Half-Life: Alyx es un juego de disparos en primera persona de realidad virtual (VR) de2020desarrollado y publicado por Valve . Ambientado entre los eventos de Half-Life (1998) y Half-Life 2 (2004), los jugadores controlan a Alyx Vance en una misión para apoderarse de una superarma perteneciente al alien Combine . Los jugadores usan la realidad virtual para interactuar con el entorno y luchar contra los enemigos, usando "guantes de gravedad" para manipular objetos, de manera similar a la pistola de gravedad de Half-Life 2 . Vuelven los elementostradicionales de Half-Life , como los acertijos de física, el combate, la exploración y los elementos de terror de supervivencia .
Vida media: Alyx | |
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Desarrollador (es) | Válvula |
Editorial (es) | Válvula |
Escritor (es) | |
Compositor (es) | Mike Morasky |
Serie | Media vida |
Motor | Fuente 2 |
Plataforma (s) | |
Lanzamiento |
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Género (s) | Tirador en primera persona |
Modo (s) | Un solo jugador |
El anterior juego Half-Life , Episode Two , se lanzó en 2007. Después de varios intentos fallidos de desarrollar más proyectos Half-Life , Valve comenzó a experimentar con la realidad virtual a mediados de la década de 2010 y lanzó una colección de minijuegos de realidad virtual, The Lab , en 2016. Reconociendo la demanda de un juego de realidad virtual a gran escala, experimentaron con prototipos utilizando sus diversas propiedades intelectuales, como Portal , y descubrieron que Half-Life se adaptaba mejor a la realidad virtual. Alyx entró en plena producción utilizando el nuevo motor Source 2 de Valve en 2016, con el equipo más grande en la historia de Valve. Valve inicialmente planeó lanzar Alyx junto con sus auriculares Index VR en 2019, pero lo retrasó para reescribir la historia desde cero luego de los comentarios internos.
Alyx se lanzó para Windows en marzo de 2020 y Linux en mayo de 2020, con soporte para la mayoría de los auriculares VR compatibles con PC . Recibió elogios por sus gráficos, actuación de voz, narrativa y atmósfera, y ha sido citada como la primera aplicación asesina de realidad virtual .
Como se Juega
Half-Life: Alyx es un juego de realidad virtual (VR) que admite todos los auriculares VR compatibles con SteamVR , que incluyen Valve Index , HTC Vive , Oculus Rift , Oculus Quest y todos los auriculares Windows Mixed Reality . [1] Dado que el juego se diseñó en torno a la realidad virtual, Valve declaró que no había planes para una versión que no fuera de realidad virtual. [1] [2] Half-Life: Alyx también admite modificaciones de usuario a través de Steam Workshop . [3]
Los jugadores controlan a la aliada de Freeman, Alyx Vance, mientras ella y su padre Eli Vance luchan contra Combine , un imperio alienígena que ha conquistado la Tierra. [1] El diseñador David Speyrer dijo que Alyx no era un juego episódico o una historia paralela, sino "la siguiente parte de la historia de Half-Life ", aproximadamente de la misma duración que Half-Life 2. [4] Los jugadores usan la realidad virtual para obtener suministros, usa interfaces, lanza objetos y participa en combate. Al igual que la pistola de gravedad de Half-Life 2 , los guantes de gravedad permiten a los jugadores manipular la gravedad. [4] Los elementos tradicionales de Half-Life como la exploración, los acertijos, el combate y la historia están ahí. [5] Todas las armas se pueden usar con una mano, ya que Valve quería que los jugadores tuvieran una mano libre para interactuar con el mundo en todo momento. [6] Si bien el juego es principalmente un juego de disparos en primera persona, agrega elementos del género de terror de supervivencia , ya que la salud y la munición son más escasas e incluye encuentros sorpresivos aterradores. [7] [8] [9]
Los jugadores pueden moverse físicamente en la escala de la habitación para mover a Alyx en el juego. Alternativamente, los jugadores pueden usar palancas analógicas en los controladores de realidad virtual para mover Alyx tradicionalmente, teletransportarse a puntos cercanos o un modo intermedio que tiene Alyx "deslizándose" a puntos seleccionados. En el caso de la opción de teletransportación, el juego sigue simulando el movimiento aunque la acción parezca instantánea, y Alyx puede morir si es atacada o movida desde una altura demasiado grande. [10]
