‘Vertigo 2’ Review – One of PC’s Greatest VR Games Since ‘Half-Life: Alyx’

The long-awaited sequel to Vertigo is here, bringing with it another dose of its distinctly Half-Life-esque flair and patently strange yet captivating universe. Does Vertigo 2 outdo the original? No need to leave you in suspense since you already read the headline. Quick answer: Yes. For the long answer, read on.

Vertigo 2 Details:

Available On: SteamVR
Release Date: March 31st, 2023
Price: $30
Developer: Zach Tsiakalis-Brown
Publisher: Zulubo Productions
Reviewed On: Quest 2 via PC Link

Gameplay

Like the first in the series, you’re again tasked with linearly fighting your way home through a robot and alien-infested science facility, however the sequel puts a host of new worlds and lifeforms between you and your version of Earth. You really don’t need to play the original Vertigo though to get lost in the weird and expansive narrative of Vertigo 2, although I would suggest it—if only for natural access to the narrative and about four more hours of blasting.

Even if you played Vertigo Remastered in 2020 like me though, you may still have absolutely no idea what the hell is going on in the sequel. The franchise’s brand of absurdist sci-fi kitch gets a new layer of narrative density this time around, one that may be too thick and convoluted for most. Whether you choose to engage with it or not really doesn’t change the fact that the underlying game is undoubtedly a triumph over the original, and many other such VR shooters to boot.

I wouldn’t hesitate to call it PC VR’s best game of 2023 so far, which is doubly impressive since it was basically made by a single person, Zach Tsiakalis-Brown. Seriously, for the magnitude of the experience, Vertigo 2’s credit screen is the shortest I’ve ever seen.

Courtesy Zulubo Productions

Granted, we don’t factor in a team’s size or budget—only the end product—but it bears mentioning just the same that this game, which is so solid and clever, was built by a very (very) small team without the sort of AAA budget we’ve seen squandered on experiences half this good.

While paying tribute to some of gaming’s greats, Vertigo 2 is a VR native through and through. Its 14 collectible weapons feature unique reload mechanics, all of which were designed with VR users in mind. The user-friendly emphasis on weapons means you won’t be faffing with doing real world actions like racking gun slides or manipulating charge handles, which are better suited for realistic combat sims with a much slower pace of gameplay. It’s not long until you find out a room of weirdos will magically zap into existence, hell-bent on setting you back to the last save point; realism simply isn’t a concern here.

Reloading typically requires you to eject a spent magazine (or pod of some sort) with a controller button press, grab a fresh magazine from your left hip holster, and insert the magazine into the mag well. Usually, you’ll only have three such magazines immediately at your disposal, as automatically regenerating ammo takes time. There’s a little counter where a magazine should be.

This means that although you’ll find yourself sticking to a number of more effective weapons along your adventure, both large-scale fights and boss battles will have you relying on weaker guns like your starter pistol as you wait for your favorites to become operational. Additionally, auto-recharging ammo means you won’t need to constantly hoover up loot around the level, save the odd health syringe or bomb you’ll find stashed around periodically.

Developing the muscle memory to rapidly reload, shoot, and change to a new weapon takes time, which can definitely add in a measure of unforeseen difficulty in a fire fight. Still, the wheel-style gun inventory system is accessible enough to eventually let you build that skill and put it to good use as the mixture and number of baddies increases.

Thankfully, you can upgrade a number of guns in your arsenal, which somewhat like Half-Life: Alyx is only accessible in one-off synthesizer points that you encounter on your one-way trip through the game’s 18 chapters.

It’s a tried-and-true method of forcing you to explore levels completely, because modding stations might be underwater, in a cave passageway that leads to nowhere, or hidden behind a bunch of filing cabinets. It’s not a terribly deep upgrade system, but it’s enough to keep those starter guns relevant as you progress through the arsenal of bigger and badder weapons.

Like the first in the series, Vertigo 2 is all about big and wild boss fights, of which there are 10 new encounters. I won’t spoil any of them for you, although they’re mostly what you’d expect, i.e. bespoke battles in medium-size arenas that require you to use the environment and your most powerful weapons to your advantage. Although pretty standard fare, bosses were both distinct and varied enough to keep your interest, and have attack patterns that you’ll have to decrypt, likely after a death or two.

