This was a fun one to make due to the interactions made possible in VR.
I tried the additional camera smoothing options to make it look even better but, alas, it was just too disorienting. Made me sick almost immediately.
Fantastic review, Dark1x! I'm eating up Alyx content way more than the time I've spent playing it, partially because I want to artificially prolong the game. Still haven't run into spoilers somehow, but I think it may be time to go ahead and finish up the game.
I've been a huge proponent of VR since the consumer VR's inception, so much so that I went back to grad school with a high focus on spatial/immersive tech HCI/UX research. This video is a great rundown of VR's unique features that are working to close interesting gaps between the player and game. Although there are still barriers to entry when it comes to the tech right now (cost, early phase technical problems, other implications of early adoption phase), I think the underlying intuitiveness of interactions will begin to considerably expand potential user base demographics. I think VR will (eventually) be the first medium to be considered as both the most hardcore end of the gaming spectrum in regards to interactive complexity, immersion, variety, even competitiveness, but at the same time intuitive enough to be able to execute complex mechanics with little or no experience which will appeal to more casual players as well.
I personally think HL: Alyx is the most significant watershed moment for VR games/software thus far because it harnesses so much of the design ingenuity cultivated by other VR devs over the past half decade or so, and it happens to be a franchise that people care about and love.