Unpacking the VR Design Details of ‘Half-Life: Alyx’ – Inside XR Design

In Inside XR Design we examine specific examples of great VR design. Today we’re looking at the details of Half-Life: Alyx and how they add an immersive layer to the game rarely found elsewhere.

Editor’s Note: Now that we’ve rebooted our Inside XR Design series, we’re re-publishing them for those that missed our older entries.

You can find the complete video below, or continue reading for an adapted text version.

Intro

Now listen, I know you’ve almost certainly heard of Half-Life: Alyx (2020), it’s one of the best VR games made to date. And there’s tons of reasons why it’s so well regarded. It’s got great graphics, fun puzzles, memorable set-pieces, an interesting story… and on and on. We all know this already.

But the scope of Alyx allows the game to go above and beyond what we usually see in VR with some awesome immersive details that really make it shine. Today I want to examine a bunch of those little details—and even if you’re an absolute master of the game, I hope you’ll find at least one thing you didn’t already know about.

Inertia Physics

First is the really smart way that Alyx handles inertia physics. Lots of VR games use inertia to give players the feeling that objects have different weights. This makes moving a small and light object feel totally different than a large and heavy object, but it usually comes with a sacrifice which is making larger objects much more challenging to throw because the player has to account for the inertia sway as they throw the object.

Alyx makes a tiny little tweak to this formula by ignoring the inertia sway only in its throwing calculation. That means if you’re trying to accurately throw a large object, you can just swing your arm and release in a way that feels natural and you’ll get an accurate throw even if you didn’t consider the object’s inertia.

This gives the game the best of both worlds—an inertia system to convey weight but without sacrificing the usability of throwing.

I love this kind of attention to detail because it makes the experience better without players realizing anything is happening.

Sound Design

Note: Make sure to unmute clips in this section

When it comes to sound design, Alyx is really up there not just in terms of quality, but in detail too. One of my absolute favorite details in this game is that almost every object has a completely unique sound when being shaken. And this reads especially well because it’s spatial audio, so you’ll hear it most from the ear that’s closest to the shaken object:

This is something that no flatscreen game needs because only in VR do players have the ability to pick up practically anything in the game.

I can just imagine the sound design team looking at the game’s extensive list of props and realizing they need to come up with what a VHS tape or a… TV sounds like when shaken.

That’s a ton of work for this little detail that most people won’t notice, but it really helps keep players immersed when they pick up, say, a box of matches and hear the exact sound they would expect to hear if they shook it in real life.

Gravity Gloves In-depth

Ok so everyone knows the Gravity Gloves in Alyx are a diegetic way to give players a force pull capability so it’s easier to grab objects at a distance. And practically everyone I’ve talked to agrees they work exceptionally well. They’re not only helpful, but fun and satisfying to use.

But what exactly makes the gravity gloves perhaps the single best force-pull implementation seen in VR to date? Let’s break it down.

In most VR games, force-pull mechanics have two stages:

  1. The first, which we’ll call ‘selection’, is pointing at an object and seeing it highlighted.
  2. The second, which we’ll call ‘confirmation’, is pressing the grab button which pulls the object to your hand.

Half-Life: Alyx adds a third stage to this formula which is the key to why it works so well:

  1. First is ‘selection’, where the object glows so you know what is being targeted.
  2. The second—let’s call it lock-on’—involves pulling the trigger to confirm your selection. Once you do, the selection is locked-on; even if you move your hand now the selection won’t change to any other object.

  3. The final stage, ‘confirmation’, requires not a button press but a pulling gesture to finally initiate the force pull.

Adding that extra lock-on stage to the process significantly improves reliability because it ensures that both the player and the game are on the same page before the object is pulled.

And it should be noted that each of these stages has distinct sounds which make it even clearer to the player what’s being selected so they know that everything is going according to their intentions.

The use of a pulling gesture makes the whole thing more immersive by making it feel like the game world is responding to your physical actions, rather than the press of a button.

There’s also a little bit of magic to the exact speed and trajectory the objects follow, like how the trajectory can shift in real-time to reach the player’s hand. Those parameters are carefully tuned to feel satisfying without feeling like the object just automatically attaches to your hand every time.

This strikes me as something that an animator may even have weighed in on to say, “how do we get that to feel just right?”

Working Wearables

It’s natural for players in VR to try to put a hat on their head when they find one, but did you know that wearing a hat protects you from barnacles? And yes, that’s the official name for those horrible creatures that stick to the ceiling.

