valve

why-more-pc-gaming-handhelds-should-ditch-windows-for-steamos

Why more PC gaming handhelds should ditch Windows for SteamOS

Yes, that is SteamOS. No, that is not a Steam Deck.

Enlarge / Yes, that is SteamOS. No, that is not a Steam Deck.

Since the successful launch of the Steam Deck nearly two years ago, we’ve seen plenty of would-be competitors that have tried to mimic the Deck’s portable form factor and ability to run PC games. Thus far, though, these competitors have all been missing one of the Steam Deck’s best features: integration with the increasingly robust, Linux-based SteamOS 3.

That’s finally set to change with the just-announced Ayaneo Next Lite, the first non-Valve portable hardware set to come with SteamOS pre-installed. We can only hope this is the start of a trend, as Valve’s gaming-focused operating system brings many advantages over gaming portables (and maybe desktops) that run a full Windows installation.

A bespoke, portable gaming OS

Ayaneo’s announcement highlights a few vague-ish features of the Next Lite, including a 7-inch 800p screen, a 47 Wh battery, and drift-resistant hall-effect joysticks. But even though the announcement doesn’t include a specific asking price, Ayaneo promises that the device “integrates outstanding cost-effectiveness” and will be “the all-new cost-effective choice with flagship experiences.”

That ad copy highlights one of the main advantages a SteamOS-based gaming portable brings over one sporting Windows: cost. Sure, OEMs are likely paying much less than the $139 consumer asking price for a copy of Windows 11. Still, even a $70-per-unit bulk license would represent a good 10 percent of the ASUS ROG Ally’s $700 asking price (and an even bigger chunk of the price difference between the Ally and the Steam Deck). In an increasingly competitive portable PC gaming market, being able to cut out that significant cost over Windows-based alternatives could be a big deal.

Look how happy not paying for a Windows license has made these gamers.

Enlarge / Look how happy not paying for a Windows license has made these gamers.

Then there’s the interface. Modern Windows is designed with a desktop/laptop or tablet form factor in mind. That UI definitely leaves something to be desired when forced into a 7- or 8-inch touchscreen that lacks a keyboard and mouse. Our review of the ROG Ally highlights just how annoying it can be to have to fiddle with Windows settings on a touchscreen running “an awkwardly scaled” version of the OS. And while Microsoft has experimented with a handheld-friendly version of Windows meant for portable gaming devices, nothing public has yet come of the effort.

SteamOS 3, on the other hand, has been built from the ground up with portable gaming on Steam Deck in mind. That comes through in many little ways, like a built-in “suspend” mode, tons of battery-optimization features, and menus that are designed for a small screen and joystick navigation.

And let’s not forget the way that most Steam games are pre-configured and optimized to “just work” on the OS after you download them, eliminating the kind of settings tweaking that’s often needed when running Windows on a gaming portable. As Ars’ Kevin Purdy summed it up in his ROG Ally review, “I find it easier to install, launch, and configure games on Valve’s Steam Deck, a handheld PC rooted in Arch Linux, than on the Ally’s combination of Windows 11 and Asus’ own Armoury Crate software.”

Who needs Windows?

The Witcher 3 on the ROG Ally.” height=”480″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/01/rogally-640×480.jpg” width=”640″>

Enlarge / A mess of launchers and OS cruft crowd the screen when launching The Witcher 3 on the ROG Ally.

Kevin Purdy

Yes, a Windows installation means a gaming portable is compatible with almost every PC game ever made, including many that still don’t run on SteamOS for one reason or another. But SteamOS’s robust Proton compatibility layer means an ever-expanding list of thousands of games are certified as at least “Playable” on SteamOS, including most of Steam’s most popular titles. That’s a huge change from the desktop-focused “Steam Machines” era of the mid-’10s, when early versions of SteamOS could only run the relative handful of games that developers bothered to explicitly port to Linux.

While Proton does come with at least some performance overhead, a variety of Steam Deck benchmarks show games running under SteamOS tend to perform comparably (or sometimes better) than those running under Windows on the handheld. That’s also a huge change from the Steam Machines era, when Ars’ testing showed that many SteamOS games ran significantly worse than their Windows counterparts on the same desktop hardware.

