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I was initially outraged, after seeing a taller player get treated to a much clearer view of some ammo stacked on a shelf. That's where tall people ran into trouble.ĭesigner Greg Coomer starts talking about height at around 4:30. Valve have explained how they got there, in a new video that brings up sound design, pathing fiddliness, and why they had to ditch a certain system because tall testers kept hitting their virtual heads on low-hanging pipes.Īlyx lets you choose between three movement systems, but Valve spend most of their time talking about the two that involve teleportation. A convincing, non-nauseating solution is vital, and Half-Life: Alyx does an admirable job of navigating through that.
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