Gráfico
Half-Life: Alyx tiene lugar cinco años antes de los eventos de Half-Life 2 . [11] La Tierra ha sido conquistada por los alienígenas Combine , quienes han implementado un brutal estado policial . En la Ciudad 17 , la adolescente Alyx (Ozioma Akagha) y su padre, el Dr. Eli Vance , ambos miembros de un movimiento de resistencia humana, están robando recursos de Combine. Después de ser capturados por el Combine, el miembro de la resistencia Russell ( Rhys Darby ) rescata a Alyx y le advierte que Eli será transportado a Nova Prospekt para ser interrogado. [12] Para interceptar el tren que transportaba a Eli, Alyx se aventura en la zona de cuarentena, un área dentro de la Ciudad 17 infestada de vida extraterrestre parasitaria. En el camino, conoce a un excéntrico Vortigaunt ( Tony Todd ), quien le pide a Alyx que salve a sus compañeros Vortigaunt y prevé que Eli morirá. [13]
Dentro de la Zona de Cuarentena, Alyx descarrila el tren y el Vortigaunt rescata a Eli de los restos. Mientras estaba bajo custodia, Eli se enteró de que los Combine están almacenando una superarma en una enorme bóveda flotante en la zona de cuarentena; instruye a Alyx para encontrar la bóveda y robar su contenido. [14] Alyx se aventura a través de la Zona de Cuarentena, compitiendo con extraterrestres y soldados Combine. Ella apaga una central eléctrica que mantiene la bóveda a flote, y descubre que cada estación contiene Vortigaunts esclavizados forzados a canalizar sus energías hacia la bóveda. El Vortigaunt que ella rescata promete que él y los demás derribarán las centrales eléctricas restantes. [15]
Eli contacta a Alyx y le advierte que la bóveda no contiene un arma; es una prisión construida alrededor de un complejo de apartamentos para contener algo que el Combine descubrió. Alyx, Eli y Russell razonan que lo que sea que haya dentro puede ayudarlos a luchar contra el Combine. [16] Cuando se acerca a la bóveda, Alyx escucha a un científico mencionar a los superiores de Combine que el ocupante es un sobreviviente del incidente de Black Mesa . Suponiendo que el sobreviviente es Gordon Freeman , Alyx tiene como objetivo montar un rescate y estrella la bóveda contra el suelo. [17] [18]
Dentro de la bóveda, Alyx encuentra el complejo de apartamentos alrededor del cual fue construido. Los fenómenos físicos impregnan el edificio; los objetos flotan en antigravedad y las habitaciones con espejos se apilan una encima de la otra. Alyx descubre una celda de prisión avanzada en su centro. Ella lo abre, esperando encontrar a Freeman, pero en su lugar libera al misterioso G-Man ( Michael Shapiro ). [19] Como recompensa, G-Man ofrece sus servicios a Alyx. Ella solicita que retire el Combine de la Tierra, pero G-Man enfatiza que esta solicitud contradeciría los intereses de sus "empleadores". En cambio, la transfiere al futuro y le ofrece la oportunidad de cambiar el resultado de la muerte de Eli a manos del Asesor de Combine al final de Half-Life 2: Episodio Dos . [20] Alyx obedece, mata al Consejero y salva a su padre. El G-Man le informa a Alyx que ha demostrado ser capaz de reemplazar a Freeman, con quien el G-Man se ha vuelto insatisfecho. Atrapa a Alyx en estasis y se va. [21]
Gordon recupera la conciencia en la base del Bosque Blanco de la Resistencia. Eli está vivo, pero Alyx no está. Eli se da cuenta de lo que le ha sucedido a Alyx, declara su intención de matar al G-Man y le entrega a Gordon su palanca. [22]
Fondo
El anterior juego Half-Life , Half-Life 2: Episode Two , fue lanzado en 2007, y terminó en un suspenso . El episodio tres estaba programado para 2008, pero se retrasó a medida que se expandía su alcance. [23] Después de varios intentos fallidos de desarrollar más proyectos de Half-Life , [24] Valve finalmente abandonó el desarrollo episódico. [25] El líder del proyecto, Robin Walker, dijo que Valve usó los juegos Half-Life para "resolver una interesante colisión de tecnología y arte que se había desarrollado a sí misma"; Cuando trabajaba en el episodio tres , Valve no pudo encontrar una idea unificadora que proporcionara una sensación de "asombro, apertura o expansión". [26] Walker culpó de la falta de progreso a la estructura de gestión plana de Valve , según la cual los empleados deciden por sí mismos qué trabajar. Dijo que el equipo finalmente decidió que "todos seríamos más felices si trabajáramos en algo grande, incluso si no es exactamente en lo que queríamos trabajar". [27]