Why more PC gaming handhelds should ditch Windows for SteamOS Read More »

portal-64-is-an-n64-demake-of-valve’s-classic,-now-available-as-a-“first-slice”

Portal 64 is an N64 demake of Valve’s classic, now available as a “First Slice”

For the consoles that are still alive —

It’s shocking how good the Portal Gun feels on late 1990s tech.

The Portal Effect, or seeing oneself step through sideways.

Enlarge / Remember, this is the N64 platform running a game released at least five years after the console’s general life cycle ended.

Valve/James Lambert

James Lambert has spent years making something with no practical reason to exist: a version of Portal that runs on the Nintendo 64. And not some 2D version, either, but the real, blue-and-orange-oval, see-yourself-sideways Portal experience. And now he has a “First Slice” of Portal 64 ready for anyone who wants to try it. It’s out of beta, and it’s free.

A “First Slice” means that 13 of the original game’s test chambers are finished. Lambert intends to get to all of the original’s 19 chambers. PC Gamer, where we first saw this project, suggests that Lambert might also try to get the additional 14 levels in the Xbox Live-only Portal: Still Alive.

So why is Lambert doing this—and for free? Lambert enlists an AI-trained version of Cave Johnson’s voice to answer that question at the start of his announcement video. “This is Aperture Science,” it says, “where we don’t ask why. We ask: why the heck not?”

The release video for Portal 64’s “First Slice”

Lambert’s video details how he got Portal looking so danged good on an N64. The gun, for example, required a complete rebuild of its polygonal parts so that it could react to firing, disappear when brought up to a wall instead of clipping into it, and eventually reflect environmental lighting. Rounding out the portals required some work, too, with more to be done to smooth out the seeing-yourself “Portal effect.”

To try it out, you’ll need a copy of Portal on PC (Windows). Grab the “portal_pak_000.vpk” file from inside the game’s folder, load it onto Lambert’s custom patcher, and you’ll get back a file you can load into almost any N64 emulator. Not all emulators can provide the full Portal experience by default; I had more luck with Ares than with Project 64, for instance.

  • “It’s just so much better,” Lambert says of the latest version of the portal gun.

    Valve/James Lambert

  • The “Portal Effect,” as seen inside the Ares N64 emulator.

    Valve/James Lambert

  • Remember, this is the N64 platform running a game released at least five years after the console’s general life cycle ended.

    Valve/James Lambert

  • How that familiar title screen looks, circa 2000-ish.

    Valve/James Lambert

  • On the Project 64 emulator, I couldn’t see through the portals.

    Valve/James Lambert

  • A bit more polygonal flavor for you. Note that I bumped the resolution way, way up from the N64’s original for these latter screenshots.

    Valve/James Lambert

How does it run? Like the nicest game I ever played on Nintendo’s early-days-of-3D console. It does a lot to prove that Portal is just a wonderful game with a killer mechanic, regardless of how nice you can make the walls. But the game is also a great candidate for this kind of treatment. The sterile, gray, straight-angled walls of an Aperture testing chamber play nicely with the N64’s relatively limited texture memory and harsh shapes.

Lambert has a Patreon running now, and support does a few things for him. It allows him to pay a video editor for his YouTube announcements and regular updates, it could pay for a graphics artist to polish up the work he’s done by himself on the game, and it could even free him up to work full-time on Portal 64 and other N64-related projects.

His fans are already showing their appreciation. One of them, going by “Lucas Dash,” helped create a box and cartridge for the game. Another, “Bloody Kieren,” created an entire Portal 64-themed N64 console and controller. These people have put serious energy into imagining a world where Valve produced Portal in a completely different manner and perhaps fundamentally reshaped our timeline—and I respect that.

Portal 64 is an N64 demake of Valve’s classic, now available as a “First Slice” Read More »

valve-launches-steamvr-2.0-beta,-bringing-long-awaited-platform-features-into-vr

Valve Launches SteamVR 2.0 Beta, Bringing Long-awaited Platform Features into VR

After a period of significant silence about VR from the company, Valve today surprise-released a beta for SteamVR 2.0, a major upgrade to the platform’s VR interface which finally brings more of the platform’s core capabilities into VR.

Valve originally said it planned to release “SteamVR 2.0” in 2020. But it would be Valve without the infamous Valve Time. So here we are three years later and SteamVR 2.0 has been released in beta.

This is a major upgrade to the SteamVR interface which better aligns SteamVR with the modern Steam and Steam Deck experiences.

