

The message is simple: you’re trapped here too. The lack of cinematic cutaway scenes showed great faith in the world and the player, and deepened your relationship with the environment and the protagonist.

In this way, Half-Life is naturalistic, which was a revelation in 1998. You can stand and listen or just wander off. As you enter the facility, fellow scientists chat to Freeman about a forthcoming experiment, voicing concerns and discussing trivial details. The opening accustoms us to the Black Mesa research facility, tells us a little about Freeman’s role and sets up the narrative universe – all without leaving his perspective. The brilliance of Half-Life begins with its immersive storytelling. It was the first hint that this new game from fledgling Seattle-based developer Valve was going to be something interesting and unusual. In the background, a computerised female voice issues safety information, while through the windows we see tableaux of life at the institution: weird robotic machines, bespectacled scientists, a security guard desperately banging on a sealed door. A monorail carriage slowly transports everyman scientist Gordon Freeman to his new job at a remote science facility, Black Mesa. Valve's Index is considered the Ferrari of VR headsets, a title it earned both by its technical prowess and absurdly high $1,000 all-in price point.M ost action video games begin with an explosion. Now, it produces the Valve Index, which is an even higher-fidelity VR headset than the Vive. That's because Valve - the company behind the massively-popular Steam storefront - has been pushing hard into VR for years now.įirst, the company teamed up with HTC to create the Vive. Instead of starting the project as "Half-Life 3," it was started as a way to answer the question, "Where's the big VR title?" Walker said.

"I think to some extent, VR was a way we could fool ourselves into believing we had a way to do this." "In all honesty, back in 2016 when we started this, 'Half-Life 3' was just a terrifyingly daunting prospect," Valve game designer Robin Walker said in an interview with Geoff Keighley ahead of The 2019 Game Awards. It turns out there's a good reason for both of those major derivations from fan expectations. "Half-Life: Alyx" is said to be as big a production as "Half-Life 2.'