Valve decided to complete its new engine, Source 2, before beginning a new game, as developing Half-Life 2 (2004) and the original Source engine simultaneously had created problems.[25] In 2016 and 2017, Half-Life writers Marc Laidlaw, Erik Wolpaw, Jay Pinkerton and Chet Faliszek left Valve; journalists took this, coupled with Valve's support for other franchises, as an indicator that new Half-Life games were no longer in development.[28][29]
In 2015, Valve collaborated with the electronics company HTC to develop the HTC Vive, a virtual reality headset released in 2016.[2] Valve president Gabe Newell aimed for Valve to become more like Nintendo, which develops games in tandem with hardware; this allows them to create innovative games such as Super Mario 64.[30] Valve experimented with VR, and in 2016 released The Lab, a collection of VR minigames.[31] Valve recognized that many players wanted a more ambitious VR AAA game, and began exploring the development of a major VR game.[31] Walker wondered if they could develop a VR "killer app", as the influential FPS Doom had been in 1993.[30]
Valve developed several prototypes, with three VR projects under development by 2017.[32][33] Finding that the portal systems of their puzzle series Portal were disorienting in VR, they settled on Half-Life.[2] Walker said that Half-Life 3 had been a "terrifyingly daunting prospect", and the team saw VR as a way to return to the series.[2] Additionally, Valve anticipated that fans would react negatively if Half-Life 3 were a VR-only game, and that a prequel carried less weight.[30]
Desarrollo
![](http://wikiimg.tojsiabtv.com/wikipedia/commons/thumb/8/8a/Robin_Walker_2.png/220px-Robin_Walker_2.png)
Half-Life: Alyx entered development around February 2016,[34] and entered full production later that year.[35] The team, comprising around 80 people,[36] was the largest in Valve's history, and included Campo Santo, a studio Valve acquired in 2018.[5][2] As Valve had repeatedly failed to see projects through, some staff were reluctant to join, and many were skeptical that VR was the right direction.[30] In late 2018, Valve held a company-wide playtest of the entire game. Though it was incomplete, the process convinced the team that VR had been the right choice.[30]
Valve built prototypes using Half-Life 2 assets, and narrowed the gameplay systems to those they felt best fit VR.[2] They found that the Half-Life systems were a "surprisingly natural fit" for VR, but that VR affected almost every aspect of the design; for example, shooting in VR, which requires the player to physically position their hand in space, is a different experience from aiming with traditional mouse and keyboard controls. According to Walker, "This all spirals out into every aspect of mechanics design, level design, pacing, and even things like frequency of ammo pickups and combat tuning."[31]
Valve did not develop a non-VR version of Alyx, as they were confident that it would only be possible in VR. Valve anticipated that fans would modify it to run without VR equipment; though this bothered some on the team, Walker was untroubled, as he believed it would offer an inferior experience that would demonstrate why they had chosen VR.[37]
Team members stressed that Alyx was "a full-fledged entry" in the Half-Life series in terms of both content and narrative.[31] The final weeks of development took place remotely due to the COVID-19 pandemic.[30]
Movement
To mitigate the problem of motion sickness in VR, Valve implemented several different movement options. They cited inspiration from the VR game Budget Cuts, which uses teleporting to move the player between locations. Valve had assumed that teleportation would damage the experience; however, though teleporting appears jarring when watching others use it, players quickly became accustomed to it. According to Walker, "It recedes to the background of your mind, and you become much more focused on what you're doing with it."[38]
To disincentivize players from quickly teleporting through levels, Valve filled areas with elements that captured their attention and caused them to slow down, such as threats, collectables, or other areas of interest.[38] To solve the problem of taller players having to crouch when moving through some spaces, Valve created a standard body size when the player teleports, effectively making every player the same height when teleporting.[39] They found that players did not notice this discrepancy, as they were focused on moving to their goal.[39]
