I feel like the feeling where a better game hurts a worse game is more prevalent in vr. Like for example in half life alyx i picked up a plastic crate filled with like 25 heavy pool balls and i was amazed that they were not spazzing out everywhere and they actually stayed in the crate when i picked it up and moved it and it was amazing how well the physics are and how you could feel the added weight of the pool balls. Now when i play other games like blade and sorcery if you put a ton of objects inside of a bucket they either clip through or fly out when you move, and kinda the same thing with bonelab but its better than B&S. Also Pavlov has hurt guns in all the other games too, like when i play into the radius or any other game with guns the guns feel really bad even though when i was playing those games before pavlov they felt good. And in Pavlov when i try to hit someone with a melee object it feels really bad because it clips through them and then when i kills the enemy they just ragdoll to the floor because my weapon went straight through them but still did damage. Its like ive been spoiled by B&S and bonelab with their melee combat that all other melee combat feels bad.
Pretty sure b&s just fully released and pavlov has no need for those type of physics it would just make the game run worse for somthinh that doesn't rly matter
i put a bunch of grenades in a bucket in half life alyx and they all constantly spazzed out and fell. its all bc they focused on more objects as containers than others, so things like the plastic crates dont have anything bugging out while buckets and cardboard boxes constantly have shit clip through them.
The physics of the lone echo series are pretty incredible. Firing your wrist thrusters, grabbing an object and launching yourself to another area is surprisingly enjoyable.
Agreed, just started it up again after years and upgrading the PC massively. They added some extra rooms to explore, Olivia has a lot of nuanced reactions to hand signals and having alls those extra objects objects that don't really do anything but float around and can be interacted with does add a lot to the vibe. You do accept those robot arms as your own after a while and if you play for hours your actual arms feel weird and foreign. HL Alyx in comparison feels very half assed in the physics department in comparison, but I get why they did it that way and you can play it sitting down just as good.
I find that good physics makes a big difference to how immersed I feel in a vr world. When I play a game with no physics and my hands just ghost through solid objects, it’s always really disappointing.
Not really an immersive sim, but the weapon and ammo management, aswell as the backpack system in Into The Radius are really satisfying to use. An RE-like game could also work really well, due to how slow the gameplay normally is in RE games.
@@Theehannle the AI is woefully under equipped for an ImSIM, I'm also incredibly disappointed with how bonelab just feels like a massive downgrade mechanically with the player controller and the level size, sometimes hardware limitations create better games, that was not the case with bonelabs
I agree with everything you said in this video. The physics interactions afforded by VR can enhance every aspect of a game, but they introduce a lot of potential for glitches and jank. It makes sense that melee combat would be most susceptible to that, but hopefully a developer really nails it soon. And yeah that last point about Source 2 is a big one, and could be applied to the VR games space as a whole. Considering how almost all VR devs are small teams with small budgets, it would be such a huge benefit if it became the norm for companies to share their VR tech or sell it for a reasonable price. If a new team could just pay the developers of Hellsplit Arena for example, to use the gameplay and physics systems of that game, they could focus their entire development on creating content and building a bigger, more ambitious game. If we want bigger, more polished, more substantial VR games, developers are going to have to stop reinventing the wheel every time, and start making deals with established games to buy their gameplay and physics systems like middleware.
S&Box its a sandbox game that uses source 2, Garry (the creator) say that its using source 2 so people can use this engine, i dont remember if it has Vr support but if not it will have in the future.
think a large part of that is the fact that there is no melee combat. also not having arms probably helps with this too. Half Life Alyx pretty much limited itself to the physics interaction that do work and it did them really well. it avoided all the pitfalls of janky melee combat or arms spazzing out.
@@zwenkwiel816 This. I dont understandy why people constantly say that Boneworks did everything better, even though it has ALOT of jank in it. Alyx barely has any jank, which makes it the fewer VR interactions feel alot more immersive. That said: there are VR interaction systems these days, that allow good melee combat and simulate weight of the weapons. Saints and Sinners 1 used that and showed how well it can work in games.
Every since my uncle game me a prototype oculus rift, I fell in love with virtual reality, it’s even more ground breaking as a game developer. I genuinely feel like this is the new future for gaming
I hope someone makes a VR physics puzzle game where you use a magic wand with spells that manipulate objects to solve puzzles. For example freely moving and rotating objects from a distance and attaching them to other objects to build structures and contraptions, reverse an object's movement in time, and rise straight up through low ceilings to emerge on top.
