this post was submitted on 20 May 2024
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HL:A is definitely more of a 'finished game' with a complete story and more traditional level design, boneworks/lab campaigns are basically a 'find the spawnable unlock' game that also tutorializes you, expecting you to 'find your own fun' with mods and spawning things in 'sandbox' style levels. I personally never had a problem with the body tracking thing, i only have the headset and controllers and i've never really had the in game models get noticeably out of synch. the way the legs and body move according to physics/collision rules just makes sense to me even if it doesn't perfectly line up all the time. The only problem i ever have is getting motion sickness using the artificial turn controls but i have a wireless attachment for my headset so that rarely comes up. sometimes the collision and physics in boneworks/lab makes reloading guns a bit less graceful than games like Pavlov VR but the climbing and real-time jumping and sprinting and physics collisions just make me feel so much more like a part of the game world. speaking of immersion, nothing breaks it more for me than floating hands and no body/legs, especially in VR but also in traditional 2d screen games. combat in Half Life-ALyx comes across as almost a static shooting gallery, since you walk so slowly with no sprint or real-time jump and can't really leave your piece of cover in a fight without exposing yourself moving slowly through the open or teleporting and ruining immersion. I much preferred the Half Life 2 VR mods personally.
I haven't gotten to HL2VR, but I hear good things. Maybe it's from growing up on Unreal Tournament's telefrag mechanic, but I'm actually a big fan of teleport locomotion; that shit's like a super power to me. I come into the battle scenes flashing all over the place like a combination of Nightcrawler and John Wick. Unfortunately, I never really get to play much nowadays.