The more than two decades since Half-Life 2‘s release have been filled with plenty of rumors and hints about Half-Life 3, ranging from the official–ish to the thin to the downrightmisleading. As we head into 2025, though, we’re approaching something close to a critical mass of rumors and leaks suggesting that Half-Life 3 is really in the works this time, and could be officially announced in the coming months.
The latest tease came just before the end of 2024 via a New Year’s Eve social media video from G-Man voice actor Mike Shapiro. In the voice of the mysterious in-game bureaucrat, Shapiro expresses hopes that “the next quarter century [will] deliver as many unexpected surprises as did the millennium’s first (emphasis added)… See you in the new year.”
The post is all the more notable because it’s Shapiro’s first in over four years, when he concluded a flurry of promotional posts surrounding the release of Half-Life: Alyx (many of which were in-character as G-Man). And in 2020, just after Alyx‘s release, Shapiro told USGamer that he had recently worked on a “blast from the past” project that he would “announce… on my Twitter feed when I’m allowed to” (no such announcement has been forthcoming for any other game).
“I was working on that game for quite a while before I knew [what it was],” Shapiro said at the time of the unannounced project. “There was a rehearsal and some recordings, and after one of the recording sessions I was having a drink with the director. He told me what the game was, and nobody knows that this is coming.
“This is going to be such a mindblowing re-up from what people have come to know,” Shapiro continued in 2020. “It’s going to really… it’s going to make people have a complete re-understanding of what they thought they knew about the story in the game prior to it, and I don’t even know if people are expecting it.”
Raised HLX-pectations
On its own, a single in-character post from a voice actor would probably be a bit too cryptic to excite Half-Life fans who have seen their sequel hopes dashed so often over the last two decades. But the unexpected tease comes amid a wave of leaks and rumors surrounding “HLX,” an internal Valve project that has been referenced in a number of other Source 2 engine game files recently.
The long-awaited sequel to Vertigo is here, bringing with it another dose of its distinctly Half-Life-esque flair and patently strange yet captivating universe. Does Vertigo 2 outdo the original? No need to leave you in suspense since you already read the headline. Quick answer: Yes. For the long answer, read on.
Vertigo 2 Details:
Available On: SteamVR Release Date: March 31st, 2023 Price: $30 Developer: Zach Tsiakalis-Brown Publisher: Zulubo Productions Reviewed On: Quest 2 via PC Link
Gameplay
Like the first in the series, you’re again tasked with linearly fighting your way home through a robot and alien-infested science facility, however the sequel puts a host of new worlds and lifeforms between you and your version of Earth. You really don’t need to play the original Vertigo though to get lost in the weird and expansive narrative of Vertigo 2, although I would suggest it—if only for natural access to the narrative and about four more hours of blasting.
Even if you played Vertigo Remastered in 2020 like me though, you may still have absolutely no idea what the hell is going on in the sequel. The franchise’s brand of absurdist sci-fi kitch gets a new layer of narrative density this time around, one that may be too thick and convoluted for most. Whether you choose to engage with it or not really doesn’t change the fact that the underlying game is undoubtedly a triumph over the original, and many other such VR shooters to boot.
I wouldn’t hesitate to call it PC VR’s best game of 2023 so far, which is doubly impressive since it was basically made by a single person, Zach Tsiakalis-Brown. Seriously, for the magnitude of the experience, Vertigo 2’s credit screen is the shortest I’ve ever seen.
Granted, we don’t factor in a team’s size or budget—only the end product—but it bears mentioning just the same that this game, which is so solid and clever, was built by a very (very) small team without the sort of AAA budget we’ve seen squandered on experiences half this good.
While paying tribute to some of gaming’s greats, Vertigo 2 is a VR native through and through. Its 14 collectible weapons feature unique reload mechanics, all of which were designed with VR users in mind. The user-friendly emphasis on weapons means you won’t be faffing with doing real world actions like racking gun slides or manipulating charge handles, which are better suited for realistic combat sims with a much slower pace of gameplay. It’s not long until you find out a room of weirdos will magically zap into existence, hell-bent on setting you back to the last save point; realism simply isn’t a concern here.
Reloading typically requires you to eject a spent magazine (or pod of some sort) with a controller button press, grab a fresh magazine from your left hip holster, and insert the magazine into the mag well. Usually, you’ll only have three such magazines immediately at your disposal, as automatically regenerating ammo takes time. There’s a little counter where a magazine should be.
This means that although you’ll find yourself sticking to a number of more effective weapons along your adventure, both large-scale fights and boss battles will have you relying on weaker guns like your starter pistol as you wait for your favorites to become operational. Additionally, auto-recharging ammo means you won’t need to constantly hoover up loot around the level, save the odd health syringe or bomb you’ll find stashed around periodically.
Developing the muscle memory to rapidly reload, shoot, and change to a new weapon takes time, which can definitely add in a measure of unforeseen difficulty in a fire fight. Still, the wheel-style gun inventory system is accessible enough to eventually let you build that skill and put it to good use as the mixture and number of baddies increases.
Thankfully, you can upgrade a number of guns in your arsenal, which somewhat like Half-Life: Alyx is only accessible in one-off synthesizer points that you encounter on your one-way trip through the game’s 18 chapters.
It’s a tried-and-true method of forcing you to explore levels completely, because modding stations might be underwater, in a cave passageway that leads to nowhere, or hidden behind a bunch of filing cabinets. It’s not a terribly deep upgrade system, but it’s enough to keep those starter guns relevant as you progress through the arsenal of bigger and badder weapons.