Courtesy Zulubo Productions

Vertigo however goes a step further by tossing in a very wide assortment of baddies that mix and match as you traverse the multiverse. What’s more, you’ll need to intimately acquant yourself with all of their weak points as you head for the game’s end, as you’ll encounter a miasma of all of the multiverse’s baddies all at once.

One thing Vertigo 2 lacks is a wide set of puzzles. The quality of the ones there is good, although I really wish there were more. Still, it’s more about shooting, bosses, enemy vairety, and a weird story, and that’s fine by me.

The game’s lengthy and frankly astoundingly varied campaign took me around 10 hours to complete on the normal difficulty, although you could spend longer exploring every nook and cranny for weapon upgrades and easter eggs, or with a higher difficulty so enemies are more difficult to defeat.

Immersion

The game’s infectious cartoon style is back on display, this time offering up much more fine-tuned environments that are massive in size and variability. While humanoid character models are a little stiff (and maybe overly avatar-y), enemy models and animations are all really well done, which accounts for 99 percent of your encounters anyway.

Courtesy Zulubo Productions

Outside of its excellent, sweeping musical score, one of my favorite bits about Vertigo 2 is the constant change in player expectations.

Once you think you know what the deal is with Vertigo 2, you’ll find an alien trying to rent you a boat, or a war between robots where you have to choose sides, and an interdimensional space opera that gets thicc. Level design slowly becomes equally unpredictable, as you’ll be whisked away at any moment to a new world, a new mission, and ultimately a new revelation about why you’re stuck in such an odd universe. It’s all stupid wacky, and I love it.

You may find yourself challenged with having to ostensibly sweep out a five-floor facility looking for a single puzzle piece, but have the mission completely changed halfway through. In another instance, you scurry up to what must be another boss battle, only to find the thing eaten by something much larger and terrifying. And it does it all without ever breaking the fourth wall. Your mission might be straight forward, or it might be completely derailed at any moment.

Meanwhile, Vertigo 2 unabashedly pays tribute to the Half-Life series, and many others in the process. You’ll find VR-ified health regen stations throughout most of the science-y levels mixed in with mobile versions of the wall-mounted syringes—definitely Half-Life inspired. Stick it in your arm, juice up, and keep going. You’ll immediately attune yourself to its audible beep too.

That said, character voiceovers range from professional to mediocre, which means you’ll probably need the subtitles on at all times so you don’t miss a word. Unfortunately, I found this out after the first cutscene which definitely required subtitles to be anywhere near understandable, since it’s between an alien with a thick Spanish accent and another one with its own Yoda-esque idiolect.

As a side note, the game also includes a number of recording options for when you want to capture in-game video, including a third-person view and smoothed first-person view for a more polished and stabile capture. Basically, all VR games should have those options considering how useful they are to recording in-game footage and screenshots. There’s even a smartphone that is basically just hotkeyed to Steam’s F12 screengrab function, making in-game shots in VR so much easier. Here’s my Insta-friendly selfie, starter pistol in hand.

Image captured by Road to VR

Comfort

Vertigo 2 is a big and varied place, and it includes a number of things you should look out for if you’re sensitive to VR-induced motion sickness. Seasoned VR users and people not adversely affected by artificial locomotion shouldn’t have a problem playing through some of the most challenging bits from a comfort standpoint, as there are periodic bits of forced movement that may or may not jibe with your comfort level.

You’ll be forced to spring through the air on jumping pads, go on fast-moving vehicles that aren’t controlled by the player character, and strafe around at a near constant whilst shooting, which introduces lateral movement that some might feel uncomfortable with.

The game does however make full use of a hybrid locomotion system, which includes smooth locomotion and teleportation presented as viable movement options during gameplay. Provided you don’t want to use teleportation, users can also toggle a jump button in the menu settings, although this is not advisable if you’re at all sensitive.

