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Half-Life: Alyx

Half-Life: Alyx is a 2020 virtual reality (VR) first-person shooter game developed and published by Valve. It was released for Windows on March 23, 2020, and for Linux on May 15, with support for most PC-compatible VR headsets. Players control Alyx Vance on a mission to seize a superweapon belonging to the alien Combine before the events of Half-Life 2 (2004). Like previous Half-Life games, Alyx incorporates combat, puzzles and exploration. Players use VR to interact with the environment and fight enemies, using "gravity gloves" to snatch objects from a distance, similarly to the gravity gun from Half-Life 2.

Gameplay
Half-Life Alyx is a first-person shooter played in virtual reality (VR). Players control the Resistance member Alyx Vance, who fights the Combine, an alien empire that has conquered Earth. Players use VR to get supplies, use interfaces, throw objects and use weapons. Like the gravity gun from Half-Life 2, the gravity gloves allow players to pick up objects from a distance. Alyx includes elements of survival horror, with frightening encounters and scarce ammunition. In one chapter, players encounter Jeff, a blind monster attracted to sound, and must move quietly and throw objects to distract him. Alien spores in this chapter cause Alyx to cough, which players can prevent by holding their hands over their mouths. Alyx supports all VR headsets compatible with SteamVR, including the Valve Index, HTC Vive, Oculus Rift, Meta Quest and all Windows Mixed Reality headsets. As the gameplay was designed for VR, Valve said they had no plans for a non-VR version. Alyx also supports user mods via the Steam Workshop. == Plot ==
Plot
Earth has been conquered by the alien Combine, who have implemented a brutal police state. In City 17, Alyx Vance (Ozioma Akagha) and her father Eli (James Moses Black) are arrested by Combine forces as part of a crackdown on the Resistance. The Resistance member Russell (Rhys Darby), an inventor, rescues Alyx and warns her that the Combine are planning to transport Eli to Nova Prospekt for interrogation. In the quarantine zone, an area of City 17 overrun with alien creatures, Alyx meets a vortigaunt named Gary (Tony Todd). He asks her to save his fellow vortigaunts and foresees that Eli will die. Alyx derails the train carrying Eli, who is rescued from the wreckage by Gary. While in custody, Eli learned that the Combine are storing a superweapon in a vault inside the quarantine zone. He instructs Alyx to find the vault and retrieve its contents. Alyx fights past Combine forces and shuts down a power station keeping the vault aloft. She discovers that each station is powered by an enslaved vortigaunt. She rescues the station's vortigaunt, who promises that the vortigaunts will disable the remaining stations. Alyx moves through a distillery, where she escapes a hazardous waste worker, Jeff, who has succumbed to alien infection. Eli contacts Alyx and warns her that the vault is a prison built to contain something discovered by the Combine. Russell reasons that it holds Gordon Freeman, and Alyx crashes the vault to the ground. Instead of finding Freeman inside, she releases the G-Man. As a reward for freeing him, the G-Man offers his services to Alyx. She demands the removal of the Combine from Earth, but the G-Man says this would not be in the interests of his "employers". He instead shows her a vision taking place five years in the future, and offers her the chance to change the outcome of Eli's death at the hands of a Combine Advisor at the White Forest rocket facility. Alyx complies, killing the Advisor and saving her father. The G-Man informs Alyx that she has proven herself capable of replacing Freeman, with whom he has grown dissatisfied. Despite Alyx's protests, he suspends her in stasis and leaves. Five years later, Freeman regains consciousness at White Forest and is reunited with Eli. Realizing that the G-Man has Alyx, Eli declares his intention to kill him and hands Freeman his crowbar. == Development ==
Development