I have a video suggestion. Maybe a video on how to make VR games difficult would be a good idea? Because I personally find a lot of even high end VR games to be way too easy.
VR is still new enough a lot of people are entering without their "VR legs" and using comfort control options etc. If the game doesn't have difficulty settings or multiplayer, you'll have to look up more challenging games. One I'd recommend is crashland.
For me, boneworks bittered my experience in hl:a. The fighting is just not as good, even though there is less jank. Fun is more wanted than polish. Bonelab right now is the best indie vr game in my opinion. Dont care about the small campaign. I care about the sandbox part, and it is great. Especially with the fusion mod.
I can't even play normal FPS games anymore. Not being able to aim my gun it just... feels so ridiculous using analog sticks and left-trigger to aim now. What I would love to see is games start integrating full body tracking though. I constantly would knock someone to the ground, and then go to stomp their head, only to remember my legs aren't usable.
usually i never have anything to say that you missed but the time has finally come. you should've taken a look at grimlord and swordsman vr too. melee physics combat at it's finest
I like how Alyx does it You can pick up just about anything with no problem But some things that would break immersion if you picked it up (like the brutes and such) But homework’s makes it so your only as strong as your CHARACTER is Which is fine until you can’t vault onto something because you can’t move your legs at all I feel like boneworks in the effort to be hyper realistic ruins its immersion
Nice review but I missed the bit where you prove "How Physics & VR Are Changing Gaming Forever" lol I was expecting some case study on the findings and how these elements are changing gaming forever
couldn't agree less on the blade and sorcery standpoint, i think you may be using a game version from several years ago since the combat is smooth and enjoyable with amazing physics where as games like hell split arena have issues when registering hits on enemys B&S is highly polished and you may want to check your game version
Im honestly just waiting for some stealth game with a somewhat similar feeling to Dishonored, ive been obsessed with the game lately, and have been just trying to find mods to make games such as b&s similar, but nothing quite strikes it
source 2 might have some really good vr games and 2d games with s&box (basically offical gmod 2), i recently got access, and i can say its in a really barren but polished state currently.
You should talk about Blood Trail more, it’s a sandbox game with physics and melee and gun combat which i would say is a very fun game which you should talk about more in future videos 😊
I love the better physics and game engine technology, but as someone with muscular dystrophy I literally can't hold my arms out infront of me for more than like 20 seconds so VR will never be for me. So when I waited a dog's life time for half life 3 and then it came out and was vr only it felt like an actual cleveland steamer had just been dropped on my chest.
In Canada, examining the bore by checking down the barrel is the last step in clearing a gun. Of course, you've dropped the mag, checked the chamber and mag-well before this....
im on the fence about half life alyx melee physics. i am not a fan of melee physics or games like bonelab etc. but i also with hl alyx was more true to the original. and not having a crowbar seems weird. the thing i am sure of though is how disappointed i was at the tiny assortment of glorified hand guns in hl alyx instead of the classic full assortment of two handed weapons hl is famous for. plus how good two handed weapons work in vr. it seems odd they chose to ignore them.
all weapons in hla are mainly designed to be one-handed. it became more obvious when you look at the weapons themselves. but nevertheless, you can try two-handed too.
Most of these points made are moot without actual haptic feedback (and not just vibration). A blunt weapon stuck in an enemy corpse doesn't have to be pulled out harder, it's enough to do it multiple times lightly. Also, VR is still dead as it costs as much to play HL Alyx as I spend on food in an entire year. Not even kidding.
its not open source. Learn what open source is. It gives you the sdk (a limited one by the way. S&box has a better one) to create stuff on proprietary engine by using already existing code and also adding in your own plugins
I think VR is just a gimmick at the moment, it's overly expensive and there really isn't that many games that support it. Maybe in the future it would be good, but im not about to spend 1000 dollars on a VR headset i can use for a cpl games
I didn't like Alyx almost at all. I mean... 1. Invisible barriers blocking the advancement unless you do what the dev wanted. 2. And are you kidding me? To switch/holster your weapon, you simply put it in it's hols... Wait, no. You use a magic menu for the weapon to magically appear in your hand. 3. No running... So you either magically teleport or shuffle about like a goddamn zombie. 4. Instant teleporting ladders. So if you grab on to the ladder, but then decide otherwise, well tough fucking luck, you're teleporting. 5. Who in their right mind holds their mags on their shoulder? Come on... 6. Need to free up your hand quickly? Just drop your weapon... Oh snap, gripe no.2 again. Yeah, the graphics were nice, but for me, that's about it. A great game for first time users, but nah. Not my cup of tea.