Vertigo 2′ Comfort Settings – April 5th, 2023

Turning
Artificial turning
Snap-turn ✔
Quick-turn ✖
Smooth-turn ✔
Movement
Artificial movement
Teleport-move ✔
Dash-move ✖
Smooth-move ✔
Blinders ✔
Head-based ✔
Controller-based ✔
Swappable movement hand ✖
Posture
Standing mode ✔
Seated mode ✔
Artificial crouch ✔
Real crouch ✔
Accessibility
Subtitles Yes
Languages English
Dialogue audio Yes
Languages English
Adjustable difficulty ✔
Two hands required ✔
Real crouch required ✖
Hearing required ✖
Adjustable player height ✔

This ‘Half-Life: Alyx’ Mod Brings a Slice of Valve-level Action

Besides making one of the most influential VR games to date, Valve also made sure Half-Life: Alyx was just as moddable as its other iconic titles. And thankfully there’s no shortage of talented modders out there who have built extended campaigns and new levels for the PC VR shooter.

One such HLA modder is Nate ‘Polygrove’ Grove, an Environment Artist and Designer at game publisher Annapurna Interactive, which is known for titles such as Outer Wilds, Stray, and What Remains of Edith Finch.

Last Friday Grove released their first solo HLA mod project, called ‘Re-Education’, something the environment artist calls a “medium-length campaign (30 minutes to an hour) featuring standard Half-Life Alyx style gameplay with a focus on slower pacing and environmental storytelling.”

You can check out the trailer below:

In Re-Education, the idea is to scavenge, explore, and make the dangerous journey while en route to a safehouse on the outskirts of City 17. There, Alyx finds her commandeered train has been halted by a Combine barricade.

“She must make her way through a long-abandoned school to access the switch that unblocks the tracks, but the task may prove more difficult than expected,” the DLC’s description reads.

The free DLC can be downloaded though Steam Workshops, which of course means you’ll need the base game to play.

This isn’t Grove’s first HLA mod either. You may also recognize the developer’s ‘Polygrove’ handle from the credits in the Half-Life: Incursion mod as well, which included the talents of Maarten Frooninckx (Hammer scripting), Ross Joseph Gardner (script writing), and Joey Bracken (voice over).

There’s a host of great content to explore outside of Re-Education and Incursion too, with one of our top picks being the Half-Life: Alyx ‘Levitation’ mod, which brings around 3-4 hours of Combine-ganking fun in an unofficial chapter that you’d swear is direct from Valve.

Former Half-Life Writer Says Cancelled Borealis Game Was Developed ‘Too Early’ For VR

Former Half-Life writer Marc Laidlaw revealed why Valve cancelled the Borealis VR game in a new interview.

This isn’t the first time we’ve heard about Valve’s pre-Half-Life: Alyx plans in VR. Geoff Keighley’s Half-Life: Alyx – Final Hours detailed how Laidlaw looked into a new Half-Life VR game in 2015, codenamed Borealis. Named after the Aperture Science Research ship, Laidlaw’s outline would have seen players exploring the vessel as it travelled through time, showing events like the Seven Hour War. However, according to the former Valve employee in a new Rock Paper Shotgun interview, this idea came too soon:

It was too early to be building anything in VR. When people are struggling with the basic tools they need to rough out a concept, it’s hard to convey any sort of vision, and it all evaporated pretty quickly.

Continuing on, Laidlaw says Borealis would have tied together Half-Life and Portal but claims this wasn’t his idea. Stating “I didn’t want it to go there at all,” Laidlaw says he had to react “as gracefully as I could to the fact that it was going there without me” and elaborates on the consequences such a crossover would bring.

I felt like doing this made both universes smaller, but from a franchise branding perspective, that’s a good thing. I eventually did come up with a scenario in which we could connect Aperture and Black Mesa, and we had Borealis lying around from the earliest days of Half-Life 2, so I thought maybe we’d end up with some cool lore and backstory in the long run.

This isn’t the only interesting news to emerge from this interview. Regarding Half-Life’s future storyline, he calls his plan during Borealis’ development “vague and diffuse” before addressing the now infamous ‘Epistle 3,’ which detailed one potential storyline for the cancelled Half-Life 2: Episode Three. Claiming it was “deranged” and he had “nobody to talk me out of it,” Laidlaw evidently regrets releasing it and offers an explanation:

Eventually my mind would have calmed and I’d have come out the other side a lot less embarrassed. I think it caused trouble for my friends [at Valve], and made their lives harder. It also created the impression that if there had been an Episode 3, it would have been anything like my outline, whereas in fact all the real story development can only happen in the crucible of developing the game. So what people got wasn’t Episode 3 at all.