But it’s not just hats you can wear. The game is surprisingly good about letting players wear anything that’s even vaguely hat-shaped. Like cones or even pots.

I figure this is something that Valve added after watching more than a few playtesters attempt to wear those objects on their head during development.

Speaking of wearing props, you can also wear gas masks. And the game takes this one step further… the gas masks actually work. One part of the game requires you to hold your hand up to cover you mouth to avoid breathing spores which make you cough and give away your position.

If you wear a gas mask you are equally protected, but you also get the use of both hands which gives the gas mask an advantage over covering your mouth with your hand.

The game never explicitly tells you that the gas mask will also protect you from the spores, it just lets players figure it out on their own—sort of like a functional easter egg.

Spectator View

Next up is a feature that’s easy to forget about unless you’ve spent a lot of time watching other people play Half-Life: Alyx… the game has an optional spectator interface which shows up only on the computer monitor. The interface gives viewers the exact same information that the actual player has while in the game: like, which weapons they have unlocked or equipped and how much health and resin they have. The interface even shows what items are stowed in the player’s ‘hand-pockets’.

And Valve went further than just adding an interface for spectators, they also added built-in camera smoothing, zoom levels, and even a selector to pick which eye the camera will look through.

The last one might seem like a minor detail, but because people are either left or right-eye dominant, being able to choose your dominant eye means the spectator will correctly see what you’re aiming at when you’re aiming down the scope of a gun.

Multi-modal Menu

While we’re looking at the menus here, it’s also worth noting that the game menu is primarily designed for laser pointer interaction, but it also works like a touchscreen.

While this seems maybe trivial today, let’s remember that Alyx was released almost four years ago(!). The foresight to offer both modalities means that no matter if the player’s first instinct is to touch the menu or use the laser, both choices are equally correct.

Guiding Your Eye

All key items in Alyx have subtle lights on them to draw your attention. This is basic game design stuff, but I have to say that Alyx’s approach is much less immersion breaking than many VR games where key objects are highlighted in a glaringly obvious yellow mesh.

For the pistol magazine, the game makes it clear even at a distance how many bullets are in the magazine… in fact, it does this in two different ways.

First, every bullet has a small light on it which lets you see from the side of the magazine roughly how full it is.

And then on the bottom of the magazine there’s a radial indicator that depletes as the ammo runs down.

Because this is all done with light, if the magazine is half full, it will be half as bright—making it easy for players to tell just how ‘valuable’ the magazine is with just a glance, even at a distance. Completely empty magazines emit no light so you don’t mistake them for something useful. Many players learn this affordance quickly, even without thinking much about it.

The takeaway here is that a game’s most commonly used items—the things players will interact with the most—should be the things that are most thoughtfully designed. Players will collect and reload literally hundreds of magazines throughout the game, so spending time to add these subtle details meaningfully improves the entire experience.

Continue on Page 2 »

The post Unpacking the VR Design Details of ‘Half-Life: Alyx’ – Inside XR Design appeared first on Road to VR.

Valve Hires Creator Behind Popular ‘Half-Life: Alyx’ Mod

Like many of Valve’s best titles, Half-Life: Alyx (2020) is a lot more moddable than your average game, which for PC VR headset owners means hundreds of new modes, missions, and mini-games. Now one of the HLA’s most talented modders announced they’ve been snapped up by Valve.

Nate Grove was responsible for two of the best HLA campaign-style mods, Incursion and Re-Education—both of which are uncannily Valve-like in pacing, setting… everything.

Grove says in a tweet that “a HUGE contributing factor to my hire was my work on my Workshop items Re-Education and Incursion. It was a dream for me (and many others) to work at Valve and I think this highlights the importance of supporting integration of community work into any game. It only makes the product (and the industry) stronger.”

While clearly a capable modder of one of the best VR games to date, Grove is no gaming industry neophyte. Now a level designer and artist at Valve, Grove comes to the company from Annapurna Interactive, which is known for publishing award-winning titles such as Outer Wilds, Stray, and What Remains of Edith Finch. Grove also created custom assets for both HLA mods, which is probably par for the course for someone who’s already spent nearly a decade as a professional digital artist and environmental designer.

What does this mean for Valve, VR and everything? It’s too early to speculate, since the company is by nature a black box that only occasionally sneaks possible hints about upcoming headsets in SteamVR updates. In fact, Grove says the announcement above was their “last post here” on X, formerly Twitter.

If it makes you feel better though, you can always comment “Half-Life 3 confirmed” in the comments.

