I've mainly been playing Skyrim VR since getting my first headset, but I finally started this, and I'm up to chapter 5 I think. Just...amazing, and the visuals are so crystal clear on the G2. I feel like part of it is due to the gun itself (the sights), but I also see I'm trash as shooting. 😆 Still fun. It seems like I end up lugging items around in my hands and taking them through the level, as kind of a way to bypass the 2 wrist item limit. It's like how a RPG item hoarder like myself plays VR I guess.
Natural Locomotion works pretty well too. The continuous motion speed is...really slow, but I get it.
Finished the game, loved it, and I already started up a second playthrough on hard difficulty using the HL2 USP pistol off the workshop. I have nothing to compare it to, but things are so crisp on the G2 that you could use the monitors in game to do real life work on.
It's going to be nice knowing the exact order of upgrades I'll want this time...really not a fan of these reflex sights.
Oh, and no spoilers, but the ending pissed me off so much...then something else happened and I was jacked, pumped, and ready for what's next. So good!
I think this game is really good. What I like is the fixation on little interactions in lieu of big dramatic firefights and set pieces (for the most part). Just the act of having to look down and see how many shells you need to load into your gun and how that divides your attention between what's going on around you and the act of properly reloading. How reloading, weapon switching and catching grenades puts you in this flow of decision making where you're trying to play it as a cover shooter and inventory management game (it excels at both of these).
As I played it I felt really incentivized to not upgrade the reload on the shotgun cause I enjoyed that interaction too much and the riskiness of it. It's hard to articulate quite why little actions like catching a grenade in your left hand, dropping your gun and tossing the grenade over to your dominant hand for a more precise throw just feels very different to pressing LB on a gamepad. There's a surprising amount to keep track of even in the most banal of interactions, I just wish tho I didn't have to turn to mods to find a more challenging version of the game.
I played the whole thing on continuous mode, I just felt like the teleport was a bit of a cheat. But I'm lucky in that I haven't found that VR makes me sick for some reason, despite this being my first VR game. I even tried that Boneworks thing and it was fine, the game which got me closest to feeling a bit weird is Skyrim cause it really doesn't feel like they bothered to update the movement much for VR.
edit someone posted this in the VR thread, but I also really disliked the jeff chapter.
Just reminded me of the stealth sequences in TLOU1 where you throw bricks at clickers, it was really boring and sometimes the tracking would mess up and glass would immediately smash in my hands
I do think the slower pace, and the way they did encounters works great for what this game is. I absolutely would want way more combat and more "epic" encounters if this was a mainline game.
Just finished it.
Yeah, that's pretty darn fantastic.
I actually believed they had Gordon in there, that there was gonna be some time yoke. Love all that they did there, although Eli and the Gman needs expanding. I'm almost more excited about what Alyx could be hired for than Gordon + Eli off to kick Combine butt.
I do like they had their souped up gravity gun moment, it was pretty fun, if anything a bit short lived / under utilized [maybe I'd be saying the opposite if it was longer?]
Didn't love the Strider conclusion, perhaps it would have been cooler to pull it apart, souped up gravity gun style?
But yeah, what a game.
I kinda can't but want the sequel in VR however... >~>
oh my finally got to chapter 4, i guess im playing at a glacial pace. I got stuck for a few minutes with the barnacle puzzle, but thought i was going at a good pace but guess not
Oh man, you guys are hyping me! Earlier today, I had just got the full auto combinegun. I am also impressed with each weapon upgrade in general. They all feel so meaningful. I never get tired of sticking my guns in that machine haha!
But I am. You really sold it, and it is kinda cool, but I can't help but laugh at how dramatic you were being HAHA XD
But by comparison, my gameplay would look a lot less badass. Dropping mags on the floor knocking over objects with my hand -- just very messy and not stylish lol!
But I am. You really sold it, and it is kinda cool, but I can't help but laugh at how dramatic you were being HAHA XD
But by comparison, my gameplay would look a lot less badass. Dropping mags on the floor knocking over objects with my hand -- just very messy and not stylish lol!
Thank you lol. That was me 100% my first time through. I actually did drop the clip in the beginning of this GIF but it's kind of easy to miss. My idea was Alyx comedically freezing when she locked eyes with the Combine before leaping into cover. The clip grabbed off the ground is the same one I dropped.
As others have said, it's the same method Valve used for their footage. Imagine your eyes lagging behind ~1 second whenever you move your head. I spent enough time with this enabled that nothing makes me sick anymore lol
Full in-camera smoothing is a combination of effects applied to all three axes of camera rotation, to create a very cinematic look for your VR camera. This tool is perfect for capturing small moments that you want to look just right — but because it lags the game camera inside your headset, it can be disorienting and is not meant to be used while playing normally. This is the tool we used to capture most of the Half-Life: Alyx gameplay videos we released. While it is uncomfortable to play the game in this mode, it is great for capturing footage that feels like it does when you're playing normally. (Note that this tool is different to Spectator Camera Smoothing, which filters out roll rotation only as a post-processing effect, and has no impact on what you see in the headset.)
This probably sounds dumb, but are you regularly blinking? When I get a bit too immersed I notice that I'm so focused on whats happening that I kind of subconciously forget to blink.
This probably sounds dumb, but are you regularly blinking? When I get a bit too immersed I notice that I'm so focused on whats happening that I kind of subconciously forget to blink.
I googled it earlier and read it could be that. I thought it was dumb at first but thinking about it there could be something in it, I've definitely been immersed enough! I'll play again tomorrow and see.
Yeah I've tried the 2 smaller settings on the quest 2, I'll try setting 3 tomorrow and see if that helps. I've been tinkering with the settings a bit today as there's times the game looks pretty blurry, I've tried changing the resolution and graphics settings but it was still there
This probably sounds dumb, but are you regularly blinking? When I get a bit too immersed I notice that I'm so focused on whats happening that I kind of subconciously forget to blink.
the more and more I play this game, is the more and more I see parallels to Resident evil (the 3rd person games).
Heavy emphasis on inventory management/exploration in linear areas to find useful items (ammo/health, upgrade parts, etc)
"JEFF" is like a certain enemy from the last two recent remakes (RE2/RE3). The footsteps even. Get me? The way you can really do nothing but run as he looks for you.
Emphasis on slower, more tactical movement and weakpoint shooting to disable certain parts of enemy bodies or slow them down (RE4/RE5)
I am really enjoying this game because of this. They may not have meant to do this on purpose, but they basically made another Resident evil game in VR with a valve twist on it hehe XD