We’ll never see what Borealis could have offered, but if you’re after more Half-Life, the upcoming Episode 1 VR mod arrives on March 17 for free to all existing owners.

Half-Life: Alyx Levitation – Here’s 7+ Minutes Of Impressive Mod Gameplay

Half-Life: Alyx’s upcoming fan campaign, Levitation, continues to look hugely promising in this new gameplay video.

Over seven minutes of footage from the mod from developers FMPONE and Corey Laddo debuted at the PC Gamer Show this weekend.

Half-Life: Alyx Levitation Gameplay

The footage shows newly-designed environments that allow for more of Alyx’s seminal gameplay. So expect the same enemy types and encounters but with fresh angles. Towards the end of the demo, things move outside in a hugely impressive construction yard sequence that has some callbacks to some of the climactic moments of the main game.

Levitation was first announced in April, promising a four to five hour campaign that will release in Q3 of this year as a free mod for people that own the original game. In the experience you’ll pick up with a new story that sees Alyx investigating a mysterious levitating structure. Whilst not an official expansion by any means, it looks to be proof that Alyx modders are really getting to grips with Valve’s set of tools.

Need more Alyx mods? You’ll want to check out Return To Rapture, a fantastic two-part campaign that combines the world of Half-Life with the BioShock universe. There’s also Gunman Contracts, which turns the game into a John Wick-style shooter. And also be sure to check out our list of the best Alyx mods.

No specific release date for this mod just yet, but we’ll let you know as soon as we do. Are you going to check out Half-Life: Alyx Levitation when it releases? Let us know in the comments below!

Two Years On, Half-Life: Alyx’s Modding Community Is Stronger Than Ever

From gangsters to Rapture, Half-Life Alyx has a thriving modding community.

Looking to learn more, we spoke to the developers behind the Levitation and Gunman Contracts mods, talking about the wider scene.

We’ve witnessed some stunning creativity in modding communities over the years. Sometimes it’s just minor tweaks, giving games some quality-of-life improvements. Perhaps you wanted more songs in Beat Saber, a game that thrives on this support. Or maybe, someone’s created a VR mod for your recent favorite flatscreen games, like Resident Evil Village and Cyberpunk 2077. There’s some incredible scope here but whatever your choice, one thing remains consistent. These community endeavors are a labor of love. Half-Life: Alyx’s mod scene is no different.

Two years since launching, Alyx remains one of VR’s finest games. It’s seen a few post-launch updates like developer commentary and smooth turning, but considering nothing’s happened since November 2020, Valve’s almost certainly done with its own significant post-launch updates. It’s a blessing, then, that they patched in Steam Workshop support, which currently houses nearly 1,300 individual mods. From minor cosmetics to full-on campaigns, that’s given Alyx a second life beyond Valve’s original designs, and that’s not stopping anytime soon.

Wanting to learn more, I reached out to two of the scene’s more prominent developers. First is Corey “CoreyLaddo” Balsom who’s working alongside FMPONE on the upcoming Levitation mod. Second is Arne “ANB_Seth” Burkert, developer for the Gunman Contracts mod, which turns Half-Life Alyx into a mobster shooter. Discussing the state of Half-Life: Alyx’s modding community, their own projects, and more, what I discovered proved enlightening. 

Asking how they got into Half-Life, both developers tell a similar tale. Balsom advised Half-Life 2 “was the first game I truly remember playing on my dad’s PC back in 2004” and he’s been a huge series fan ever since. Buying a Valve Index after Alyx’s announcement, he calls it “one of the greatest gaming experiences I’ve ever had,” explaining he’s looking forward to Valve’s next steps. With Burkert, he explained that the original Half-Life “holds a special place in my heart.” Though he didn’t connect with its story, the technical side was inspirational, telling me “HL1 had me creating maps in Hammer back-to-back for years as a teenager.” When Alyx landed, Burkert thought it was “just a perfect and visually beautiful VR experience” that inspired him, though story views didn’t change. 

Moving onto their own projects, I enquired about how these got off the ground. Balsom explained that two years ago, FMPone contacted him and pitched Levitation’s narrative, informing me that “at the time it was fairly simple; just Alyx infiltrating a Combine structure in search of destroying dangerous technology.” Since then, they’ve significantly fleshed out this premise, stating they’re hoping to match “Valve’s bar of quality as best we can when it comes to seamless narrative sequences and dialogue” and that he’s “proud of what we’ve been able to achieve with the tools.” 

