In Inside XR Design, we dive into specific examples of outstanding VR design. This time, we’re unpacking the intricate layers of design in Half-Life: Alyx and how they contribute to its unique level of immersion you don’t often find elsewhere.
Half-Life: Alyx has been acclaimed by many as perhaps not only the top VR game but also one of the finest entries in the Half-Life series. It even ranks among the greatest games ever. A full five years post-release, it clinches the 24th spot on Steam250’s list of best-rated games across the platform. In honor of its fifth anniversary, we’re revisiting our Inside XR Design episode to celebrate the elements that have etched it into VR history.
Catch the complete video below, or keep reading for an adapted text version.
I’m sure by now you’ve come across Half-Life: Alyx (2020), commended as one of the best virtual reality games available. There are countless reasons for its widespread acclaim: stunning graphics, engaging puzzles, memorable set-pieces, and a captivating storyline, to name a few. But what you might not realize is how some of its immersive elements elevate it beyond other VR experiences. Today, I’m delving into those nuanced details, and I hope you discover something new even if you’re a seasoned player.
Inertia Physics
Let’s start with how Alyx handles inertia physics—a standout for its cleverness. Many VR games implement inertia to convey the varying weights of objects, offering a tactile feel when moving a light object versus a heavy one. The trade-off often comes when larger items become tough to throw due to inertia, requiring players to compensate for the sway.
Alyx brilliantly sidesteps this by omitting inertia sway in throw calculations. So, when you’re hurling a massive object, you can swing naturally without worrying about inertia, ensuring precision and ease.
This little tweak combines the realism of weight with the practicality of usability, enhancing the player experience without them even realizing it.
Sound Design
The attention to detail in Alyx’s sound design deserves a mention. Among my favorite features is how every object has a distinct sound when shaken. And thanks to spatial audio, you get the sensation based on which ear is nearer to the source.
In VR, where players can interact with almost anything, imagining how the team decided what a VHS tape or TV sounds like when rattled is remarkable. Though subtle, these details amplify immersion, like hearing the precise clatter of a matchbox as you’d expect if shaken in reality.
Gravity Gloves In-depth
The Gravity Gloves in Alyx are famed for providing players with a seamless way to grab objects from afar. Everyone seems to agree they deliver not just utility but genuine satisfaction in gameplay. But what positions them as perhaps the pinnacle of VR force-pull implementations? Let’s dissect it.
Most VR force-pull mechanics have two phases: ‘selection’, where an item is highlighted, and ‘confirmation’, where the grab button reels it in. Alyx introduces a valuable third stage: ‘lock-on’. After selecting with a glow and confirming with a trigger pull, your choice is locked in, ensuring accuracy even if your hand moves.
This additional phase strengthens the system’s dependability, ensuring mutual understanding between player and game before pulling the trigger. Plus, distinct sounds accompany each phase, helping guide players clearly.
Performing a pulling gesture enhances the immersion, promoting a deeper connection to the game world through physicality rather than mere button presses. The finesse of object trajectory—adjusting mid-air to hit the target—and its carefully tuned parameters adds a magical touch, likely curated with animators to perfection.
Working Wearables
In VR, trying on a hat feels instinctive. Did you know wearing a hat protects against barnacles—those pesky ceiling-dwelling foes? And it’s not just hats; the game humorously accommodates any vaguely hat-like object, like traffic cones or pots.
Valve might have spotted testers trying these during development, prompting this delightful feature. Similarly, gas masks add an extra layer. Not only can you wear them, but they serve a functional role, protecting you in certain segments from inhaling spores—saving you from coughing and exposing your position, freeing up both hands for use.
Spectator View
For those watching others play Alyx, the game includes an often overlooked but handy spectator mode. It mirrors all player info on the monitor—weaponry, health, and resin details, even items stashed in ‘hand-pockets’.
Valve went the extra mile, incorporating camera smoothing, zoom levels, and the freedom to choose which eye perspective, ensuring the view aligns correctly during gameplay.
Multi-modal Menu
Interestingly, Alyx’s menu entertains both touch and laser pointer interactions. While it might seem standard today, at its release, this dual approach meant whether players instinctively touched or pointed, the game met them halfway.
Guiding Your Eye
Key objects in Alyx catch your eye with subtle lighting—all part of basic game design. But Alyx avoids the jarring yellow mesh used by other VR titles for object highlighting.
Take the pistol magazine, for example. Its design communicates remaining bullets with light, visible both from the side and via a radial indicator at the base. This light system makes it effortless to gauge the value at a glance. Empty mags dim completely, thwarting any confusion.
Investing in such thoughtful design hits home, especially with items players handle repeatedly. This attention enriches every facet of the player’s journey, showcasing how even minute enhancements resonate grandly in gameplay.