Half-Life: Alyx review: a satisfying return to City 17 - The Verge | Canada News Media
Connect with us

Tech

Half-Life: Alyx review: a satisfying return to City 17 – The Verge

Published

 on


Half-Life: Alyx is definitely not Half-Life 3. It is a full-fledged game that expands the Half-Life universe. And City 17’s exploding barrel industry is still going strong.

These are answers to some big questions Valve Software raised last year when it announced the first new Half-Life game since 2007 — but exclusively for virtual reality. Many series have VR adaptations or tie-ins, but Valve promised to deliver “the next part of the Half-Life story” in a package that could help take VR mainstream.

That’s setting a very high bar, and, for now, I’m not sure Alyx clears it. The game is fighting VR’s inherent hardware limits, a pandemic-related headset shortage, and the difficulty of building a game for a new platform. While it’s about as long as the landmark Half-Life 2, with my game clocking in at 15 hours, it doesn’t feel as big or as narratively and mechanically fresh. It advances the series’s main plot, but it doesn’t come close to resolving it.

But if you keep these admittedly big reservations in mind, Alyx is a worthy addition to the Half-Life universe. It’s not just a good VR game; it’s a good video game, period.

[embedded content]

Half-Life: Alyx is set five years before Half-Life 2, in which protagonist Gordon Freeman wakes from a mysterious 20-year stasis to find Earth colonized by an alien empire called the Combine. Alyx Vance is the daughter of Gordon’s former colleague, and she’s one of Gordon’s most capable companions. Now, in Alyx, she’s the protagonist — a member of an anti-Combine resistance that sees Gordon Freeman as nearly mythical. When her father Eli is captured, she learns about a secret Combine superweapon, which turns out to be more complicated than it seems.

Alyx is set in the same urban dystopia as Half-Life 2: a washed-out and decaying Eastern European metropolis called City 17. While there’s a lot more detail, you’re facing a similar crowd of hostile alien fauna and transhuman soldiers as well as similar weapons and environments — although soldiers give those classic Half-Life barrels a wider berth. The series’s first two installments practically took place in different worlds. Alyx is more like the sequel’s add-on Episodes, extending the plot without starting a new chapter. At the same time, it feels like a very different kind of game.

That’s partly because Alyx is a more human-seeming character than Gordon, and City 17 is nearly the whole setting, not the pit stop it was in Half-Life 2. Where Valve poked fun at Gordon’s stoic ‘90s-shooter hypercompetence, Alyx has more realistic — if top-notch — fighting capabilities. Levels have the same forward momentum and minimal backtracking, but Alyx moves at a slower pace through denser and more fully formed spaces. She’s got a history with the world already, having grown up under Combine occupation, so she can bring some context and familiarity to your journey — until a massive curveball near the game’s end.

Alyx also dwells a little more on the weird dynamic of being a post-apocalyptic teenager (in this game, at least) who hangs out with a bunch of nostalgic old men. Her Resistance mission control is a pathologically cheerful inventor named Russel who rhapsodizes about old-world sandwiches and future business plans while advising her over an earpiece. He’s not as compelling an ally as… well, Alyx herself in Half-Life 2. But in a setting that players have seen already, their conversations help establish how the characters see that setting.

Valve’s approach to VR is perfect for a character who’s very skilled but fallible. It’s tough to make PC or console shooters feel messy yet not artificially clumsy. Unsteady aiming or awkward skeuomorphic controls can be effective, but they seem like handicaps on a “normal” point-and-shoot experience. VR hand controllers, by contrast, mimic your physical motion in a fairly natural way — and players haven’t been trained to expect mathematical precision. It’s easier for games like Alyx to make your screw-ups feel like natural mistakes, instead of a designer stacking their deck against you.

Actual VR headsets, unfortunately, do screw up. Valve’s Index headset is the gold standard for Alyx, but The Verge’s Index ended up in pandemic lockdown along with the rest of our office. Valve promises support for almost any PC-based VR setup. So I played Alyx with the Oculus Link system, which turns a standalone Oculus Quest into a tethered headset. The initial experience was a mess. My PC easily meets Alyx’s specs, but the headset froze or the game’s frame rate massively dropped at regular intervals. After I finished the game, Valve released updates that seemed to mostly fix the problems, but my later sessions still involved stopping for reboots or resets.