Gunman Contracts 1

As for Levitation’s recent trailer, he advised the ”overwhelmingly positive response” was “staggering,” sharing how he “can’t wait for people to get their hands on it.” Telling me they wanted to build off Alyx’s ambiguous ending, he confirmed Levitation’s story is very self-contained narratively, explaining that as a fanmade project, they didn’t want to “rewrite already established lore.” Following up, he advised “having the character of the G-Man at our disposal allows us to come up with ways around that to better fit the Half-Life universe.”

With Gunman Contracts, Burkert explained VR games have often lacked the “action feel” he’s hoping to find, which includes Alyx. So, he wanted to “create an action VR experience “for me”, something I really wanted to play ever since I first played VR games, but couldn’t find anywhere.” Telling me how Alyx “came close on the technical side of things,” that led him to feel like he could create this himself. After checking out the development tools, work slowly begun on Chapter 1

Burkert then detailed his experiences with those modding tools, calling them “well made, yet restrictive at times,” explaining this didn’t allow for original in-game content modifications. While he enjoyed working within those limits and pushing what’s already there, Burkert explains “I would have enjoyed a bit more freedom/ways to alter the game itself, especially regarding enemies.” Questioning how he handled gameplay changes, I’m then told Gunman Contracts “is packed with dirty workarounds left and right,” calling them a nightmare during development and that they’re “sure to weigh in on performance.”

Balsom had similar tool complaints, telling me it’s been a struggle at times “due to its fussy nature and systems.” As such, I’m told he couldn’t have pulled off some of the planned content “if not for some extremely helpful members of the Source 2 modding community,” As a project animator, he confirms his time is mostly spent within Source Filmmaker, exporting animations used for the map editor, Hammer. Telling me “It absolutely took some getting used to,” Balsom explained how it becomes stressful when “things just don’t work out and the solution isn’t there.” Unlike Gunman Contracts, you won’t find any big gameplay changes here, I’m told it builds off the core Alyx gameplay with some “new level design twists.” He does tease “a lot of exciting moments in store” for players though.

Moving ahead, I questioned where they see the modding scene heading. Balsom tells me ”we’ve already seen some impressive projects within the Half-Life: Alyx modding scene,” naming Gunman Contracts, Alyx Bond: Runway, and Return to Rapture as specific examples, alongside future projects like Anti-Citizen. Explaining that “I expect we’ll see some really outstanding work from modders in the future as the engine is broken down more in the years to come,” Balsom hopes this community will thrive and gain further recognition. 

With Burkert, he tells me Gunman Contracts Chapter 3 is currently planned, explaining “it will also feature a complete different setting, this time taking the unknown gunman to a big mansion.” Teasing that it “might be inspired by a very special mansion in gaming history” – also explaining it may feature a “fitting secondary play mode” – I’m told he’s looking to test the waters for creating a full standalone Gunman Contracts project. Only problem is, Source 2 can’t be licenced for standalone games, so he’s testing out projects on Unity instead. Unsurprisingly, I’m told it’s “still very early to say more than that” but Burkert’s clearly driven in creating their own game, citing how the “experience, awesome reactions and feedback of Gunman Contracts” gave this thought room to grow. 

Regarding the modding community’s future, Burkert had high praise, expressing how “the Alyx community is amazing, great talent, very helpful all around, [and it’s] simply a blast to work with them.” Believing we’ll continue seeing great content in the future, his main concern regards the Source 2 licencing, saying creators will need to switch to other engines since these can’t be officially “owned” or monetised.  Telling me Valve’s developed  “a perfect base for modern VR games,” this could always change but right now, Burkert believe this is a “missed opportunity,” one that could help push the VR community further. 

I’d like to thank Corey Balsom and Arne Burkert for speaking with me for this future. It’s clear that between their work on Gunman Contracts and Levitation, both have a strong passion for the community and, in Arne’s own words, there’s “even better content” to come yet. Valve’s previously called Alyx “our return to this world, not the end of it” and as my crystal ball’s in for repairs, it’s hard to predict what they’ve got planned. We don’t even know if the next Half-Life will be in VR. Whatever happens, modders are keeping Alyx alive and there’s a strong future ahead.