I agree with most of the points, No running is #1 IMO, but... the game was NOT about graphics at all, more about extremely well polished story telling with AAA quality catered for mainstream audience. Mod Gunman Contracts is still the most fun I've ever had in VR...
I disliked these parts of the game but I still liked it because ignoring these issues it was a great game. I do think it is very sad Valve couldn't be bothered to make the game better for older VR users. I mean like no running at all? Come on Valve.
I know the story and everything was great, but I just couldn't keep playing because of the immersion breaking stuff. All they had to do was add holstering, running, proper ladders and remove the invisible walls. I do understand that the player "needs" the flashlight, but there are better ways than blocking the way with a force field. Why not either a) let the player progress into the pitch black if they want to, or b) a locked door, event trigger and something opens the door. But true to AAA gaming, visuals sell. You can't advertise a game with lack of magical barriers or stuff like that (to the masses, that is), so why bother adding these things, when they know for a fact that if you voice any of these gripes out, the fanbois are going fanboi fuck you up in defense of a mega corporation. So eat your shit-pie and shut up. I still wish for the day when something as beautiful as HL:Alyx comes out, with the freedom of Boneworks/-labs.
you cant drop your weapon in any of the half life games, weapons are essential, it just wouldnt work also half life alyx is a mere gateway into vr, it looks pretty so it can suck you in, as far as gameplay goes, its not very hard since its a gateway, trying anything crazy would just not work, just moving around is enough to make people motion sick, climbing, getting grabbed by a barnacle, etc. would just be too much even stuff like combine ai is significantly slowed down so they dont overwhelm the player
I'd love to see a mod for Half Life: Alyx that puts in melee combat and physical damage from throwing items.
You can actually use props to damage npcs! It won't deal much damage but I managed to finish off a headcrab with a tv once.
Well the new and upcoming gmod 2 will present whole new opportunities for mods and even a whole new half life in source 2 (a mod mind you)
Blade and sorcery.
@@Brick.00Alyx is arguably a better game than BAS.
there is a crowbar mod by cementstairs that adds damage,and afaik objects thrown do cause damage or at least stagger
It's so crazy how many ways there are to do good physics in VR. Little differences in each engine make so much difference too!
I feel like the feeling where a better game hurts a worse game is more prevalent in vr. Like for example in half life alyx i picked up a plastic crate filled with like 25 heavy pool balls and i was amazed that they were not spazzing out everywhere and they actually stayed in the crate when i picked it up and moved it and it was amazing how well the physics are and how you could feel the added weight of the pool balls. Now when i play other games like blade and sorcery if you put a ton of objects inside of a bucket they either clip through or fly out when you move, and kinda the same thing with bonelab but its better than B&S.
Also Pavlov has hurt guns in all the other games too, like when i play into the radius or any other game with guns the guns feel really bad even though when i was playing those games before pavlov they felt good.
And in Pavlov when i try to hit someone with a melee object it feels really bad because it clips through them and then when i kills the enemy they just ragdoll to the floor because my weapon went straight through them but still did damage. Its like ive been spoiled by B&S and bonelab with their melee combat that all other melee combat feels bad.
Pretty sure b&s just fully released and pavlov has no need for those type of physics it would just make the game run worse for somthinh that doesn't rly matter
@@Connor011 B&S hasn't fully released. It is estimated to be in early 2024.
The guns in ITR feel really good though...
I completly agree with your pavlov statement
i put a bunch of grenades in a bucket in half life alyx and they all constantly spazzed out and fell. its all bc they focused on more objects as containers than others, so things like the plastic crates dont have anything bugging out while buckets and cardboard boxes constantly have shit clip through them.
The physics of the lone echo series are pretty incredible. Firing your wrist thrusters, grabbing an object and launching yourself to another area is surprisingly enjoyable.
Agreed, just started it up again after years and upgrading the PC massively. They added some extra rooms to explore, Olivia has a lot of nuanced reactions to hand signals and having alls those extra objects objects that don't really do anything but float around and can be interacted with does add a lot to the vibe. You do accept those robot arms as your own after a while and if you play for hours your actual arms feel weird and foreign.
