Alyx is as impressive a VR game as has ever been produced, but it's a step into the past as much as the future, since playing a quality Valve game again feels like being reunited with an old friend.

Mr. Threee-mannn...
Valve, where have you been? I haven't been watching the driveway through the window like a loyal dog with a lost cause, but it turns out it was much worse. Out of the shadows you come and it's revealed that the hole in my life was simply buried deep enough that I wasn't even aware it existed. For me, Alyx is as much a step into the past as the future. Putting on the headset transports me to 2007 where the VR feels almost immaterial. It's like being reunited with an old friend. I'm finally playing a Valve game again and only now do I realise I've been living a half-life.
(All screenshots are my own shot at medium quality)

The government says the pandemic situation is well under control.
Hot Dogs, Horseshoes & Hand Grenades's dev, Anton Hand, has said that indie VR devs compared to Valve 'are doing the equivalent of sending rockets to the moon with toothpicks,' and I'm inclined to agree. Yes, a well-optimised, high fidelity, high-polish product is important for VR's standing, but outside a few novel design choices, that's probably where its influence ends. It's also where its appeal largely begins. This is as vivid a world as we've ever seen drawn in VR. A world made all the more eerie by our current pandemic. By leveraging baked-in lighting and a distinct dearth of VFX and throwing their efforts into everything else that counted, we get a game that looks astonishing with reasonable performance. The modern lighting, the fine-comb detail paid to the environments, the tip-top animation, the in-person character rendering, characters of whom feel leaps ahead of episode two in presence, and the obsessive audio detail, - this is all money and people (and talent, of course) thrown at a problem until a fine polish perforce emerges. It's A way, not THE way. Do I dig the fruit of such work? You bet. But if the technical equivalent of a magic trick performed here remains the preserve of this series, engine or even this game, that's more than okay with me.

Some are going to great lengths to self-isolate.
Before release I was very worried Alyx had been eclipsed by a true VR Half Life game in the form of Boneworks. With its physics puzzle preoccupation and augmented as it was with tireless simulation, it verily felt like the logical next step from Half Life 2. By comparison, from preview gameplay alone, I wasn't even convinced Alyx would have smooth locomotion options. I'm glad to have been proven wrong. Alyx is as confident a VR game as has ever been produced, it just didn't need to plumb the depths of simulation to prove its stripes. Like Boneworks, it excels, but as a very different beast - one more concerned with generating a more prescriptive rollercoaster ride of exciting, varied sequences in a world packed with absurd detail and sense of place. That's just as much true to Half Life's legacy as balancing a see saw with a crate. I was just blind to it.
Supporting one of my local healthcare workers.
So yes, you can't melee, improvise a weapon or make physical contact with an enemy, and you can't run or jump (and falling triggers some overly friendly, floaty weirdness), so some teleportation will be unavoidable. Let me tell you, being demanding as I am, it really doesn't matter here. Alyx's combat is built around its ammo economy, true enough to Half Life. Its environments don't lend themselves to complex platforming, but exploring - and efficiently transitioning you to that meat. Rather than abjectly limiting, Alyx's gameplay loop fits as naturally as a Russell glove. Those gloves too should feel like an explicit mechanical VR concession to fly things to your hands, but instead they feel integrated both in the world and with interesting gameplay consequences. There's definitely a case that can still be made about Alyx's locomotion running counter to the immersion it otherwise conjours, but in the moment Valve gets away with everything because they're design perfectionists.

It's alright, I took all the personal protective equipment from that hospital.
Another flex of its budget is its writing and voice acting. Valve continues its comedian casting trend with the ace Rhys Darby cast as Russell, who dominates the script with great lines throughout. Eli and Alyx are both quite conspicuously recast (for very different reasons), but do a great job. My only issue with Alyx is that her unerring confidence and positivity stretches believability at some points. She seems to have two settings - distraught and chipper as can be. It's a first for Valve to have a voiced protagonist, however, so divorcing monologues is definite new and welcome ground. I'm also personally a big fan of where the story goes, but I can see where others might not be. The former games and Valve scripts in general have never seemed particularly fertile ground for much character development or ambitious tales to be spun, focusing instead on entertaining dialogue and injections of character and humour in-between the primary conflict. Apart from where it lands its story, that's very much the case here. The only, perhaps disappointing, loss in Valve's usual playbook is much environmental storytelling. Why such a Valve staple would go missing when the player is paying more attention to the minutiae of their surroundings than ever, is slightly baffling. For clarity of navigating puzzles and items in VR, etc? Who knows?

A locality can't be officially recognised as dystopic until there's a headless statue.
What I love about Valve game design is that no mechanic is used simply as a novelty before being cast aside. Little subversions and evolutions percolate throughout. For instance, try to fling a high value item to your person and watch it unexpectedly get ensnared by a barnacle tongue before being consumed. Watch explosive barrels get generously positioned for your combat advantage until the tables are turned and you enter a room rigged to blow with enemies primed to inadvertently set it all off. Watch yourself playfully chase an enemy round a laundry room before the true threat is made clear. Watch a multitool wire reconfiguration puzzle you've encountered a dozen times before sabotage you in the worst way. Even the mechanic with the biggest semblance of novelty - your ability to physically cover your mouth to avoid inhaling spores - finds new meaning (careful to not infect yourself in real life with COVID-19 with this one!). If horror is the 'removal of a mask,' then Alyx is most definitely a horror game. Although, you probably only need be pounced on by a headcrab to come to that conclusion.

You never wake up thinking this will happen to you, but there it is.
As ambitious as Alyx is as a technical feat and as mainline an entry as it feels, you only need to look at its weapon list to see that this is a slimmed down and focused reinterpretation/reboot of Half Life. All in the interest of making VR work. And yet, three weapons is all Alyx needs to engineer infinitely more engaging and thrilling combat encounters than ever before. You quickly find yourself in a natural, completely untutorialised rhythm of breaking through glass with your gun to get a clear shot, taking cover, flanking, holding mobile cover, and blind firing among many other action movie-esque, ad hoc strategies. The AI too, delivers a remarkably convincing illusion of a group tactical effort in taking you down, adopting as they do a F.E.A.R. approach of vocal enemies barking their intent like they've just discovered their vocal chords. Other enemy encounters exchange your being shot for perhaps even more effective sequences, including wholly surprising and incredibly well executed VR-focused alternative designs to series familiars. Why oh why Half Life has adopted the 'minigun heavy' into its enemy roster, however, is beyond me. That, and why the pistol's shooting (as pointed out by Anton Hand) for the reflex sight and laser reticle are thrown off by its nonsensical animation. Hopefully, the latter can be addressed!

A slight infestation in the hotel, so I'll probably do the British thing and not leave a review.
Alyx is as impressive a VR game as has ever been produced, certainly standing tall with Lone Echo and Boneworks. Look very closely, of course, and you'll see some baffling perforations in an otherwise perfect image. The real question is, has Valve taken a break from doing the bare minimum with its storefront and brought its A-game? It certainly gave us A GAME. And you know what? It's a Valve game in both design and presentation and ace for it. For once in my life, 'Valve time,' rather than the ongoing industry joke, can mean now. It's finally Valve time once again.