Background (pictured in 2013) was the project lead for Alyx. Half-Life 2: Episode One was released in 2006, followed by Episode Two in 2007, which ended on a cliffhanger. Episode Three was scheduled for 2008, but was canceled. The designer Robin Walker said that Valve uses the Half-Life series to "solve some interesting collision of technology and art that had reared itself", but had failed to find a unifying idea that provided a sense of "wonderment, or opening, or expansion" for Episode Three. After the release of Left 4 Dead in 2008, Valve abandoned episodic development and made several failed attempts to develop further Half-Life projects. They decided to complete their new engine, Source 2, before beginning a new game, as developing Half-Life 2 and the Source engine simultaneously had created problems. In 2016 and 2017, the Half-Life writers Marc Laidlaw, Erik Wolpaw, Jay Pinkerton and Chet Faliszek left Valve. Coupled with Valve's support for their other franchises, journalists took the departures as an indicator that new Half-Life games were no longer in development. Walker blamed the lack of progress on Valve's flat management structure, whereby employees decide what to work on themselves. The team decided they would be happier if they worked together on a large project, even if it was not everyone's preferred choice. By 2013, Valve was experimenting with VR using Half-Life 2 as a basis. In 2015, they collaborated with the electronics company HTC to develop the HTC Vive, a virtual reality headset released in 2016. In 2016, Valve released The Lab, a collection of VR minigames, and recognized that many players wanted a more ambitious VR AAA game. Walker wondered if they could develop a VR "killer app" equivalent to the influential FPS Doom in 1993. Finding that the portal systems of their puzzle series Portal were disorienting in VR, they settled on Half-Life. Half-Life: Alyx entered development around February 2016, and entered full production later that year. was the largest in Valve's history, and included Campo Santo, a studio Valve acquired in 2018. To disincentivize players from quickly teleporting through levels, Valve filled areas with elements to capture their attention and slow them down, such as threats, collectables, set pieces, or other points of interest. They found that players did not notice this discrepancy as they were focused on moving to their goal. The crowbar, an iconic weapon from previous Half-Life games, was omitted as Valve could not make melee combat work in VR, and because players would accidentally catch it on objects in the game world as they moved, creating confusion. Additionally, players associated the crowbar with Gordon Freeman, the protagonist of previous games. Valve wanted to create a different identity for Alyx, portraying her as a "hacker and tinkerer". Other discarded weapon concepts include a trip mine, slingshot, shield, and rocket launcher. Jeff Jeff, a blind monster in chapter seven, came from the idea of forcing the player to share space with a frightening entity in VR. The team created several versions, including a Combine robot, before settling on a horror-influenced creature. Valve forced players to do things they did not want but still found enjoyable, such as leading them to the realization that they had to release Jeff after trapping him. They also gave the player more opportunities to escape when Jeff caught them, as near-deaths were exciting and too many deaths proved frustrating. Combat sequences with other enemies, designed to demonstrate Jeff's strength, were removed as they distracted from the tension. The chapter contains more physics objects than the entirety of Half-Life 2, and was set in a distillery to explain the abundance of bottles the player can throw to distract Jeff. It includes alien spores that cause Alyx to cough, drawing Jeff's attention. After playtesters instinctively covered their mouths, the team implemented this into the design. This also added strategy, as players have to keep one hand free to carry a bottle. At the end of the chapter, the player traps Jeff in a trash compactor. Most playtesters chose to activate the compactor and crush him. Akagha avoided using irritation in her performance, as "you don't want someone in your head that sounds irritated with you". Shapiro recorded his lines in one 20-minute take, with pickups in 2019. Writing The former Valve writers Erik Wolpaw and Jay Pinkerton turned down invitations to return to Valve early in the Alyx development. Marc Laidlaw, who retired in 2016, denied reports that he had provided consultation, saying he had confidence in Pinkerton and Wolpaw and that he did not want them "second-guessing" him. The new writers identified three problems. Third, the game had to end with the powerful G-Man giving Alyx something for freeing him. Having Alyx and the G-Man travel forward in time and rescue Eli at the end of Episode Two was suggested by the character artist Jim Murray. They added radio dialog between Alyx and Russell as a simple way to "bring the energy up" whenever needed. The final script ran to 280 pages, compared to 128 pages for Half-Life 2 and 18 for Half-Life. == Release ==
Release
