Half-Life: Alyx

Half-Life: Alyx

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Doowah Nov 21, 2019 @ 10:21am
Very Disappointed in Art Direction
Knowing whom VALVe is composed of for its Artist(s) and the direction this franchise has come to. I expected much MORE. Potentially groundbreaking head scan quality photo-realism.

2003's GMan introduction blew us out of the water then. Now, it appears Valve's Art department of senior veteran artists have niched themselves with Stylized artwork from TF2 and DOTA2 for so long. They can't produce a single believable G-man for this long-awaited announcement.

Sorry to many other talented character guys. But I expected much more from your skillset's to set the benchmark this time around. The art is solid for stylized touches. But, ugh, I really had high hopes to have something to look forward to as much as former Crytek's visual upgrades for competition. Seems like Epic now holds the cards for believable character creation.

The environments while appearing improved renditions of the BSP hammer assets utilizing actual mesh assets. I can't help but feel how awful the lighting appears to have been blown out across the board.

In conclusion to these thoughts of frustration. I am sure the experience will be enjoyable. But I have to say. "Visually" I am incredibly disappointed in the Art department. Certainly feels put together in haste.
Last edited by Doowah; Nov 21, 2019 @ 10:23am
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Arndell Nov 21, 2019 @ 10:30am 
I understand what you mean exactly, but i don't think it's for the reasons you say.

Simplest answer is that it's VR only, it needs to render not only 2x the resolution, it needs to do it at a very slight offset so it's not even a copied information, it's got the resource intensiveness of running a game twice.

On top of needing to maintain as steady FPS as possible to reduce VR negative side effects.


It's undeniably inferior looking for sure, but it's far more likely it's due to VR and not some failure of an art department, as VR games go, this looks rather amazing.
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Date Posted: Nov 21, 2019 @ 10:21am
Posts: 1