Combat
The crowbar, an iconic weapon from previous Half-Life games, was omitted as Valve could not make melee combat work in VR, and because players would accidentally catch it on objects in the game world as they moved, creating confusion. Additionally, players associated the crowbar with Gordon Freeman, the protagonist of previous games; Valve wanted to create a different identity for Alyx, portraying her as a "hacker and tinkerer".[40] Other discarded weapon concepts include a trip mine, slingshot, shield, and rocket launcher.[30] To avoid overburdening players, the team designed all the weapons to be useable with only one hand.[30]
As players move at more realistic speeds in VR compared to typical FPS games, Valve had to adjust enemies to make combat fair and fun.[30] Antlions, returning enemies from Half-Life 2, would quickly overwhelm players; the team slowed their movement and added the ability to shoot their legs off to slow them down.[30] The fast zombies and fast headcrabs, enemies introduced in Half-Life 2, were cut as they were too frightening for some players in VR. According to designer Dario Casali, "The shock of having [fast headcrabs] come around the corner and latch onto you before you'd even know what was going on was just too much."[41]
Soundtrack
Mike Morasky, composer for Portal 2 and Team Fortress 2, composed for Alyx in consultation with Kelly Bailey, composer for previous Half-Life games.[42] He cited industrial music by acts such as Nine Inch Nails, the Prodigy and Skinny Puppy as inspiration.[30]
Casting
Merle Dandridge reprised her role as Alyx in March 2019, but after playtests indicated that Alyx needed a younger voice, Ozioma Akagha was cast in September 2019.[42] Akagha had to avoid sounding annoyed in her performance, as "you don't want someone in your head that sounds irritated with you".[30]
Additional actors include James Moses Black as Eli, replacing Robert Guillaume, who died in 2017,[43] and Rhys Darby as Russell, who added comedic elements.[30] Returning actors include Tony Todd as the alien Vortigaunts, Mike Shapiro as the G-Man, and Ellen McLain as the voice of the Combine broadcasts.[43] Shapiro recorded his lines in one 20-minute take, with pickups in 2019.[44] Cissy Jones (Olga) and Rich Sommer (Larry, Russell's Drone, and Combine Soldiers) were cast at the suggestion of writer Sean Vanaman, who had worked with them on Campo Santo's Firewatch.[45]
Writing
Former Half-Life writers Erik Wolpaw and Jay Pinkerton turned down invitations to return to Valve early in the Alyx development.[30] Instead, Valve recruited writer Rob Yescombe of The Invisible Hours, who worked on Alyx in 2017 and 2018. Yescombe's narrative was darker than other Half-Life games, with scenes of dread, torture and horror. The antagonist was a female Combine officer named Hahn; in one proposed ending, Alyx would kill Hahn in revenge for torturing her father.[30] Yescombe also proposed an ending in which Alyx and the G-Man would travel back in time to the events of the first Half-Life to prevent Freeman from triggering the alien invasion.[30]
After the company-wide playtest in 2018, feedback was overwhelmingly positive but for the story, which employees scored the lowest of any Valve game.[30] Morasky described it as "dark, serious and laborious", likening it to a Zack Snyder superhero film.[30] Designer Corey Peters said the team had a "strong feeling" about the story and that it had been "validating" to get the feedback.[30]
Valve initially planned to launch Alyx alongside its Index VR headset in June 2019, but delayed it to address the story. They re-enlisted Wolpaw and Pinkerton to rewrite the plot and dialogue from scratch while preserving the gameplay. They were joined by writers Jake Rodkin and Sean Vanaman, who had joined the company when Valve acquired Campo Santo.[30][46] Writer Marc Laidlaw, who retired in 2016, provided consultation.[47][30]