New Half-Life: Alyx No VR Mod Removes The Best Thing About The Game

A new ‘NoVR’ mod from the GB_2 Development Team lets you play through Half-Life: Alyx without a VR headset… if you really want to. 

Following previous attempts at No VR mods for Half-Life: Alyx, GB_2 Development Team’s free mod lets you complete the story without a VR headset. “This is our biggest update yet, and we have no plans of slowing down,” the team announced, after initially launching this mod last month. “The entire game can now be played from start to finish, with the Gravity Gloves fully implemented along with combine fabricators providing weapon upgrades.” However, GB_2 states “bugs may still be present but a save reload will fix that,” and 9 out of 42 Steam Achievements cannot currently be earned.

As you can see in the video below (which contains major spoilers from the end of the campaign), the mod appears to technically work, although the conversion of some VR-specific interactions leaves parts of the game feeling pretty lifeless.

Regular UploadVR visitors don’t need to be told that Half-Life: Alyx is widely considered one of the best VR games of all-time, so news of a No VR mod may seem sacrilege. It cannot be understated how integral VR functionality is for Alyx, and many will understandably argue that removing VR dilutes the game. In our own Half-Life Alyx review back in 2020, we called it “a triumphant return; a stunningly produced, meticulously refined capping off of the past four years of VR learnings.”

Adapting Alyx into a more traditional FPS experience is a tricky ask, as the game is designed around the physicality and presence granted by playing with a headset. The enemy design and attack patterns, for example, were made for the slower pace of combat, manual reloading and aiming mechanics afforded by VR. Taken out of VR with automatic reloading and the precision of mouse aiming, Alyx’s combat would probably be quite boring.

It’s a sentiment shared by some of the development team too. In March 2020, Half-Life: Alyx project lead Robin Walker (via Polygon) said that while feelings varied across the team, he wasn’t personally worried about flatscreen mods:

“There are a set of people on the team that are concerned about that. Personally, I’m not concerned about it at all. The reason is pretty simple: The game just wouldn’t be much fun as a standard release. It will clearly demonstrate to people why we did this in VR … It will be a very crisp way of seeing all the stuff we got for the move into VR. If people play [a modded version on a standard display] and say this is just as good, that will teach me a lot. I will realize I’m wrong, and we didn’t get as much as we thought, and I love to know whenever I’m wrong.”

Beyond NoVR, there’s plenty of Half-Life: Alyx mods worth exploring. Between MonomythReturn To RaptureHalf-Life: Incursion and more, Alyx’s modding community continues adding renewed longevity to Valve’s first-person shooter. To learn more, check out our full interview from last April with CoreyLaddo and ANB_Seth, where we discussed their respective Levitation (also supported in NoVR) and Gunman Contracts mods.

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.

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!

‘Half-Life: Alyx’ Mod to Bring 4-5 Hours of Gameplay in Unofficial ‘Levitation’ Chapter

If you haven’t played Half-Life: Alyx (2020), Valve’s first Half-Life game in a decade which is exclusively available on SteamVR headsets, then you can look forward to not only one of the best VR horror shooters in existence, but soon heaps more action after the credits roll. Now a pair of veteran modders are set to release an unofficial chapter of the game soon, called ‘Levitation’, which promises four to five hours of expertly realized Combine-killing gameplay.

As seen during the PC Gaming Show, Half-Life: Alyx LEVITATION follows the events of the main game, introducing a floating apartment building in ‘Sector X’ of City 17 which is no doubt a Combine plot to do something highly nefarious, G-Man sightings included.

From what we’ve seen, it looks tantalizingly close to being a Valve-produced DLC, replete with custom voice acting and well-planned enemy encounters. Check out the seven-minute gameplay video below to see just how slick Levitation is:

But it’s not a Valve creation, at least not directly. Levitation was created by CS:GO map designer and artist Shawn ‘FMPONE’ Snelling and animator Corey Laddo, who is known for memes created in Valve’s Source 2 Filmmaker. Thanks to Half-Life: Alyx’s Workshop Tools, anyone can go in and make anything from VR Mini-Golf or bowling, to full-blown chapters like Snelling and Laddo have done.

Anyway, here’s how the modders describe Levitation:

“The basic premise involves Alyx receiving a distress signal from two resistance members Maya and Barry about secret Combine technology buried within a section of the Quarantine Zone known as Sector X,” Corey Laddo tells PC Gamer. “With the help of Russell, Alyx dives deep into Combine territory to investigate this threat and search for Maya and Barry. It’s a completely separate Half-Life adventure that uses Alyx’s ending as a springboard for the narrative.”

