Half-Life: Alyx Gameplay Review: (Almost) Every VR Headset Tested

Critics can no longer say that we don’t have a killer app for VR. Half-Life: Alyx is the real deal.

Half-Life: Alyx
Editor's Choice
(Image credit: © Tom's Hardware)

Tom's Hardware Verdict

Half-Life: Alyx is one of the best VR games you can get right now. It has a deep story and characters with personality. This is a game that you could sink some real time into and has all the trappings of a proper AAA title.

Pros

  • +

    Excellent graphics

  • +

    Compatible with all VR headsets

  • +

    Accessibility options

  • +

    Polished mechanics

Cons

  • -

    Half-Life fans without VR miss out

  • -

    Headcrabs are terrifying

  • -

    Too expensive

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Half-Life: Alyx has been a long time coming. As a fan of the Half-Life series since 1998, this is a day that I thought would never happen. Half-Life: Alyx ($60 on Steam)adds a new chapter to the franchise, and you’ll want to grab your best VR headset to enjoy it. This time it’s all in VR, which is a perfect fit for a series known for pushing the limits of gaming technology.

Half-Life: Alyx once takes full advantage of new technology. Valve has been deeply involved in the creation of the VR industry for close to a decade and is finally ready to push that new medium to new levels. It released the Valve Index VR headset last year, and with it, the company promised a flagship game, which it later revealed to be Half-Life: Alyx.

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Contributor

Kevin Carbotte is a contributing writer for Tom's Hardware who primarily covers VR and AR hardware. He has been writing for us for more than four years.

  • SteveRNG
    I'm confused by the Oculus Quest comments.
    The biggest issue with playing Half-Life: Alyx on the Quest was the degraded visual quality. The compression and decompression processes worked well, but PC-connected headsets don’t need to receive compressed signals, so you get better color and sharpness.
    ... but I think I've got i now.
    I'm assuming the only way it works with the Oculus Quest is if it is connected to a PC via the USB C connection. You state "PC-Connected headsets don't need to receive ...". Are you talking about all other PC-Connected headsets? Or are you actually playing the game wirelessly without the USB connection to the PC?
    Reply
  • kcarbotte
    SteveRNG said:
    I'm confused by the Oculus Quest comments.
    The biggest issue with playing Half-Life: Alyx on the Quest was the degraded visual quality. The compression and decompression processes worked well, but PC-connected headsets don’t need to receive compressed signals, so you get better color and sharpness.
    ... but I think I've got i now.
    I'm assuming the only way it works with the Oculus Quest is if it is connected to a PC via the USB C connection. You state "PC-Connected headsets don't need to receive ...". Are you talking about all other PC-Connected headsets? Or are you actually playing the game wirelessly without the USB connection to the PC?


    Quest is a standalone headset so it normally runs its own android-based software. You can plug it into your PC with a USB cable to operate it as a tethered headset like the rest that I tested.
    I was not using the wireless streaming feature as that's not an officially supported option.

    My comments were in comparison to the other headset in the roundup. For example, the Rift S has lower resolution and LCD displays verses the higher res OLED in the quest, but it still looks better in the Rift S.
    Reply
  • chalabam
    There is zero data on screen ghosting, and no comparative chart.
    Reply
  • SteveRNG
    kcarbotte said:
    Quest is a standalone headset so it normally runs its own android-based software. You can plug it into your PC with a USB cable to operate it as a tethered headset like the rest that I tested.
    I was not using the wireless streaming feature as that's not an officially supported option.

    My comments were in comparison to the other headset in the roundup. For example, the Rift S has lower resolution and LCD displays verses the higher res OLED in the quest, but it still looks better in the Rift S.

    Understood. Thank you!
    Reply
  • shrapnel_indie
    It's a disappointment that it is only VR. It puts it's entry level on par with Crysis with it's high hardware demands when it was released. Not everyone is ready or willing to invest in VR still. (Some just have medical issues.)

    AND... IT'S NOT HALF-LIFE 3 :)
    Reply
  • drtweak
    SSTTAAAPPPP!!! You're making me want to spend $500 bucks in a time like this right now on a VR headset to play this game!!! My wife will kill me! HAHA
    Reply
  • woot
    <Mod Edit> valve, first they leave us with a 13 year cliffhanger, then they make a hl game for VR only.....fork out 600-1000$ just to play one game....i wonder what stopped them from making this game compatible only with index vr?
    Reply
  • Achoo22
    Very disappointing that it wasn't tested with WMR. WMR arguably has the worst tracking of all PCVR and sometimes results in very different experiences (melee in Saints & Sinners, for example). Things like being forced to throw things to yourself with the gravity gloves feel totally different and it changes the complexion of the accessibility options when you realize that there's no way to simplify the action.
    Reply
  • digitalgriffin
    woot said:
    <Mod Edit> valve, first they leave us with a 13 year cliffhanger, then they make a hl game for VR only.....fork out 600-1000$ just to play one game....i wonder what stopped them from making this game compatible only with index vr?

    Back in 1998, people were buying two Voodoo 2's for $300/pop. That's $476/pop in today's dollars.

    It's the next mega upgrade wave that will grow in similar fashion to 3D accelerator adoption back then. And apps like this and Asgard's wrath, and entry systems at $400, will make the VR trend pass the tipping point IMHO.

    The only thing holding it back is acceptance. Some people will just refuse to put on a helmet, because they feel silly. Kids have no such hangups (if you ever watch them line up for VR at arcades.) It feels silly till you try it.
    Reply
  • woot
    digitalgriffin said:
    Back in 1998, people were buying two Voodoo 2's for $300/pop. That's $476/pop in today's dollars.

    It's the next mega upgrade wave that will grow in similar fashion to 3D accelerator adoption back then. And apps like this and Asgard's wrath, and entry systems at $400, will make the VR trend pass the tipping point IMHO.

    The only thing holding it back is acceptance. Some people will just refuse to put on a helmet, because they feel silly. Kids have no such hangups (if you ever watch them line up for VR at arcades.) It feels silly till you try it.

    No doubt that VR is most likely the next big thing in gaming, however i think whats holding it back is affordability, a good VR headset costs roughly as much as a decent gaming rig, also consider human rationale, if someone is going to jump onto a fad, they will most likely want the best experience possible.

    Convince me what valve isn't just hawking their VR headset, couldn't've they made a non VR version?
    Reply