The new writers identified three problems.[30] First, the nature of a prequel meant that players knew the characters would survive, reducing suspense. Second, the story did not have an impact on the overall Half-Life story; the writers did not want it to feel "just like a hermetically sealed short story in the world of Half-Life".[48] Third, the game had to end with an encounter with G-Man, essentially a god, giving Alyx something for freeing him; the writers could not imagine what this could be.[30] Walker said the team did not want the ending to be something "you could just ignore", and knew that fans had been in a "narrative limbo" since Episode Two, which they wanted to change.[49]
Having Alyx and G-man travel forward in time and rescue Eli at the end of Episode Two was suggested by character artist Jim Murray.[30] The team was reluctant, as this undid the Episode Two cliffhanger, but were intrigued by the questions it raised about the world and how it pushed the Half-Life story forward.[44] The change required Valve to create new assets, such as the Episode Two White Forest base and models for Dog, an older Eli, and Gordon Freeman.[30] The red herring, wherein Alyx believes she is rescuing Gordon Freeman before discovering the G-Man, was conceived by Vanaman late in production; as there was no character model for the Combine scientist Alyx overhears, the scene was animated in shadow play.[30]
While previous Valve games use silent protagonists, the writers found that having Alyx speak improved the storytelling.[50] They added radio dialog between Alyx and Russell as a simple way to "bring the energy up" whenever needed.[30] The final script ran to 280 pages, compared to 128 pages for Half-Life 2 and 18 for Half-Life.[30]
Promoción y lanzamiento
Valve announced Half-Life: Alyx in November 2019.[51][52] It was free to owners of Valve Index headsets or controllers.[1] Valve waited until the game was almost complete before announcing it, aiming to avoid the delays of previous games.[30] They were conscious that players, having waited years for a new Half-Life game, might be disappointed by a VR game, and tightly managed the announcement.[30]
To promote the game, Valve made all prior Half-Life games free on Steam from January 2020 until its release on March 23, 2020.[53][54] Valve released a Linux version on May 15, 2020, along with Vulkan rendering support for both platforms.[55] A pre-release build of the game was mistakenly leaked on Steam[when?] that included non-VR developer tools, allowing interactions such as picking up objects and firing weapons. However, most of the game's basic interactions such as pressing buttons or filling Alyx's backpack could not be completed with the "use" key.[56]
When asked about plans for future Half-Life games, designer David Speyrer said the team was willing but were waiting for the reaction to Alyx.[4] According to Walker, "We absolutely see Half-Life: Alyx as our return to this world, not the end of it."[31] Mod support tools for the Source 2 engine and Steam Workshop support for Half-Life: Alyx were released on May 15, 2020.[57] Valve plans to release a new Hammer level editor for Source 2. Valve also plans to release a partial Source 2 software development kit (SDK) for the updated features at a later date, with the focus at launch on shipping and supporting Alyx.[42]
Recepción
Aggregator | Score |
---|---|
Metacritic | 93/100[58] |
Publication | Score |
---|---|
Destructoid | 9/10[64] |
Edge | 9/10[67] |
Game Informer | 9/10[62] |
GameSpot | 9/10[59] |
IGN | 10/10[60] |
PC Gamer (US) | 92%[61] |
The Guardian | ![]() ![]() ![]() ![]() ![]() |
USgamer | 4.5/5[63] |
VG247 | ![]() ![]() ![]() ![]() ![]() |
Half-Life: Alyx received "universal acclaim", according to review aggregator Metacritic.[58] Reviewers at publications such as VG247, Tom's Hardware, and Video Games Chronicle have said that the game is VR's "killer app".[65][68][69][70][71] By April 2020, it was one of the top 20 PC games of all time based on the Metacritic aggregate score.[72]
The announcement trailer was watched over 10 million times within the first 24 hours of its release.[73] Though most fans expressed excitement, some were disappointed that the game was only available in VR,[74] a small but growing market in 2019.[75]
Before the game's release, Vic Hood of TechRadar said: "This certainly isn't the long-awaited Half-Life 3. However, it's nice to see Valve following through on a Half-Life project as the company has run hot and cold on whether we would ever see another entry in the series. But we forever live in hope for a Half-Life 3."[76] Microsoft executive Phil Spencer said he played the game prior to its announcement, calling it "amazing".[77]
