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Half-Life: Alyx: notes, sales and response on the networks

Half-Life: Alyx: notes, sales and response on the networks

The game has been a triumph for critics as well, with a current average of outstanding.

Valve surprised everyone by introducing Half-Life: Alyx, the first installment of the saga since the appearance of episode 2, in 2007. Gabe Newell's study once again proved that it is one of the most difficult to read companies in the industry. : When all hope of seeing a new installment in the Freeman universe had been abandoned, the Bellevue team gave the chime by taking out a delivery starring Alyx and exclusively designed for virtual reality -compatible with all systems on PC , although specially designed for Index, the own system created by Valve.

After the initial shock and with little time between the announcement and the launch, there were all kinds of bets on the outcome of this move. But at least from the beginning it seems that we are facing another master blow from the creators of Steam.

Half-Life, Alyx, RV, Virtual Reality, Valve, Steam

Outstanding Average

For starters, the response from the specialized media has been very positive. The average of the analyzes published as of the date of this text is 92 in Metacritic, with several 10/10 including that of the influential American media IGN, followed by several outstanding notes (in Meristation we have just received the code recently and the Reviews will be available in a few days).

Sales success

Despite the limited number of users with VR equipment (an estimated 1.3% of active users on Steam have it), Alyx had no problems crowning itself as the best seller on the sales list in real time of the store, which is already significant. Some trackers have put the game figures at 300,000 units, but that is an unreliable extrapolation due to the little data available, and the fact that all Index users have the game included (it is calculated that slightly more than 100,000 units ). But it is still a success, since the announcement of the game led to a notable jump in sales of the inexpensive team – more than $ 1,000 for the complete set.

Reactions in the networks

The most shared in networks around the new Half-Life are not the shootings, the setting or the dialogues, but the surprising possibilities of interaction that they provide. The most striking examples are the perfectly functional piano that we can "play" with our own hands, or the markers with which we can paint crystals (and, of course, many take advantage to draw penises).

Everything points to the fact that we are facing another turning point for virtual reality and a true "killer app" to continue convincing users of the future of this technology.

About author

Chris Watson is a gaming expert and writer. He has loved video games since childhood and has been writing about them for over 15 years. Chris has worked for major gaming magazines where he reviewed new games and wrote strategy guides. He started his own gaming website to share insider tips and in-depth commentary about his favorite games. When he's not gaming or writing, Chris enjoys travel and hiking. His passion is helping other gamers master new games.

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