I admittedly bought an Oculus Rift S just to play it. Here is my Steam review:
"When I was 12, I played Half-Life for the first time in 1998. I remember running next door to excitedly grab my dad, all to show him that a character was talking to me. "His mouth is moving!" "He is looking at me!"
I did the same when I discovered I could break windows, push boxes, drive a train - I had never experienced anything like it before in my life and it was a feeling of awe that I still remember to this day.
Half-Life Alyx is my first experience with VR, and I cannot understate how impressed I am with how VR engages you with the world and your interactions within it. Once again, Valve is making me feel like a 12 year old boy playing something that will have a profound impact on my gaming life.
VR may be at the beginning of its journey, but it is here to stay, and is only going to get better.
What a start to it."
The Half-Life series evokes emotions that only Valve seem to be able to create for me, and this was no exception.
The only downside is that I want more, and for their next game to be in VR now.
Do newer VR solutions still require those pillar positional sensors to be placed around in a room? I thought the new Oculus uses cameras mounted on the headset and a gyro or something?-
To add to this - The Oculus Rift S has internal sensors, so does not require external devices - that is why I bought it. Also, unlike the Quest it connects to your GPU with a 5m cable, plus it has haptic feedback and touch sensors on the controllers which add to immersion - running your "hand" along a surface will give you a false sense of touching something which is cool, and it has thumb, index finger and "rest of hand" detection. The only downside so far to the headset is that the room must be lit for the cameras to work for positioning - but all that amounts to is not playing it in the dark!