That’s not unprecedented for a VR experience, and some issues might be Oculus Link bugs. It’s an experimental feature, so I expect rough spots. Compared to dedicated PC headsets, though, the Quest is a troubleshooting nightmare: a device with its own operating system connected with a detachable cable and enabled with the Oculus desktop app and SteamVR. The Quest is immensely popular by VR standards, so Alyx could be a huge stress test for Link and a potentially frustrating experience for users if anything goes wrong.

I hate how badly the Quest performed because when it did work, I didn’t feel constrained using a non-Index system. The Index controllers can estimate grip strength and the precise placement of each finger on your hand. But Alyx uses broader motions like pushing, throwing, gripping, and, in one memorable section, clasping a hand over your mouth. Oculus’ controllers are more than capable, especially since their stick and button layout — used for things like locomotion — is very similar to the Index’s.

When you reload a gun, you physically mimic reloading it. A simple pistol makes you reach over your shoulder for a new magazine, slot it into the gun, and then snap the slide lock shut. If you eject a half-full magazine, you’re just discarding the bullets, so you’ll have to un-learn any reflexive reloading habits. Shotguns get cracked open and loaded with individual shells.

You have only a handful of weapons, so fighting is a constant game of counting shots, swapping between guns, and almost inevitably fumbling a few reloads with a zombie swiping at your face. The system sounds awkward on paper, but you can develop the muscle memory quickly, making it just a normal part of the game’s rhythm. (It also remains easier than loading a real gun.)

Aiming is harder than with a mouse or stick, and you can’t knock back enemies with a crowbar or Half-Life 2’s Gravity Gun. So the small, fast-moving, but easily dispatched enemies from earlier games — like flying manhacks and headcrabs — become minor but infuriating threats. Big battles become tense shootouts as you reload and scrounge for more ammunition while crouching behind cover. And yes, I mean literally crouch unless you enable a special accessibility feature. This game will make you look ridiculous. Embrace it.

Alyx isn’t aiming for gritty realism, though. You can move continuously by holding an analog stick, but the “Blink” setting — a common VR locomotion option — offers near-instant teleportation. The game feels designed for these impossibly sudden jumps into and out of danger, and even with the former option, you’ll use a blink-like system to jump across gaps. Incidentally, I got absolutely no motion sickness with the Blink option, which is (unfortunately) noteworthy for a movement-heavy VR game.

Alyx also has a pair of “gravity gloves” that replace Half-Life 2’s more powerful Gravity Gun, letting you pull objects from across a room. Instead of just pointing and clicking, you extend your hand toward something until it glows slightly, then pull the trigger, flick your wrist, and grab it from midair by squeezing a grip button. It’s occasionally tough to grab the right thing, but it’s tremendously satisfying — like having telepathic powers, not just an unusual gun. And while the gloves aren’t an offensive weapon, they’re useful when you’re scrounging for ammo during a fight or lobbing an enemy’s grenade back at them.

Unlike Half-Life 2’s Gravity Gun and physics, though, the features above don’t feel revolutionary. Some are well-established VR shooter conventions. Valve owes a clear debt to indie projects like Arizona Sunshine and Budget Cuts, which helped pioneer combat and exploration in the medium.

But Valve has tweaked and perfected a lot of these elements, especially with its famously meticulous level design. Alyx’s spaces reward interaction. You can push doors open just a little to look for threats. Being able to hunker down and grab distant equipment is key to winning fights. And Half-Life’s common Barnacle enemies, which catch passersby with a long, sticky tongue, are actually much more interesting in VR — where they’re harder to avoid but easier to distract with gently tossed objects. The more compact levels offer fewer huge cinematic set pieces, but Valve delivers a couple of unique and incredibly clever close-quarters fights.

Alyx’s worldbuilding feels like more of a missed opportunity. The Half-Life series features some of gaming’s most memorable creature designs, but Alyx’s new enemies feel a lot like some familiar survival horror monsters. The game offers a well-executed update to existing designs, and it makes clever use of VR — you have to physically pull headcrabs off of your face, for instance — I just wish it had a more distinct aesthetic of its own.