HL Alyx in comparison feels very half assed in the physics department in comparison, but I get why they did it that way and you can play it sitting down just as good.
I find that good physics makes a big difference to how immersed I feel in a vr world. When I play a game with no physics and my hands just ghost through solid objects, it’s always really disappointing.
"you can also look down the end of the barrel and see the bullet sat in there" could there be any better famous last words
I'm surprise we don't see much immersive sim for VR, it's perfect for that genre!
I think when Bonelab (even if) gets its full updated SDK kit, immersive sim themed levels would be soo much fun.
Not really an immersive sim, but the weapon and ammo management, aswell as the backpack system in Into The Radius are really satisfying to use.
An RE-like game could also work really well, due to how slow the gameplay normally is in RE games.
@@Theehannle the AI is woefully under equipped for an ImSIM, I'm also incredibly disappointed with how bonelab just feels like a massive downgrade mechanically with the player controller and the level size, sometimes hardware limitations create better games, that was not the case with bonelabs
Ghost of tabor! Check it out
I agree with everything you said in this video. The physics interactions afforded by VR can enhance every aspect of a game, but they introduce a lot of potential for glitches and jank. It makes sense that melee combat would be most susceptible to that, but hopefully a developer really nails it soon.
And yeah that last point about Source 2 is a big one, and could be applied to the VR games space as a whole. Considering how almost all VR devs are small teams with small budgets, it would be such a huge benefit if it became the norm for companies to share their VR tech or sell it for a reasonable price. If a new team could just pay the developers of Hellsplit Arena for example, to use the gameplay and physics systems of that game, they could focus their entire development on creating content and building a bigger, more ambitious game.
If we want bigger, more polished, more substantial VR games, developers are going to have to stop reinventing the wheel every time, and start making deals with established games to buy their gameplay and physics systems like middleware.
Great video essay, as always! The animations in Hellsplit Arena look really interesting, I just pulled the trigger on it in the Steam summer sale.
It really helps give the game more polished when they react more realistically to your hits. Blade and Sorcery they barely move.
S&Box its a sandbox game that uses source 2, Garry (the creator) say that its using source 2 so people can use this engine, i dont remember if it has Vr support but if not it will have in the future.
s&box already has vr support, there are some videos of people messing around with vr there
Glad to see I'm not the only one that likes the irony of headbutting a a crablet.
0:06 videoglames
Awesome video as always
Half life alyx has the best physics and hand interaction in any game ever!
think a large part of that is the fact that there is no melee combat. also not having arms probably helps with this too.
Half Life Alyx pretty much limited itself to the physics interaction that do work and it did them really well. it avoided all the pitfalls of janky melee combat or arms spazzing out.
@@zwenkwiel816 This. I dont understandy why people constantly say that Boneworks did everything better, even though it has ALOT of jank in it. Alyx barely has any jank, which makes it the fewer VR interactions feel alot more immersive.
That said: there are VR interaction systems these days, that allow good melee combat and simulate weight of the weapons. Saints and Sinners 1 used that and showed how well it can work in games.
i read somewhere a long time ago that melee combat would break immersion in hla.
valve playtested literally everything.
Every since my uncle game me a prototype oculus rift, I fell in love with virtual reality, it’s even more ground breaking as a game developer. I genuinely feel like this is the new future for gaming
This man caught a flying armored crab and didn’t get hit while it was squirming, absolute chad
I hope someone makes a VR physics puzzle game where you use a magic wand with spells that manipulate objects to solve puzzles. For example freely moving and rotating objects from a distance and attaching them to other objects to build structures and contraptions, reverse an object's movement in time, and rise straight up through low ceilings to emerge on top.
2:08 *balancing_on_crotch.exe* has stopped working
I have a video suggestion. Maybe a video on how to make VR games difficult would be a good idea? Because I personally find a lot of even high end VR games to be way too easy.
VR is still new enough a lot of people are entering without their "VR legs" and using comfort control options etc. If the game doesn't have difficulty settings or multiplayer, you'll have to look up more challenging games.
One I'd recommend is crashland.
For me, boneworks bittered my experience in hl:a. The fighting is just not as good, even though there is less jank. Fun is more wanted than polish. Bonelab right now is the best indie vr game in my opinion. Dont care about the small campaign. I care about the sandbox part, and it is great. Especially with the fusion mod.
Agree. I love bonelab for the sandboxing, but I just recently played boneworks and liked it much more with the campaign and aesthetic.
