as well, and the mods have kept that game going. The same will happen here.
HLA did not have broken controller code for an entire major HMD (Index in this case).
Regarding the mods. Yes the HL:A mods are great. However the game itself did not need to lean on them AT ALL.
We can argue about our opinions regarding the story all day long. I thought it was a fine addition to the HL universe, it added depth to it and was presented via talent effort into a beautiful journey. If you prefer Bone Labs story, great good for you.
Humor me and just search on google "half life alyx controller not working on launch day" and tell me there wasn't controller issues. Please, try and lie to me.
HLA absolutely needed the mods. You think people would have been okay with an 6-8 hour campaign for $60? Seriously?
People had issues with controllers. I get that. But an entire HMD user base? No.
HL:A workshop was released 5 months after game release (to many peoples annoyance), yet it still sold an estimated million copies (VR game...) by May. It did not need mods at all. They came late and were more than welcomed, but not needed at launch.
It's not the entire user base, btw. I have seen plenty of posts here saying their HMD controllers work fine.
Yeah, the Half Life name will sell when they release a game. VR or not. No one is disputing that. But why do you think people were annoyed mods took so long? As you said they were annoyed because they beat the 6-8 campaign and had nothing left to do with their $60 purchase. (Many of which probably bought the $1000 index for.) It would have been better with mod support on launch no? Of course.
All this a moot point though, because you and many others that are complaining will come running back to this game as soon as a popular mod drops and then praise this game. Guaranteed.
There is no argument that it would have been preferred to have been released with mod support. It just didn't need it.
Regarding people actually able to grip on their Index's. Maybe. Either way it's a sad state of affairs the number of issues people are having specifically with the Index (a $1000 as you mentioned) HMD.
Play-testing was not thorough it seems. Too bad.
as far as running back for the big booba mods... lol maybe... maybe.
The MP5 / Pistols feel so jank. The fullsized guns work perfect (aside from shotguns being hard to aim down sights without raising my controllers super high). It's just the smaller guns that feel off. Using two hands on pistols make them move unpredictably, an issue I never had with bone works.
I'm not hating on the quest, i'm thrilled that SLZ managed to push out something so great for both PC and Quest. Bigger audience means VR is continuing to solidify itself in mainstream gaming. Just saying that it's likely a reason this game didn't get as much polish as the last one, because they had to design with both PC and Quest in mind.
Edit: I think i found why it's at least partially janky. Whenever i'm moving and come to a stop, my gun suddenly points to the left or right. Never did that in boneworks. Likely will be patched but it makes running and gunning with the smaller guns a bit annoying. The IK just freaks out while strafing and i literally see it moving my pistol to the sides and downward if I do that. Things are fine if you're standing still
That minecart made me feel sick for the first time in a long time.
So you are okay spending $60 for 6-8 hours of content? Cool.