Like the first in the series, Vertigo 2 is all about big and wild boss fights, of which there are 10 new encounters. I won’t spoil any of them for you, although they’re mostly what you’d expect, i.e. bespoke battles in medium-size arenas that require you to use the environment and your most powerful weapons to your advantage. Although pretty standard fare, bosses were both distinct and varied enough to keep your interest, and have attack patterns that you’ll have to decrypt, likely after a death or two.
Vertigo however goes a step further by tossing in a very wide assortment of baddies that mix and match as you traverse the multiverse. What’s more, you’ll need to intimately acquant yourself with all of their weak points as you head for the game’s end, as you’ll encounter a miasma of all of the multiverse’s baddies all at once.
One thing Vertigo 2 lacks is a wide set of puzzles. The quality of the ones there is good, although I really wish there were more. Still, it’s more about shooting, bosses, enemy vairety, and a weird story, and that’s fine by me.
The game’s lengthy and frankly astoundingly varied campaign took me around 10 hours to complete on the normal difficulty, although you could spend longer exploring every nook and cranny for weapon upgrades and easter eggs, or with a higher difficulty so enemies are more difficult to defeat.
Immersion
The game’s infectious cartoon style is back on display, this time offering up much more fine-tuned environments that are massive in size and variability. While humanoid character models are a little stiff (and maybe overly avatar-y), enemy models and animations are all really well done, which accounts for 99 percent of your encounters anyway.
Outside of its excellent, sweeping musical score, one of my favorite bits about Vertigo 2 is the constant change in player expectations.
Once you think you know what the deal is with Vertigo 2, you’ll find an alien trying to rent you a boat, or a war between robots where you have to choose sides, and an interdimensional space opera that gets thicc. Level design slowly becomes equally unpredictable, as you’ll be whisked away at any moment to a new world, a new mission, and ultimately a new revelation about why you’re stuck in such an odd universe. It’s all stupid wacky, and I love it.
You may find yourself challenged with having to ostensibly sweep out a five-floor facility looking for a single puzzle piece, but have the mission completely changed halfway through. In another instance, you scurry up to what must be another boss battle, only to find the thing eaten by something much larger and terrifying. And it does it all without ever breaking the fourth wall. Your mission might be straight forward, or it might be completely derailed at any moment.
Meanwhile, Vertigo 2 unabashedly pays tribute to the Half-Life series, and many others in the process. You’ll find VR-ified health regen stations throughout most of the science-y levels mixed in with mobile versions of the wall-mounted syringes—definitely Half-Life inspired. Stick it in your arm, juice up, and keep going. You’ll immediately attune yourself to its audible beep too.
That said, character voiceovers range from professional to mediocre, which means you’ll probably need the subtitles on at all times so you don’t miss a word. Unfortunately, I found this out after the first cutscene which definitely required subtitles to be anywhere near understandable, since it’s between an alien with a thick Spanish accent and another one with its own Yoda-esque idiolect.
As a side note, the game also includes a number of recording options for when you want to capture in-game video, including a third-person view and smoothed first-person view for a more polished and stabile capture. Basically, all VR games should have those options considering how useful they are to recording in-game footage and screenshots. There’s even a smartphone that is basically just hotkeyed to Steam’s F12 screengrab function, making in-game shots in VR so much easier. Here’s my Insta-friendly selfie, starter pistol in hand.
Comfort
Vertigo 2 is a big and varied place, and it includes a number of things you should look out for if you’re sensitive to VR-induced motion sickness. Seasoned VR users and people not adversely affected by artificial locomotion shouldn’t have a problem playing through some of the most challenging bits from a comfort standpoint, as there are periodic bits of forced movement that may or may not jibe with your comfort level.
You’ll be forced to spring through the air on jumping pads, go on fast-moving vehicles that aren’t controlled by the player character, and strafe around at a near constant whilst shooting, which introduces lateral movement that some might feel uncomfortable with.
The game does however make full use of a hybrid locomotion system, which includes smooth locomotion and teleportation presented as viable movement options during gameplay. Provided you don’t want to use teleportation, users can also toggle a jump button in the menu settings, although this is not advisable if you’re at all sensitive.
Besides making one of the most influential VR games to date, Valve also made sure Half-Life: Alyx was just as moddable as its other iconic titles. And thankfully there’s no shortage of talented modders out there who have built extended campaigns and new levels for the PC VR shooter.
One such HLA modder is Nate ‘Polygrove’ Grove, an Environment Artist and Designer at game publisher Annapurna Interactive, which is known for titles such as Outer Wilds, Stray, and What Remains of Edith Finch.
Last Friday Grove released their first solo HLA mod project, called ‘Re-Education’, something the environment artist calls a “medium-length campaign (30 minutes to an hour) featuring standard Half-Life Alyx style gameplay with a focus on slower pacing and environmental storytelling.”
You can check out the trailer below:
In Re-Education, the idea is to scavenge, explore, and make the dangerous journey while en route to a safehouse on the outskirts of City 17. There, Alyx finds her commandeered train has been halted by a Combine barricade.
“She must make her way through a long-abandoned school to access the switch that unblocks the tracks, but the task may prove more difficult than expected,” the DLC’s description reads.
The free DLC can be downloaded though Steam Workshops, which of course means you’ll need the base game to play.
This isn’t Grove’s first HLA mod either. You may also recognize the developer’s ‘Polygrove’ handle from the credits in the Half-Life: Incursion mod as well, which included the talents of Maarten Frooninckx (Hammer scripting), Ross Joseph Gardner (script writing), and Joey Bracken (voice over).
There’s a host of great content to explore outside of Re-Education and Incursion too, with one of our top picks being the Half-Life: Alyx ‘Levitation’ mod, which brings around 3-4 hours of Combine-ganking fun in an unofficial chapter that you’d swear is direct from Valve.