Kevin Webb of Business Insider wrote that Alyx could "spark fresh interest in an industry [VR] that has struggled to win over hardcore gamers".[78] Andrew King of USGamer also suggested that Half-Life: Alyx would be the "make or break VR Jesus Moment" for the modding community, in whether the players would be interested and be capable of using the tools provided by Valve to produce new creations that took advantage of VR space, as modification within VR space had traditionally been difficult to work with prior to this point.[79] The game also won the Easy Allies 2020 awards for both Best World Design and Game of the Year.[80] In Polygon, Ben Kuchera wrote of how Alyx used VR to transform traditional FPS systems; for example, he felt that reloading guns, traditionally done with a single button press, was more fun in VR. He wrote: "The magic lies in being inside the world, being able to touch it, and interact with it, directly. The game’s design and pacing would lose all meaning if played as a standard game, even if more players would be able to experience the story for its own sake."[37]
Half-Life Alyx is nominated for five 2021 BAFTA Games Awards: Best Game, Game Direction, Audio Achievement and Artistic Achievement.[81]
Sales
On its first day of release, Half-Life: Alyx had 43,000 concurrent players. According to Niko Partners analyst Daniel Ahmad, this was a successful launch by VR standards, matching Beat Saber's peak concurrent users. However, Ahmad noted that it was clear "the numbers are held back due to the VR requirement".[82] Valve's Greg Coomer said Valve knew many people would not play the game on launch, and that its audience was "relatively small right now".[83] Newell described it as a "forward investment" into long-term technologies.[30]
The Valve Index headset, controllers, and base stations all sold out in the United States, Canada, and Europe within a week of the game's announcement.[84] By mid-January 2020, they were sold out in all 31 regions the units were offered.[85] According to Superdata, Valve sold 103,000 Index units in the fourth quarter of 2019 as a result of the Alyx announcements compared to the total 149,000 sold throughout 2019, and it was the highest-selling VR headset for PCs during that quarter.[86] Though Valve had expected to supply several Index pre-orders in time for the release of Alyx, the coronavirus outbreak in China limited their supply chain.[87]
Awards
Year | Award | Category | Result | Ref. |
---|---|---|---|---|
2020 | VR Awards | Game of the Year | Won | [88] |
The Game Awards | Best Game Direction | Nominated | [89] | |
Best Audio Design | Nominated | |||
Best VR/AR | Won | |||
Best Action | Nominated |
Referencias
- ^ a b c d Ingraham, Nathan (November 21, 2019). "'Half-Life: Alyx' is a VR prequel set before the events of 'Half-Life 2'". Engadget. Archived from the original on November 22, 2019. Retrieved November 21, 2019.
- ^ a b c d e f Keighley, Geoff (November 21, 2019). "The Final Hours of Half-Life: Alyx - Behind Closed Doors at Valve Interview". Archived from the original on November 21, 2019. Retrieved November 21, 2019 – via YouTube.
- ^ Bailey, Dustin (November 21, 2019). "Half-Life: Alyx will have Steam Workshop support and a Source 2 level editor". PCGamesN. Archived from the original on November 23, 2019. Retrieved November 21, 2019.
- ^ a b c Hollister, Sean (November 21, 2019). "Half-Life: Alyx is officially coming March 2020, and here's your first look". The Verge. Archived from the original on November 21, 2019. Retrieved November 21, 2019.
- ^ a b Kelly, Andy; Livingston, Christopher (November 21, 2019). "12 big things we learned about Half-Life: Alyx". PC Gamer. Archived from the original on November 23, 2019. Retrieved March 27, 2020.
- ^ Parlock, Joe. "What We Learned About Half-Life: Alyx From Valve's Reddit AMA". Forbes. Archived from the original on January 26, 2020. Retrieved January 26, 2020.
- ^ Minotti, Mike (March 23, 2020). "Half-Life: Alyx review — A great VR game for the wrong time". VentureBeat. Retrieved March 31, 2020.
- ^ Chang, Vincent (March 31, 2020). "Game review: VR-only Alyx is a triumphant return to the Half-Life universe". The Straits Times. Retrieved March 31, 2020.