Image courtesy Valve

Valve says that with the update “most of the current features of Steam and Steam Deck are now part of SteamVR.” That appears to include things that have been long-missing a native implementation into SteamVR, like chats, voice chats, and the modern Steam Store and Library. The update also adds an updated keyboard with the addition of emojis, themes, and more languages.

Valve says the beta update is “just the beginning of SteamVR 2.0’s journey, and we’ll have more to share in the coming weeks and months as we collect feedback and work on the features mentioned above. This beta will give us a chance to work out the kinks as more and more people try it out. As with all betas, this means SteamVR 2.0 will get better and better as we prepare it for its eventual full public launch.”

How to Install SteamVR 2.0 Beta

If you want to try the SteamVR 2.0 beta today, before it’s pushed out to all users, you need to opt into both the Steam beta branch, and the SteamVR beta branch. Here’s how:

Steam beta:
  1. Open Steam > Click ‘Steam’ in menu bar > Settings > Interface > Client Beta Participation.
  2. Set Client Beta Participation to ‘Steam Beta Update’
  3. Steam will restart
SteamVR beta:
  1. Open Steam library > right-click SteamVR > Properties > Betas > Beta Participation.
  2. Set Beta Participation to ‘beta – SteamVR Beta Update’
  3. Once you close the window, SteamVR will begin updating to the beta branch.

A Taste of Things to Come?

SteamVR 2.0 might be about more than just improving the platform’s VR interface. Recent work by the company that’s been happening right alongside these interface improvements also suggests Valve is still working on a standalone VR headset. Whether we’ll see that any time soon is unclear… Valve Time never ceases to surprise.

Valve Launches SteamVR 2.0 Beta, Bringing Long-awaited Platform Features into VR Read More »

update-to-steamvr-suggests-valve-is-still-working-on-a-standalone-headset

Update to SteamVR Suggests Valve is Still Working on a Standalone Headset

Valve is a notorious black box when it comes to basically everything. A recent update to Steam client for VR though suggests the company is still working behind the scenes on what appears to be its long-awaited standalone VR headset.

As revealed by tech analyst and consummate Steam data miner Brad Lynch, a recent update to Steam’s client included a number of VR-specific strings related to batteries, which seems to support the idea that Valve is currently readying the platform for some sort of standalone VR headset.

Image courtesy Brad Lynch

The update also included mention of new UI elements, icons, and animations added to the Steam Client for VR—something it probably wouldn’t do for a competitor’s headset, like Meta’s soon-to-release Quest 3 standalone.

Meanwhile, South Korean’s National Radio Research Agency (RAA) recently certified a “low-power wireless device” from Valve, also spotted by Lynch. It’s still too early to say whether the device in question is actually a standalone VR headset—the radio certification only mentions it uses 5 GHz wireless—however headsets like Meta Quest 2 are equally as vague when it comes to RAA listings.

Granted, Valve hasn’t come out and said it’s developing a standalone VR headset yet, although with mounting competition from Apple and Meta, 2024 may be the year we finally see the ‘Index of standalone VR’ come to the forefront. Valve Index has widely been regarded as the ‘best fit’ PC VR headset, owing to its excellent quality, performance, and comfort—something we called “the enthusiast’s choice” in our full review of the headset back when it launched in 2019.

But it hasn’t been entirely mum either. In early 2022, Valve chief Gabe Newell called its handheld gaming PC platform Steam Deck “a steppingstone” to standalone VR hardware, nothing that Steam Deck represented “battery-capable, high-performance horsepower that eventually you could use in VR applications as well.”

– – — – –

While a capable, high-end standalone VR headset from Valve is certainly something to salivate over, a few big questions remain: What will happen when Valve opens Steam up to standalone VR content? How would the largely Meta-heavy ecosystem react as Steam becomes a new outlet for VR games? And what if Valve’s headset is instead capable of playing some subsection of standard PC VR content? We don’t know the answer to any of these questions, but with Valve’s continued interest in VR, we’re still pretty hopeful to find out.

Update to SteamVR Suggests Valve is Still Working on a Standalone Headset Read More »

this-‘portal-2’-mod-brings-full-vr-support-to-valve’s-award-winning-puzzler

This ‘Portal 2’ Mod Brings Full VR Support to Valve’s Award-winning Puzzler

Flat2VR, the modding team known for bringing unofficial VR support to games such as Final Fantasy XIV, Half-Life 2, Jedi Outcast, and Left 4 Dead 2, recently released a mod for Portal 2 which finally brings SteamVR support to the iconic puzzle game.