If I would get a dollar for everytime virtual insider said valve said during their playtesting, then I would be rich
I can't even play normal FPS games anymore.
Not being able to aim my gun it just... feels so ridiculous using analog sticks and left-trigger to aim now.
What I would love to see is games start integrating full body tracking though.
I constantly would knock someone to the ground, and then go to stomp their head, only to remember my legs aren't usable.
Reddit moment
All im going to say is bonelabs update better be worth the wait
Babe wake up new virtual insider video
usually i never have anything to say that you missed but the time has finally come. you should've taken a look at grimlord and swordsman vr too. melee physics combat at it's finest
man your videos are great
8:55 S&Box uses a heavily modified version of Source 2
The crabs in Boneworks/Bonelab are called Crablets, not Headcrabs.
I like how Alyx does it
You can pick up just about anything with no problem
But some things that would break immersion if you picked it up (like the brutes and such)
But homework’s makes it so your only as strong as your CHARACTER is
Which is fine until you can’t vault onto something because you can’t move your legs at all
I feel like boneworks in the effort to be hyper realistic ruins its immersion
Nice review but I missed the bit where you prove "How Physics & VR Are Changing Gaming Forever" lol I was expecting some case study on the findings and how these elements are changing gaming forever
great video, Keep up the good work man!
Idk what setting you have your blade and sorcery physics set to but mine is on the highest and I never get any janky stuff
4:52 actually the game has over 500 guns
Go8ng back to pancake games and a contoller especially in an FPS is like playing pong.
add a bit of advanced AI and boom VR will be wild
god i love source 2's Rubikon physics.
couldn't agree less on the blade and sorcery standpoint, i think you may be using a game version from several years ago since the combat is smooth and enjoyable with amazing physics where as games like hell split arena have issues when registering hits on enemys B&S is highly polished and you may want to check your game version
3:08 average Canadian police officer
Not to be a dork but H3VR has over 500 guns
Im honestly just waiting for some stealth game with a somewhat similar feeling to Dishonored, ive been obsessed with the game lately, and have been just trying to find mods to make games such as b&s similar, but nothing quite strikes it
source 2 might have some really good vr games and 2d games with s&box (basically offical gmod 2), i recently got access, and i can say its in a really barren but polished state currently.
Apreciate for writing the name of the game which is currently on screen.
I believe recently b&s npcs were given an update to their attacks so theyre less janky, but i havent played in a while so im not sure
You mention wishing that Valve would make Source 2 open source, but they kinda have with S&box
no? S&box doesnt share Source 2 source code.
why would theyeven make it open source? All source engines are proprietary
4:53 "100 guns" no you meant over 400
1:54 how did you get rid of blood???
I think source 2 will be open when s&box comes out (Garry’s mod 2)
Thanks V.I.
The VR World will extend Far
Once again Valve is doing the physics
You should talk about Blood Trail more, it’s a sandbox game with physics and melee and gun combat which i would say is a very fun game which you should talk about more in future videos 😊
That game can get so freaking disturbing I love it
I love the better physics and game engine technology, but as someone with muscular dystrophy I literally can't hold my arms out infront of me for more than like 20 seconds so VR will never be for me. So when I waited a dog's life time for half life 3 and then it came out and was vr only it felt like an actual cleveland steamer had just been dropped on my chest.
Skill issue bud. The rest of us will continue to enjoy these amazing physics!
Apparently valve let Garry Newman (g mod dev) use source 2 for his up and coming vr game s&box
I need to play through alyx again
The sales speak for themselves people want physics in VR games.
What vr are you using
S&BOX is coming out its source 2 gmod plus coding like roblox built in!
physics has been around since half life 2 though
if only bonelab was on quest 1
I also do this to all of my enemy's 6:05
so
How Physics & VR Are Changing Gaming FOREVER?
Nice video
I like the boneworks music.
Yeah SLO definitely has awesome taste in music
oH mY GOd iTs NOt rEaL EnOUtH
well yeah, bonworks and bonelab focus mainly on physics.
5:11 first rule of gun safety. always look down the barrel of the gun. how else would you know if its loaded?