- ^ "Half-Life: Alyx VR review - the return of Valve". Metro. March 24, 2020. Retrieved March 31, 2020.
- ^ Al-Obaidi, Zeena (November 21, 2019). "Half-Life: Alyx Has Smooth And Teleport Locomotion, Roomscale + Standing Support". UploadVR. Archived from the original on December 20, 2019. Retrieved March 27, 2020.
- ^ Valve (March 23, 2020). Half-Life: Alyx (Windows). Valve.
Opening text: It is five years before the collapse of the Citadel and the death of Eli Vance.
- ^ Valve (March 23, 2020). Half-Life: Alyx (Windows). Valve.
Alyx: Russell... What did you guys find back there? / Russell: Well, that's the crazy thing! I don't know! Just...blurry pictures of a...building. / Alyx: The Citadel? / Russell: No, it's something else. And whatever it is, they're gonna kill anybody who saw it, and anybody who knows anybody who saw it. Which means us...and your dad.
- ^ Valve (March 23, 2020). Half-Life: Alyx (Windows). Valve.
Alyx: I would help, I really would, but the Alyx Vance is really busy trying to save her dad. / The Lone Vortigaunt: You will not save him. He is dead. / Alyx: What?! / The Lone Vortigaunt: Or...he will be... / Alyx: Is? Or will be? / The Lone Vortigaunt: It is a matter of perspective. But Alyx Vance alone cannot prevent his fate.
- ^ Valve (March 23, 2020). Half-Life: Alyx (Windows). Valve.
Eli: No! Alyx, listen! The thing Russell and I found is some sort of...some sort of superweapon! / Alyx: A superweapon? / Eli: It's something big. They [The Combine] got it here in the QZ in some kind of vault. But they're about to move it. Where, I don't know, but it's gonna be soon. [...] You head to the Vault! I'll take this thing to Russell's and get down to work!
- ^ Valve (March 23, 2020). Half-Life: Alyx (Windows). Valve.
Vortigaunt: The Vortigaunt will extract ourselves and seek our own vengeance. You must go to the weapon.
- ^ Valve (March 23, 2020). Half-Life: Alyx (Windows). Valve.
Eli: It's not a vault. It's a prison. They're not trying to keep us out. They're trying to keep something in. [...] Whatever's inside doesn't seem to like the Combine much. So we have that in common.
- ^ Valve (March 23, 2020). Half-Life: Alyx (Windows). Valve.
Scientist: Look, this guy we got in there survived Black Mesa. He raised holy hell and then just disappeared! We finally caught him and you're just gonna let him go again?! MOVE THE BOX. / Russell: Survived Black Mesa...then disappeared... Eli! They do have a superweapon! / Eli: Goddammit, Russ, they've got Gordon Freeman! / [...] Alyx: All right! So, let's go save Gordon Freeman!
- ^ Valve (March 23, 2020). Half-Life: Alyx (Windows). Valve.
Eli: Russell, stop her! Alyx! Don't go in the V— [signal cuts out]
- ^ Valve (March 23, 2020). Half-Life: Alyx (Windows). Valve. Level/area: Point Extraction.
Alyx: Okay, Gordon... Let's get you out of this thing...
- ^ Valve (March 23, 2020). Half-Life: Alyx (Windows). Valve.
G-Man: We are in the future. This is the moment where you watch your father…die. …unless… / Alyx: What? Unless what? / G-Man: Unless, you were to take matters into your own hands. …Release your father, Miss Vance.
- ^ Valve (March 23, 2020). Half-Life: Alyx (Windows). Valve. Level/area: Point Extraction.
Closing text: Subject: Alyx Vance / Status: Hired / Awaiting Assignment
- ^ Valve (March 23, 2020). Half-Life: Alyx (Windows). Valve. Scene: Post-credits scene.
Eli: Gordon?! Gordon! Wake up, Gordon! She's gone, Gordon. She's gone. Son of a bitch and his "unforeseen consequences"! I knew it. When I get my hands on him, I'm gonna... I'm gonna kill him. I'm gonna fix this. Right now... Come on, Gordon. We've got work to do.
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enlaces externos
- Official website