Half-Life: Alyx LEVITATION is expected to release for free on the Steam Workshop sometime in early Q3 of 2022. As with all mods, you’ll need to own the base game first. If you’re having trouble deciding, check out why we game Half-Life: Alyx a perfect [10/10] in our full review.

The post ‘Half-Life: Alyx’ Mod to Bring 4-5 Hours of Gameplay in Unofficial ‘Levitation’ Chapter appeared first on Road to VR.

‘Half-Life: Alyx’ Mod to Bring 4-5 Hours of Gameplay in Unofficial ‘Levitation’ Chapter

If you haven’t played Half-Life: Alyx (2020), Valve’s first Half-Life game in a decade which is exclusively available on SteamVR headsets, then you can look forward to not only one of the best VR horror shooters in existence, but soon heaps more action after the credits roll. Now a pair of veteran modders are set to release an unofficial chapter of the game soon, called ‘Levitation’, which promises four to five hours of expertly realized Combine-killing gameplay.

As seen during the PC Gaming Show, Half-Life: Alyx LEVITATION follows the events of the main game, introducing a floating apartment building in ‘Sector X’ of City 17 which is no doubt a Combine plot to do something highly nefarious, G-Man sightings included.

From what we’ve seen, it looks tantalizingly close to being a Valve-produced DLC, replete with custom voice acting and well-planned enemy encounters. Check out the seven-minute gameplay video below to see just how slick Levitation is:

But it’s not a Valve creation, at least not directly. Levitation was created by CS:GO map designer and artist Shawn ‘FMPONE’ Snelling and animator Corey Laddo, who is known for memes created in Valve’s Source 2 Filmmaker. Thanks to Half-Life: Alyx’s Workshop Tools, anyone can go in and make anything from VR Mini-Golf or bowling, to full-blown chapters like Snelling and Laddo have done.

Anyway, here’s how the modders describe Levitation:

“The basic premise involves Alyx receiving a distress signal from two resistance members Maya and Barry about secret Combine technology buried within a section of the Quarantine Zone known as Sector X,” Corey Laddo tells PC Gamer. “With the help of Russell, Alyx dives deep into Combine territory to investigate this threat and search for Maya and Barry. It’s a completely separate Half-Life adventure that uses Alyx’s ending as a springboard for the narrative.”

Half-Life: Alyx LEVITATION is expected to release for free on the Steam Workshop sometime in early Q3 of 2022. As with all mods, you’ll need to own the base game first. If you’re having trouble deciding, check out why we game Half-Life: Alyx a perfect [10/10] in our full review.

The post ‘Half-Life: Alyx’ Mod to Bring 4-5 Hours of Gameplay in Unofficial ‘Levitation’ Chapter appeared first on Road to VR.

Brand New Half-Life Alyx: Levitation Trailer Appears on the PC Gaming Show

During the week that’s definitely not E3 there have been a number of companies sticking to tradition, hosting events with lots of new videogames to announce. Amongst them was the PC Gaming Show yesterday which just so happened to have a tasty virtual reality (VR) update, a brand new gameplay trailer for Half-Life: Alyx mod Levitation.

Half-Life: Alyx - Levitation

The work of modders FMPONE and Corey Laddo – and a few others behind the scenes – Levitation has been gaining plenty of attention ever since it was unveiled earlier this year. While we’d all love an official update from Valve, thanks to the Steam Workshop Half-Life: Alyx is highly moddable with dozens of excellent community additions, and Levitation is gearing up to be one of the best.

Half-Life Alyx: Levitation is going to be a 4-5 hour adventure in City17, set in an area called Sector X which houses a mysterious floating building. G-Man is set to make a return alongside your mate and inventive engineer Russell. Even with the new trailer, little else has been revealed regarding the narrative. At least it’ll serve as a nice (unofficial) side-mission for fans eager for more Half-Life in VR.

From the looks of the gameplay trailer Half-Life Alyx: Levitation is going to be heavily action-oriented, once again pitting Alyx against Combine soldiers and the ever-reliable headcrabs.

Half-Life: Alyx - Levitation

Two years after its release Half-Life: Alyx is still regarded as the pinnacle of VR gaming, offering just the right mix of action, immersive interaction and puzzling that the franchise is known for. “A stunningly rich experience from start to finish, Half-Life: Alyx is one of the best VR titles available, a perfect showcase for what VR gaming is capable of,” gmw3 said in its review.