It also opts for more traditional puzzles than Half-Life 2’s physics conundrums. Alyx has a multitool that lets her hack containers with spatial puzzles (which are sometimes frustrating but often optional) or closely scan an area and reroute power cables in its walls. They’re less interesting than navigating the game’s physical geography, although they do help encourage that exploration.

Valve is nonetheless taking a step forward here. Alyx is a well-designed alternative to the never-completed Half-Life 2: Episode 3. And despite being a prequel, it does slightly advance the story from Episode 2 while teasing a yet-nonexistent true sequel. (Seriously, please don’t get your hopes up for Half-Life 3 again.)

But even some diehard Valve fans might not want to try Half-Life: Alyx at launch, or maybe at all. And that would be a rational decision.

Playing a great VR game is often like visiting a Michelin-star restaurant where the waiter continuously pokes you with a fork. Valve hasn’t fixed the bulkiness and grainy screens of current-generation headsets, the annoyance of getting a cord wrapped around your ankles, the likelihood that you’ll accidentally ram your hand into some furniture, or the frustration of setting up new and sometimes complicated hardware.

The Index has a relatively good screen and comfortable fit, but it’s wired, it requires an awkward external tracking setup, and it costs nearly a thousand dollars. The $399 Oculus Quest offers a good value since you can use it as a standalone or PC-tethered headset. But even discounting the issues I experienced (which I hope were flukes), it’s front-heavy and uncomfortable.

Moreover, you can’t buy the Quest or Index right now since the pandemic has thrown a wrench in hardware supply chains. Alternatives like the HTC Vive Pro and Cosmos are in stock, but if you’re more excited about a different headset, buying these to play one game at launch — no matter how good it is — is an iffy decision.

I still think Alyx is genuinely worth the trouble of finding a headset, if that’s feasible, and overlooking its flaws. This isn’t Valve at its most revelatory — but after waiting more than a decade, it’s the Half-Life story I didn’t know I wanted.

Let’s block ads! (Why?)



Source link

Continue Reading

Tech

Building Homes Faster with our Latest 3D Construction Printer

Published

 on

Copenhagen, 22.10.2024 – COBOD International, the global leader in 3D construction printing technology, proudly introduces the BOD3 3D Construction Printer for 3D printing of real concrete. Equipped with an extendable ground-based track system, the BOD3 advances the construction process by eliminating printer downtime between multiple buildings on the same site, setting a new benchmark for productivity and efficiency. The BOD3 is the most advanced solution for high-volume low-rise construction and a very effective alternative to conventional construction methods.

The heart and key feature of the new BOD3 3D printer is the advanced extendable ground-based track system. This system enables limitless extension along the Y-axes (length), expanding the printable area to cover 2 or 3 buildings, and reducing setup time to a single installation for multi-building projects. It’s a game-changer, allowing continuous, uninterrupted printing across large sites, increasing efficiency for high volume and mass production at an unmatchable scale.

 

Render of COBOD BOD3 3D Construction Printer.

The BOD3, COBOD’s third printer model, is the outstanding achievement of years of dedicated research, development, and close collaboration with customers. It is a vital advancement in automated construction technology, directly addressing the urgent global demand for faster, smarter, more efficient and sustainable building solutions. Like every COBOD 3D printer, the BOD3’s modular design offers customization, allowing it to easily adapt to any customer’s size wishes in addition to complying with the various sizes of construction sites anywhere in the world.

The BOD3 follows COBOD’s vision to build smarter through automation. Its operational stand combines the control and monitoring of both the 3D printer and supplementary equipment in one user-friendly system. The Advanced Hose Management System (AHMS) transports 3D printable material from the materials delivery system to the printhead via hoses secured within E-chains, minimizing physical labor and optimizing material flow. With the addition of the dual dosing system for additives, operators can better control the concrete and adapt it to onsite environmental conditions. By introducing additives directly at the printhead, the system reduces drying time between layers, speeding up the overall construction process. Designed for easy operation and precision, the BOD3 can be operated by a small, trained, and certified team, reducing the costs of projects.

Incorporating the innovative Universal X-Carriage, the BOD3 is ready for future COBOD advancements and technologies, like the introduction of additional tools for the printer aimed at insulating, painting, sanding, etc. This ensures long-term versatility and performance that will keep the BOD3 at the forefront of the industry for years to come.

 

Universal X-Carriage with Printhead.