The mod is free, and posted to Giovanni ‘Gistix’ Correia’s Github, a contributing member of Flat2VR. If you need help installing, there are instructions on the mod’s Github page, howevrr you can also head over to the Flat2VR Discord (invite link) for help.

Another pretty handy coincidence: Valve has again put both Portal and Portal 2 on sale for just $1 a piece, or in the Portal bundle for just $1.50 total, giving you basically no excuse not to play this mod—provided you have a VR-ready PC and a headset such as a Valve Index or Quest 2 (with Link).

Check out this 20-minute playthrough showcasing just how fluid the VR mod is:

This ‘Portal 2’ Mod Brings Full VR Support to Valve’s Award-winning Puzzler Read More »

sales-of-valve’s-index-headset-are-waning-after-years-of-surprising-longevity

Sales of Valve’s Index Headset Are Waning After Years of Surprising Longevity

Valve’s Index VR headset is now more than four years old. Despite its age, the headset continued to sell at a surprising rate over the years—but as they say, nothing lasts forever.

Valve launched Index with the goal of setting the bar for PC VR headsets to beat. And by many measures it accomplished that goal. Despite the $1,000 price tag and the headset’s age, Index remains the second most-used headset on Steam at 18.38% of active headsets on the platform (though a distant second to Quest 2 at 42.05%) as of June 2023. Even with just one headset, that makes Valve the second largest headset vendor on the platform.

Despite PC VR headsets that have launched since with higher resolution or OLED displays or even a cheaper price, the headset’s balance of comfort, visuals, sound, tracking, and controllers have made it a popular choice long after its spec sheet would suggest.

While usage of Index remains strong, sales of the headset appear to be in decline after years of holding steady.

Although Valve doesn’t share how much revenue individual products make on its platform, Steam does rank the top selling products, by revenue, each week. Thanks to SteamDB’s archive of the data, we’ve been able to get a rough trend of the headset’s sales performance over the years.

The data is at times sparse; for most of the dataset we only know the top 10 products by weekly revenue (if Index fell under the top 10 we don’t know exactly how far it fell), but Steam recently began sharing the top 100, giving us a clearer insight into the downward trend of Index sales.

The exact reason for the somewhat sudden change in trend is unclear, but we have one hypothesis. The downturn began happening some six to eight months after Valve released Steam Deck—the company’s first hardware product since Index. The turn also came around the new year heading from 2022 into 2023.

Especially considering that actual usage of the headset remains strong, our best guess is that sales of Index have trended downward largely because Valve has shifted the spotlight to Steam Deck; possibly even more so after the company saw how well the device sold through the 2022 holiday season.

While Valve had once promoted Index in various places on the Steam storefront, now Steam Deck appears more often to be put in front of Steam’s huge audience of users:

Valve may even have reallocated some of its Index manufacturing capacity to meet demand for Steam Deck.

Its difficult to say what this means for Index and Valve’s future VR hardware ambitions. There’s no doubt that the introduction of standalone headsets has changed the VR landscape considerably compared to when Index first launched. There have been glimpses that Valve is still working on something behind the scenes, but the company’s limited attention may be largely focused on Steam Deck for the foreseeable future.

Sales of Valve’s Index Headset Are Waning After Years of Surprising Longevity Read More »

steamvr-now-supports-automatic-controller-binding,-making-weird-vr-controllers-a-little-less-weird

SteamVR Now Supports Automatic Controller Binding, Making Weird VR Controllers a Little Less Weird

Valve released its 1.26 update to SteamVR, which ought to make it easier to play any VR game using any type of motion controller thanks to automatic controller binding.

The company initially released a Compatibility Mode in its 1.24 update back in August 2022 which let games initially targeted towards specific controller types essentially be accessible to all controllers.

In the new SteamVR 1.26 update, Valve is going one step further with the new automatic binding feature, which automatically generates a new button binding profile, configures it based on a more common controller (like Index or Touch), and sets it to simulate that controller type. The idea is you won’t need to faff about in menus if something like your Windows Mixed Reality controller isn’t officially supported.