Currently, Half-Life Alyx: Levitation is expected to arrive later this year. While you’re waiting other Half-Life: Alyx mods include Return to Rapture, a two-episode addition set within the Bioshock universe. Or how about VR mods for non-VR titles? Elden Ring, Cyberpunk 2077, Quake 3 Arena, Resident Evil 2 and 3, and more have all been given the unofficial VR mod treatment.

For continued updates, keep reading gmw3.

What gmw3 has Been Playing: April 2022

What a busy month April has been, with stacks of exciting news across the XR and Web3 industries. This means taking time out and putting our feet up is pivotal to keeping us fresh and alert, and what better way to do that than with some of the latest videogames across console, PC, VR and AR – we cover all bases here at gmw3.

Ghostwire: Tokyo
Ghostwire: Tokyo. Image credit: Bethesda

Dan

Ghostwire: Tokyo

I couldn’t leave this version of Tokyo. There was something so appealing about trawling a rain-soaked version of Tokyo haunted by yokai around every corner. By hour 35, when I neared the end of my playthrough, I’d collected everything I could, bought all the fancy clothing items and unlocked the best of all abilities. I was soaring above rooftops, absorbing spirits, fighting monstrous nightmare fuel and taking in the sights of neon-drenched Shibuya.

The main story, I could take it or leave it, but the characterisation of Tokyo stole me away from life. Everything from the little convenience stores to the iconic torii gates brought the city to life, despite the disappearance of all humans. Hell, I was happy dashing around talking to random cats and petting the dogs, all while KK, the spirit who took over my body at the start of the game, became less of a smartass and more personable.

While I could bleat on for hundreds of words about the cityscape, I won’t. However, I will give a nod to the gorgeous lighting system which brought my 4K display to life. Sparking magic fizzed and popped in hues of green and blue; the explosive red bolts felt delightfully effervescent as they tore holes in the faceless yokai. Some of my favourite moments happened in set pieces within the buildings, which were often locked off until a mission brought you in. Here, the game took on a wickedly dark and horrific tone, making me feel on edge more than once.

Ghostwire: Tokyo is the perfect game for fans of Japanese culture, with that edge of Video Nakata darkness.

Kirby and the Forgotten Land

In perhaps the sharpest turnaround, my other main game for April was about a pink puffball who gobbles up other living creatures and takes on their abilities. Not too dissimilar to a yokai in some ways, I guess.

I always felt that Kirby should have the success of Mario, the platforming may not be as inventive or thrilling, but the variety of styles which Kirby can use to get through adventures are great fun. With the latest iteration, Kirby can now upgrade those abilities, making them more powerful or more versatile for the individual levels. For example, the bomb ability starts by simply throwing them, the first upgrade gives them wheels and the home in on enemies, while the last version chains them together for larger blasts.

The world in which you play is stunning in places – makes me glad I upgraded to an OLED Switch a few months back. The colours are sumptuous and eye-popping, the enemies range from cute critters to hulking dangers. As with every Nintendo property, it’s clear to see the love poured in from every angle; there are silly mini-games to play in the hub world, along with other distractions, such as collecting gachapon capsules which contain delightful models of the sprites from the game.

While it’s no Mario Odyssey, Kirby and the Forgotten Land offers so much content along with genuine grin-inducing moments from mouthful mode. Car Kirby is just as fun as you think it would be. I’ve not quite finished my time with the game, but I’ll miss it once I’m done. I think we all need a cute pink puffball in our lives nowadays.

Resident Evil 4 - The Mercenaries

Peter

Resident Evil 4 – The Mercenaries

I’ve always loved the Resident Evil franchise and still have my original Nintendo GameCube copies, so when Resident Evil 4 came to Meta Quest 2 last year I eagerly dived right in. But the release missed one big component, the horde-like The Mercenaries mode. I spent countless hours in the first one and now I’ve spent even more in the virtual reality (VR) version.

This time though it’s definitely better and seemingly even more hectic and stressful. Running around trying to find those hourglasses whilst removing Ganados’ heads from their shoulders whilst perfecting a path through each level to maximise points is ridiculously addictive. There’s no horror or scares involved – unless of them popped into my peripheral vision – just pure action.

And then there are the new, VR-specific challenges to unlock bonuses like Big Head Mode. It’s the sort of fast-paced, instantly accessible content Resident Evil 4 VR needed when I didn’t fancy stepping into the main campaign again. It means I get to enjoy Resident Evil 4 all over again and that’s no bad thing.