Valve announced Half-Life: Alyx in November 2019. They waited until it was almost complete before announcing it, aiming to avoid the delays of previous games. Valve was due to showcase Alyx at the 2019 Game Awards that December, but canceled hours prior, saying they were "hard at work on the game". Alyx was released on March 23, 2020. It was free to owners of Valve Index headsets or controllers. A pre-release build was mistakenly released on Steam; it included non-VR developer tools, allowing interactions such as picking up objects and firing weapons. However, most of the basic interactions, such as pressing buttons or filling Alyx's backpack, could not be completed with mouse-and-keyboard controls. Asked about plans for future Half-Life games, the designer David Speyrer said Valve was willing but were waiting for the reaction to Alyx. Valve announced plans to release a new Hammer level editor for Source 2, and planned to release a partial Source 2 software development kit for the updated features later, with the focus at launch on shipping and supporting Alyx. Reviewers found the mod removed the game's immediacy and that mouse-and-keyboard controls could not replicate the dexterity of VR controllers. == Reception ==
Reception
{{video game reviews Half-Life: Alyx received "universal acclaim", according to the review aggregator website Metacritic. VG247, TechRadar and Video Games Chronicle described it as VR's "killer app". The announcement trailer was watched more than 10 million times within the first 24 hours of its release. Though most fans expressed excitement, some were disappointed that Alyx was only available in VR, a small but growing market in 2019. Before the game's release, Vic Hood of TechRadar expressed enthusiasm but wrote that "we forever live in hope for a Half-Life 3". Kevin Webb of Business Insider wrote that Alyx could "spark fresh interest in an industry [VR] that has struggled to win over hardcore gamers". Andrew King of USGamer also suggested that Alyx would be the "make or break VR Jesus Moment" for the modding community, in whether the players would be interested and be capable of using the tools provided by Valve to produce new creations that took advantage of VR space, as modification within VR space had traditionally been difficult to work with prior to this point. In IGN, Dan Stapleton wrote that Alyx was one of the best shooter games, and the best VR shooter by far. He felt that "Valve has set a new bar for VR in interactivity, detail, and level design ... It feels like a game from the future, and one that the rest of VR gaming will likely take a good long while to match, much less surpass." In Polygon, Ben Kuchera wrote of how Alyx used VR to transform FPS systems. For example, he felt that reloading guns, traditionally performed with a button press, was more fun in VR. He wrote: "The magic lies in being inside the world, being able to touch it, and interact with it, directly. The game's design and pacing would lose all meaning if played as a standard game, even if more players would be able to experience the story for its own sake." Sales The Valve Index headset, controllers, and base stations sold out in the United States, Canada, and Europe within a week of the Alyx announcement. By mid-January 2020, they were sold out in all 31 regions where they were sold. According to Superdata, Valve sold 103,000 Index units in the fourth quarter of 2019 as a result of the Alyx announcements, compared to the total 149,000 sold throughout 2019, and it was the highest-selling VR headset for PCs during that quarter. Though Valve had expected to supply several Index orders in time for the release of Alyx, the COVID-19 pandemic limited their supply chain. Valve's Greg Coomer said Valve knew many people would not play Alyx on launch and that its audience was "relatively small right now". Newell described it as a "forward investment" into long-term technologies. In 2021, PCGamesN wrote that though it was "artfully crafted", Alyx had had little cultural impact. As of December 2024, Alyx had sold more than two million copies. Awards Half-Life: Alyx won "Game of the Year" at the 2020 VR Awards. At the Game Awards 2020, it was nominated for "Best Game Direction", "Best Audio Design" and "Best Action", and won for "Best VR/AR". At the 17th British Academy Games Awards, it was nominated for "Best Game", "Game Direction", "Audio Achievement" and "Artistic Achievement". At the 24th Annual D.I.C.E. Awards, it was nominated for "Action Game of the Year", "Outstanding Achievement in Game Direction", and "Outstanding Achievement in Game Design", and won for "Immersive Reality Technical Achievement" and "Immersive Reality Game of the Year". == References ==
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