Already deployed to the global market, the BOD3 is currently active in Indonesia, by Modula Tiga Dimensi, Angola, by Power2Build, and Bahrain, by Ab’aad 3D. The customers report faster project execution with near-zero downtime between individual buildings on the same site. The projects showcase the BOD3’s ability to speed up construction and print with real concrete, with 99% locally sourced materials and 1% of innovative D.fab, a co-developed solution by COBOD and Cemex to make concrete 3D printable.

Henrik Lund-Nielsen, Founder and General Manager of COBOD, commented on the BOD3: “The global housing crisis demands a more efficient construction solution that is faster, more efficient, and scalable. The BOD3 is our answer to this challenge. Drawing on years of research and expertise, we’ve designed the BOD3 with innovative features, making it our most cost-effective and efficient model yet for multiple low-rise buildings. Its design supports high-volume, linear production of houses, enabling mass production without compromising quality. The fact that six units have already been sold before its official launch speaks volumes about the BOD3’s market demand and the trust our customers place in our technology.

Michael Holm, Chief Innovation Officer at COBOD, states, “The advanced ground-based track system was developed as a response to our customers’ needs to increase efficiency and productivity. Now the 3D construction printer can be easily extended, and multiple consecutive structures can be printed with minimal repositioning and zero downtime between projects, making 3D construction printing more efficient than ever before.

 

The BOD3 is now available for purchase worldwide; for more information, please visit our website, www.cobod.com, or contact us at info@cobod.com.

 

RELEVANT LINKS

 

ABOUT COBOD

COBOD stands as the global leader in supplying 3D printers for the construction sector, with over 80 printers distributed across North and Latin America, Europe, the Middle East, Africa, and Asia-Pacific. Driven by a mission to revolutionize construction through multifunctional robots based on 3D printing, COBOD envisions automating half of the construction processes to achieve faster, cost-effective, sustainable results with enhanced design versatility.

From residential, commercial, and public buildings, COBOD’s 3D printers have been instrumental in erecting 1- to 3-story structures across all six inhabited continents. The innovative technology also extends to fabricate large-scale data centers, wind turbine towers, tanks, and more.

Embracing an open-source material approach, COBOD collaborates with global partners, including customers, academia, and suppliers. The company, backed by prominent shareholders such as General Electric, CEMEX, Holcim, and PERI, operates from its main office in Copenhagen, Denmark, and regional competence centers in Miami, Florida, and Kuala Lumpur, Malaysia. COBOD’s dynamic team comprises over 100 professionals from 25 diverse nationalities.

 

ABOUT MODULA TIGA DIMENSI

PT Modula Tiga Dimensi is a joint venture between Bakrie & Brothers (BNBR) and COBOD. BNBR focuses on offering and providing solutions for housing backlog problems currently encountered by the country.

Teaming up with COBOD International, the company is now set to adopt the latest 3D printing construction technology and is ready to offer the Indonesian market a new and better solution to housing obstructions.

 

ABOUT POWER2BUILD
Reshaping the construction sector and adapting it to urgent human needs.

Power2Build is a technology company for the construction industry, prepared to establish partnerships with private, public, and non-governmental organizations (NGOs) so that they can make the transition to Build 4.0 through 3DCP.

We offer our clients value-added services and high-quality projects, always with a multidisciplinary approach that brings together the necessary experience to deal with complex issues.

Continue Reading

Tech

Slack researcher discusses the fear, loathing and excitement surrounding AI in the workplace

Published

 on

 

SAN FRANCISCO (AP) — Artificial intelligence‘s recent rise to the forefront of business has left most office workers wondering how often they should use the technology and whether a computer will eventually replace them.

Those were among the highlights of a recent study conducted by the workplace communications platform Slack. After conducting in-depth interviews with 5,000 desktop workers, Slack concluded there are five types of AI personalities in the workplace: “The Maximalist” who regularly uses AI on their jobs; “The Underground” who covertly uses AI; “The Rebel,” who abhors AI; “The Superfan” who is excited about AI but still hasn’t used it; and “The Observer” who is taking a wait-and-see approach.

Only 50% of the respondents fell under the Maximalist or Underground categories, posing a challenge for businesses that want their workers to embrace AI technology. The Associated Press recently discussed the excitement and tension surrounding AI at work with Christina Janzer, Slack’s senior vice president of research and analytics.