That’s the immediate stopgap for players at least, although if a developer decides to create a native binding for any specific controller down the road, SteamVR will automatically switch to that as soon as its available. Notably, this puts the onus on Valve to continuously update its compatibility layer to include new controller types down the road.

“While native support and explicit bindings will always give the greatest control, having this compatibility layer will smooth releases and lighten the load on game developers and controller manufacturers alike,” the company says in the update log. “Controller driver developers can get more information on creating a rebinding file at this documentation page.”

You can see the full update notes on Steam.

SteamVR Now Supports Automatic Controller Binding, Making Weird VR Controllers a Little Less Weird Read More »

valve-index-is-currently-selling-for-$600-refurbished-from-gamestop

Valve Index is Currently Selling for $600 Refurbished from GameStop

Looking to get your hands on arguably the best PC VR headsets out there? Well, you might consider GameStop’s refurbished units for $600.

Used, refurbished units typically sell through GameStop for $700, which includes the full kit and kaboodle: SteamVR tracking base stations, Index motion controllers, cables, and of course the Index headset itself.

Now that package is on sale for $100 off, bringing it way below its $1,000 all-in price when new. All you’ll need left to play a host of SteamVR content, such as the award-winning Half-Life: Alyx, is a VR-ready PC.

Before plonking down those six crisp Benjamins though, you might want to try out Steam’s VR Performance Test first to see if your system has what it takes.

Photo by Road to VR

But the last hurdle to overcome is invariably deciding whether it’s worth that price in 2023, as Index is now nearly four years old. For the long of it, check out our 2023 VR headset buyer’s guide. Here’s the short of it:

If you’re looking for a good all-in alterative to the Index deal, Meta’s Quest 2 is cheap and cheerful at $300. In addition to offering its own native library of standalone content, it also works as a PC VR headset thanks to both a wired and wireless PC connection.

You can also pick up a refurbished HP Reverb G2 from NewEgg for $390—another headset that made our list. It’s a good all-around PC VR headset, although controller latency is markedly worse than either Quest 2 or SteamVR-tracked headsets like Index or anything HTC offers.

Wherever you look though, you’d be hard-pressed to find anything new for $600 that matches Index’s still excellent displays, off-ear audio, ergonomic headstrap, and Index controllers.

Here’s a full list of what’s included:

What’s in the Box

  • Headset
  • Integrated Headphones
  • Headset Cable
  • Headset Connection Cable with DisplayPort 1.2 and USB 3.0 Connections
  • Headset Power Supply
  • Regionalized Headset Power Adapter(s)
  • Headset Cradle Adapter (for smaller heads)
  • Headset Face Gasket
  • 2 Controllers, Left and Right
  • 2 Controller Lanyards
  • 2 USB Controller Charging Cables
  • 2 SteamVR 2.0 Base Stations
  • 2 15 ft (4.5 m) Base Station Power Cables
  • 2 Base Station Stands with Mounting Hardware
  • Regionalized Base Station Power Adapter Plug(s)

Valve Index is Currently Selling for $600 Refurbished from GameStop Read More »

recent-valve-hiring-hints-at-next-gen-index-headset-in-development

Recent Valve Hiring Hints at Next-gen Index Headset in Development

Since the release of its first (and so far, only) VR headset in 2019 and its flagship VR game in 2020, Valve has been worryingly quiet about its future plans for VR. But recent hiring and job listings suggest the company is still working toward next-gen VR hardware.

It’s been nearly four years since the release of Valve Index, a leading PC VR headset which has held its ground as the second most-popular headset on the platform for longer than most might have expected. But the aging headset mirrors the aging PC VR landscape in general which has taken a back seat to Meta’s Quest platform after it captured the attention of a bulk of VR developers.

But Valve may not be done with VR yet. As YouTuber Brad Lynch pointed out last month, the company recently brought in two new people with experience in VR displays and optics, one of which claims to be advising the company on “next-gen Valve Index and Steam Deck products.”

Valve has made a couple VERY notable hires recently for their hardware teams

One being what seems to be their first full-time Display architect that has a fluent history in OLED/HDR

And a consultant focused on bringing “Next Gen Valve Index” products for commercial launch pic.twitter.com/nGpo859ore

— Brad Lynch (@SadlyItsBradley) April 23, 2023

Additionally we’ve spotted some interesting updates to Valve job listings showing the company is still very interested in hiring people with VR expertise.