In Canada, examining the bore by checking down the barrel is the last step in clearing a gun. Of course, you've dropped the mag, checked the chamber and mag-well before this....
im on the fence about half life alyx melee physics. i am not a fan of melee physics or games like bonelab etc. but i also with hl alyx was more true to the original. and not having a crowbar seems weird.
the thing i am sure of though is how disappointed i was at the tiny assortment of glorified hand guns in hl alyx instead of the classic full assortment of two handed weapons hl is famous for. plus how good two handed weapons work in vr. it seems odd they chose to ignore them.
all weapons in hla are mainly designed to be one-handed. it became more obvious when you look at the weapons themselves.
but nevertheless, you can try two-handed too.
Most of these points made are moot without actual haptic feedback (and not just vibration). A blunt weapon stuck in an enemy corpse doesn't have to be pulled out harder, it's enough to do it multiple times lightly.
Also, VR is still dead as it costs as much to play HL Alyx as I spend on food in an entire year. Not even kidding.
Is this a re upload?
No
@@virtualinsider ok just making sure because the video seemed a little similar
H3VR is awesome ;)
Need better physics for NPC interaction for research purpose
I like this video
source 2 is open source you just need hl:a
its not open source. Learn what open source is.
It gives you the sdk (a limited one by the way. S&box has a better one) to create stuff on proprietary engine by using already existing code and also adding in your own plugins
wow just wow
I have played vr, all the games are more of a tech demo besides half life.
How boring micromanagement of things that tire us IRL plague the gaming for 20 years.
I think VR is just a gimmick at the moment, it's overly expensive and there really isn't that many games that support it. Maybe in the future it would be good, but im not about to spend 1000 dollars on a VR headset i can use for a cpl games
I hope you kids know this is how you enter the matrix. It wasn’t a movie. Was a warning. Stay away from VR
Yea but headsets and controllers are stupid fucking expensive and need to be easily repaired to be viable
be really nice to get source 2
tru
...given that you have the money to actually buy a headset...
Bonework is janky & immersion breaking.
"This little girl is small and weak"
That's not a little girl. lol
Just an Asian lady.
Half Life Alex does not have the best physics it doesn't have arms or melee combat I will take jank over features being left out any day
😂
I didn't like Alyx almost at all. I mean...
1. Invisible barriers blocking the advancement unless you do what the dev wanted.
2. And are you kidding me? To switch/holster your weapon, you simply put it in it's hols... Wait, no. You use a magic menu for the weapon to magically appear in your hand.
3. No running... So you either magically teleport or shuffle about like a goddamn zombie.
4. Instant teleporting ladders. So if you grab on to the ladder, but then decide otherwise, well tough fucking luck, you're teleporting.
5. Who in their right mind holds their mags on their shoulder? Come on...
6. Need to free up your hand quickly? Just drop your weapon... Oh snap, gripe no.2 again.
Yeah, the graphics were nice, but for me, that's about it. A great game for first time users, but nah. Not my cup of tea.
I agree with most of the points, No running is #1 IMO, but... the game was NOT about graphics at all, more about extremely well polished story telling with AAA quality catered for mainstream audience. Mod Gunman Contracts is still the most fun I've ever had in VR...
I disliked these parts of the game but I still liked it because ignoring these issues it was a great game. I do think it is very sad Valve couldn't be bothered to make the game better for older VR users. I mean like no running at all? Come on Valve.
I know the story and everything was great, but I just couldn't keep playing because of the immersion breaking stuff.
All they had to do was add holstering, running, proper ladders and remove the invisible walls. I do understand that the player "needs" the flashlight, but there are better ways than blocking the way with a force field. Why not either a) let the player progress into the pitch black if they want to, or b) a locked door, event trigger and something opens the door.
But true to AAA gaming, visuals sell. You can't advertise a game with lack of magical barriers or stuff like that (to the masses, that is), so why bother adding these things, when they know for a fact that if you voice any of these gripes out, the fanbois are going fanboi fuck you up in defense of a mega corporation. So eat your shit-pie and shut up.
I still wish for the day when something as beautiful as HL:Alyx comes out, with the freedom of Boneworks/-labs.
you cant drop your weapon in any of the half life games, weapons are essential, it just wouldnt work
also half life alyx is a mere gateway into vr, it looks pretty so it can suck you in, as far as gameplay goes, its not very hard
since its a gateway, trying anything crazy would just not work, just moving around is enough to make people motion sick, climbing, getting grabbed by a barnacle, etc. would just be too much
even stuff like combine ai is significantly slowed down so they dont overwhelm the player
@@dkskcjfjswwwwwws413 Yeah its a mere gateway to vr, that's the issue