Q: What do you make about the wide range of perceptions about AI at work?

A: It shows people are experiencing AI in very different ways, so they have very different emotions about it. Understanding those emotions will help understand what is going to drive usage of AI. If people are feeling guilty or nervous about it, they are not going to use it. So we have to understand where people are, then point them toward learning to value this new technology.

Q: The Maximalist and The Underground both seem to be early adopters of AI at work, but what is different about their attitudes?

A: Maximalists are all in on AI. They are getting value out of it, they are excited about it, and they are actively sharing that they are using it, which is a really big driver for usage among others.

The Underground is the one that is really interesting to me because they are using it, but they are hiding it. There are different reasons for that. They are worried they are going to be seen as incompetent. They are worried that AI is going to be seen as cheating. And so with them, we have an opportunity to provide clear guidelines to help them know that AI usage is celebrated and encouraged. But right now they don’t have guidelines from their companies and they don’t feel particularly encouraged to use it.

Overall, there is more excitement about AI than not, so I think that’s great We just need to figure out how to harness that.

Q: What about the 19% of workers who fell under the Rebel description in Slack’s study?

A: Rebels tend to be women, which is really interesting. Three out of five rebels are women, which I obviously don’t like to see. Also, rebels tend to be older. At a high level, men are adopting the technology at higher rates than women.

Q: Why do you think more women than men are resisting AI?

A: Women are more likely to see AI as a threat, more likely to worry that AI is going to take over their jobs. To me, that points to women not feeling as trusted in the workplace as men do. If you feel trusted by your manager, you are more likely to experiment with AI. Women are reluctant to adopt a technology that might be seen as a replacement for them whereas men may have more confidence that isn’t going to happen because they feel more trusted.

Q: What are some of the things employers should be doing if they want their workers to embrace AI on the job?

A: We are seeing three out of five desk workers don’t even have clear guidelines with AI, because their companies just aren’t telling them anything, so that’s a huge opportunity.

Another opportunity to encourage AI usage in the open. If we can create a culture where it’s celebrated, where people can see the way people are using it, then they can know that it’s accepted and celebrated. Then they can be inspired.

The third thing is we have to create a culture of experimentation where people feel comfortable trying it out, testing it, getting comfortable with it because a lot of people just don’t know where to start. The reality is you can start small, you don’t have to completely change your job. Having AI write an email or summarize content is a great place to start so you can start to understand what this technology can do.

Q: Do you think the fears about people losing their jobs because of AI are warranted?

A: People with AI are going to replace people without AI.

The Canadian Press. All rights reserved.

Source link

Continue Reading

Tech

Biden administration to provide $325 million for new Michigan semiconductor factory

Published

 on

 

WASHINGTON (AP) — The Biden administration said Tuesday that it would provide up to $325 million to Hemlock Semiconductor for a new factory, a move that could help give Democrats a political edge in the swing state of Michigan ahead of election day.

The funding would support 180 manufacturing jobs in Saginaw County, where Republicans and Democrats were neck-in-neck for the past two presidential elections. There would also be construction jobs tied to the factory that would produce hyper-pure polysilicon, a building block for electronics and solar panels, among other technologies.

Commerce Secretary Gina Raimondo said on a call with reporters that the funding came from the CHIPS and Science Act, which President Joe Biden signed into law in 2022. It’s part of a broader industrial strategy that the campaign of Vice President Kamala Harris, the Democratic nominee, supports, while Republican nominee Donald Trump, the former president, sees tariff hikes and income tax cuts as better to support manufacturing.

“What we’ve been able to do with the CHIPS Act is not just build a few new factories, but fundamentally revitalize the semiconductor ecosystem in our country with American workers,” Raimondo said. “All of this is because of the vision of the Biden-Harris administration.”

A senior administration official said the timing of the announcement reflected the negotiating process for reaching terms on the grant, rather than any political considerations. The official insisted on anonymity to discuss the process.

After site work, Hemlock Semiconductor plans to begin construction in 2026 and then start production in 2028, the official said.

Running in 2016, Trump narrowly won Saginaw County and Michigan as a whole. But in 2020 against Biden, both Saginaw County and Michigan flipped to the Democrats.

The Canadian Press. All rights reserved.

Source link

Continue Reading

Trending

Exit mobile version