Levitation: Alyx Mod With 4-5 Hour Campaign Looks Amazing

An upcoming Half-Life: Alyx mod looks absolutely stunning in a new trailer, promising an engaging and spectacular short campaign set in the Alyx universe.

The mod, titled Half-Life: Alyx – Levitation, will be released in Q3 of this year on Steam Workshop, available for free for those who own the base game. According to the developer, the mod campaign will be roughly 4 to 5 hours in length.

As you can see in the trailer embedded above, the production quality looks absolutely fantastic. There’s appearances from Russell and G-Man, with new (or perhaps just reworked) voice lines, and the story will center around a levitating building in Sector X that two of Alyx’s friends go to investigate.

In terms of gameplay, it seems like a continuation of similar stuff found in Alyx’s main campaign — a mixture of action, exploration and shooting, with hopefully some puzzles chucked in for good measure too.

Half-Life: Alyx released in early 2020 and since then we’ve seen some incredible mods available through Steam Workshop. One of the most prominent ones is the Alyx Bioshock VR mod, Return to Rapture, which is spread over two parts, the most recent of which released last month. Other mods such as Gunman Contracts overhaul Alyx into something completely new — in this case, a mobster shooter.

You can view our list of the best Alyx mods as of last October here. It’s been a while since we hopped onto Steam Workshop, so keep an eye out for an update with more Alyx mods added to the list in the coming weeks.

Half-Life 2 VR Mod Resurfaces With New Gameplay, Details

The now somewhat mythical Half-Life 2 VR mod, HL2VR, has resurfaced again, this time with fresh gameplay.

There’s been multiple attempts to bring Valve’s classic shooter to VR with a full mod over the past few years. We first wrote about it back in 2017 (and I wrote about earlier versions at a different publication 9 years ago now) but, time after time, promising outlooks end up turning into vaporware. In 2021, though, popular VR modder DrBeef was confirmed to be joining the project alongside fholger. Last week, the latter shared updates on their progress, including new gameplay footage seen below.

Half-Life 2 VR Mod Returns

The gameplay is taken from an early segment of the shooter, and shows full motion control support and expanded features like long-distance grabbing, crowbar attacks with physical movement, and even weapon reloading manual input.

In a lengthy Reddit post, fholger — who is currently the sole developer on the project with DrBeef on leave — explained that large parts of the project’s past work had since been erased, meaning the developers have had to start from scratch in many areas.

“The problem, though, was that every single one of those components was broken and left unfinished,” the developer said of past builds. “The input bindings for the controllers were created in the days of the OG Vive and were basically unusable on something like the Index controllers. The hand models were bulky, completely flat and unanimated and placed at a weird spot slightly in front of the controllers. They were also coupled to a partial player body without any IK that behaved weirdly and often got in the way of the camera. Not a single weapon was actually functioning.”

The issues go beyond that, with fholger pointing to the Source engine’s archaic framework and having to lose some parts of the project that had already been built. “On the upside, we will now probably be able to release the source code for HL2VR at some point in the future,” they said. Currently, the start of the game up until the airboat sequence is playable and, in the developer’s words, enjoyable but still with plenty of issues to fix. The next milestone will be to get the full game working in VR with major elements like the vehicle sections performing comfortably.

“I am not going to promise any particular timeline for this (real life would interfere, anyway), but I will try to update you on our progress semi-regularly,” the developer said. “Please do not expect a perfect VR experience for this initial release – flat-to-VR ports will always have some jank remaining, and we will still be focussing on the most critical aspects to get the game playable.”

Half-Life: Alyx Fan Campaign Brings Nova Prospekt To VR

Yet another interesting fan campaign for Half-Life: Alyx is now available to play.

This time it’s Monomyth from developer Fabian Pachler. This campaign is still set in the world of Half-Life, bringing players to the Combine facility of Nova Prospekt first seen in Half-Life 2, but you won’t be playing as Alyx. Instead, you’ll be a new character that sneaks through the facility with the help of a radio operator. The game has its own dialogue, as you can hear in the trailer below.

New Half-Life: Alyx Fan Campaign Released

Pachler says the mod will take about an hour to run through and should be played on hard difficulty. It uses assets from the Half-Life 2 Remade Assets team and even some custom Combine designs. For fans of Half-Life 2 it’ll definitely be worth paying a visit to the haunted halls of Nova Prospekt in VR.