As of late 2022, the company’s listing for a Visual & User Experience Designer didn’t include any mention of VR, but sometime between then and March 2023, the company updated the description to indicate that the hire would “create UI for use across desktop, mobile, handheld & VR.”

Similarly, the Software Engineer for Hardware listing was updated sometime between mid-2022 and March 2023 with new language specifically relating to “the next generation of VR and hand-held gaming products,” and “core VR Technologies (tracking, optical calibration, display customization).”

Add that to a handful of teases from the company in the last few years, and it surely seems like VR remains on the radar internally at Valve, despite little external communication to that end. Granted, Valve is pretty unique as a company, often working at its own pace on projects that may or may not ever launch. While there’s no telling if the company’s internal VR effort is on the backburner or actively moving forward, it’s clear the company still wants to hire and retain employees with VR expertise.

Recent Valve Hiring Hints at Next-gen Index Headset in Development Read More »

valve-interview-confirms-its-vr-ambitions-are-alive-and-kicking

Valve Interview Confirms Its VR Ambitions Are Alive and Kicking

If you’ve been plugged into the Valve leak-o-verse, you’ve probably come across the name ‘Deckard’, the supposed code name of a standalone headset allegedly under development by the one and only. While Valve isn’t confirming anything about the storied standalone, the company went on record late last year to say they are still have faith in VR, and are critically still working on VR headsets.

Valve product designer Greg Coomer spoke to Korean gaming publication This is Game (Korean) in December, saying that VR is very much still in the works. The interview wasn’t widely shared in the English-speaking side of the Internet until it landed on Reddit, Google-translated to English.

Here’s Coomer’s response to a question about what he can reveal in regard to VR, translated from Korean to English:

There isn’t much (laughter). Nevertheless, I can definitely say that we are continuing to develop VR headsets recently. Valve has a lot of expertise in VR devices and has faith in the medium and VR games.

We hope to remain open on PC platforms rather than having VR games exclusively on a certain platform. While adhering to this belief, we are continuing development.

However, we cannot confirm the existence of specific products or disclose the release date of the results. The same applies to game projects being developed internally. There are certainly many projects underway, but we cannot announce anything today.

As you might gather, Valve doesn’t openly speak about its in-development projects. Hearing that VR is still on the table from Coomer directly though, who has been with Valve since the release of Half-Life (1998), and worked on major games all the way up to Half-Life: Alyx (2020), is just about as good as you can get.

That’s especially so since the last time Valve released any VR hardware was its enthusiast-grade PC VR headset Valve Index in 2019. A year later, the studio launched its only full-length VR game to date, Half-Life: Alyx.

Still, it hasn’t been entirely all quiet on the Valve VR front. In March 2022, Valve chief Gabe Newell called its handheld gaming PC platform Steam Deck “a steppingstone” to standalone VR hardware.

“One of the things [Steam Deck] represents is battery-capable, high-performance horsepower that eventually you could use in VR applications as well. You can take the PC and build something that is much more transportable. We’re not really there yet, but this is a stepping stone.”

At the time, Coomer also noted Steam Deck’s hardware “would run well in that [standalone VR] environment, with the TDP necessary… it’s very relevant to us and our future plans.”

Meanwhile, tech analyst and YouTuber Brad Lynch has been probably the most vocal proponent of all things Steam standalone, having followed the Deckard beat since data miners first found a string in a January 2021 Steam update that mentioned the alleged VR standalone.

Over the following years, Lynch has uncovered mounting evidence in subsequent releases of SteamVR, including his most recent supposition that Deckard may include PC VR wireless streaming capabilities, eye-tracking, and passthrough AR features.

As you’d imagine, there have been no public confirmations from Valve, so we’ll just have to wait and see.

Valve Interview Confirms Its VR Ambitions Are Alive and Kicking Read More »

this-‘half-life:-alyx’-mod-brings-a-slice-of-valve-level-action

This ‘Half-Life: Alyx’ Mod Brings a Slice of Valve-level Action

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.

This ‘Half-Life: Alyx’ Mod Brings a Slice of Valve-level Action Read More »

nvidia-is-giving-up-on-gamestream-to-the-dismay-of-shield-tv-owners

Nvidia is giving up on GameStream to the dismay of Shield TV owners

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Nvidia is giving up on GameStream to the dismay of Shield TV owners Read More »