Tunic

The only problem though – and it’s not really a problem – is that after reading my colleague Will’s entry last month I downloaded Tunic because I’m also a big Legend of Zelda fan so Resi 4 took a hit. Having not read any other reviews regarding Tunic I’ve been very pleasantly surprised by this lovely little game. It’s full of heart and has no time or interest in providing an easy route to the finish.

Things like having to find the manual – which is mainly in a strange runic language – really made me want to dig deep into the game whilst the tough boss fights we’re certainly challenging. I love the isometric level design and the fact that even in an area I think I’ve thoroughly explored a new shortcut will suddenly appear. 

I’ve not completed it yet, I’m slowly savouring each moment (read: stuck on a boss).

Half-Life: Alyx

Half-Life: Alyx, on the other hand, was more of a side treat. I reviewed the game back in 2020 and just like everyone else, loved it. Why play it again now with so many other games available? Well, this job does have its perks and Varjo sent me its high-end, $2000 USD Varjo Aero headset to play with for the month.

If you’ve not read my Varjo Aero review then here’s the gist, the visuals on the thing are incredible but there was some peripheral distortion. So Varjo fixed the issue with a new update and I tested it again with Half-Life: Alyx. Wow, think I spent the first ten minutes looking at the detail on the Gravity Glove, easily picking out the textures on each intricate part, it looked glorious. 

Stepping back into Half-Life: Alyx after so long reminded me again why Valve is integral to VR.

Half-Life: Alyx

Will

LEGO Star Wars: The Skywalker Saga

The best thing about being the parent of a baby is being able to justify game purchases based on them being played at some future point by your kid (OK, one of the best things). Enter LEGO Star Wars: The Skywalker Saga. If you’re a long-term veteran of the series, you’ve probably played LEGO game adaptations of most of these films before, but this is not a cynical rebundling of old games. Instead, The Skywalker Saga makes a reasonably successful attempt at reinventing the well-worn LEGO game formula, successfully cramming all nine films into a single game by combining shorter levels with massive hub worlds full of collectables.

It all makes for a fun, Star Wars-themed collectathon, and fans of the films will definitely appreciate the many references to and details from the series. The Skywalker Saga is also, weirdly, often quite beautiful to look at. Perhaps taking cues from The Lego Movie, which wore its inspiration of stop-motion animated lego fan films on its sleeve, in cutscenes I swear you can sometimes see the faint thumbprints and grime characteristic of real-world lego pieces. It gives the game an enjoyable toybox atmosphere that pairs well with its silly retelling of the Star Wars story.

Resident Evil 4 VR

In VR, meanwhile, I was dragged back into Resident Evil 4 following a recent update (though I’m yet to try out the new mode). Being a scaredy-cat, it’s an experience I’m only able to play in relatively small chunks, but as soon as a zombie’s head satisfyingly explodes into chunks before me, I’m glad I made the effort to boot it back up.  

Where the game really shines is as an exercise in nostalgia, allowing you to revisit a bonafide classic from a new perspective. In that sense, it has a lot in common with real-world attractions built around letting attendees visit the worlds of fictional IPs, the Harry Potter Warner Bros. Studio Tour or Super Nintendo World being prime examples.

Here’s hoping that more game studios realise the potential of properly porting older games into VR and spare me the hassle of flying to Japan!

Pikmin Bloom

Coral

Pikmin Bloom

Spring has finally sprung, but this isn’t just any spring season — it’s the first where it looks like our lives are finally no longer dictated by lockdowns, mandates and other restrictions associated with the COVID-19 pandemic. So while I feel like Pikmin Bloom would have been a godsend during days when my only option was to walk outside, my life has nonetheless become way more eventful once again — making this the perfect time to get into an AR game that will reward me for, well… moving around much more.

Pikmin Bloom, which was launched last year in October, follows a similar framework to Pokemon Go — players are encouraged to go outside and explore their surroundings, where they can collect seedlings and create a squad of Pikmin — endearing little half-plant, half-animal creatures that were first popularised in 2001’s Gamecube classic. As you continue to walk alongside the different types of Pikmin you interact with and collect Nectar from the fruits they gather, you’ll leave AR-powered trails of flowers behind you.

As was the case with Pokemon GO, it’s hard not to love the idea of bringing nostalgic critters into your world — a concept I think we all would have adored if it’d only been around when we were kids. As I look forward to spending the rest of this year travelling (finally!) and visiting more parks and trails across the course of London, Europe and Canada, it’ll be fun to see which Pikmin I can pluck and take with me on my adventures.