Monomyth is just one in a string of notable fan campaigns for Alyx of late. Last week we revealed the release date of the highly-anticipated second part of the BioShock VR mod, Return to Rapture, and there’s been a lot of positive buzz about the Gunman Contracts series that turns the game into a John Wick-style shooter. Mods like this keep us coming back to Alyx while we wait to see if Valve has any intentions to deliver another VR game. Currently, it’s a little busy with the launch of the Steam Deck.

Are you going to be checking out Monomyth? Let us know in the comments below.

Steam Autumn Sale: Alyx Goes 50% Off, Saints & Sinners And More Big Discounts

The Steam Autumn Sale is now live, with substantial discounts on some big VR games.

The Steam Autumn Sale is one of many seasonal sales available at the moment for Black Friday and Cyber Monday, such as Meta offering store or retailer credit for Quest 2 headset purchases and the PSVR software discounts available on the PlayStation Store.

The most notable discount in the Steam sale is Half-Life: Alyx, which is available at half-price for the first time ever. Alyx has regularly been discounted by 40%, but this marks a new record saving since the game launched in March 2020.

Here’s a selection of the Steam Autumn Sale discounts on offer:

– Half-Life: Alyx for $29.99 (down 50% from $59.99)

– Boneworks for $23.99 (down 20% from $29.99)

– The Walking Dead: Saints & Sinners for $21.99 (down 45% from $39.99)

– Star Wars Squadrons for $14.79 (down 63% from $39.99)

– Pavlov VR for $14.99 (down 40% from $24.99)

– The Room VR: A Dark Matter for $19.49 (down 35% from $29.99)

– Walkabout Mini Golf for $11.99 (down 20% from $14.99)

– Eleven Table Tennis for $9.99 (down 50% from $19.99)

– Ragnarock for $16.24 (down 35% from $24.99)

– Eye of the Temple for $17.99 (down 10% from $19.99)

– Vermillion for $15.99 (down 20% from $19.99)

The Elder Scrolls V: Skyrim VR for $19.79 (down 67% from $59.99)

– Superhot VR for $14.99 (down 40% from $24.99)

– Into the Radius VR for $20.99 (down 30% from $29.99)

– Phasmophobia for $12.59 (down 10% from $13.99)

– No Man’s Sky for $29.99 (down 50% from $59.99)

– Five Nights At Freddy’s: Help Wanted for $23.99 (down 20% from $29.99)

– Medal of Honor: Above and Beyond for $31.99 (down 20% from $39.99)

Trover Saves The Universe for $10.49 (down 65% from $29,99)

– Myst for $26.99 (down 10% from $29.99)

– I Expect You To Die 2 for $19.99 (down 20% from $24.99)

You can view the full list of VR titles discounted as part of the Autumn sale here.

What will you be picking up in this year’s Steam Autumn Sale? Let us know in the comments below.

Half-Life: Alyx’s BioShock Mod Gets Huge Part 2 Trailer

The newly-named Patient 8 Games (formerly Section 8), has just released a new trailer for the next installment in its fan-made BioShock campaign mod for Half-Life: Alyx.

Named Return to Rapture, the first part of the mod (which you can download here) brought some of Bioshock’s iconic locations and assets to VR, complete with the first levels of its story-driven campaign. Check out the trailer for the new part below.

Half-Life: Alyx’s BioShock Mod Part 2 Trailer

The footage showcases a range of updates that the team’s Wim Buytaert previously explained to us earlier this year. That includes full weapon models from the original BioShock, interactive assets and even character models like for the Little Sisters. Though the game still retains a lot of Alyx’s core gameplay, Patient 8 has gone to great lengths to transform as much of it as possible into something that’s authentic to BioShock.

Overall, this installment will feature over 3,000 assets from the original BioShock and the developers have also noted that Big Daddies and other characters will now be full-on enemies.

We can’t wait to see how the full thing shapes up. Currently there’s no final date for the release of the mod but did tell us Wim Buytaert that the team is aiming for late October, with the chance that spills into November. You can check out a list of other great Alyx mods right here.

Are you going to be returning to Rapture when this mod releases? Let us know in the comments below!