The day that never comes is finally here. You, as Alyx Vance, are on an apartment patio, looking out at a City 17 afternoon five years prior to Half-Life 2. Thanks to the Valve Index VR headset, you’re immediately there. You can pick up objects around you and throw them at the house across the street. A Strider thunders by, using the decaying city infrastructure to propel itself down the streets and across the rooftops. You talk to your father, Eli Vance, on a video call. But it’s a bit further ahead, a short way into the campaign, when you get your Russells – the gravity gloves you borrow from a scientist ally of the same name that let you lock onto objects and fling them towards you as if you had an invisible lasso – and Half-Life: Alyx begins to show you why it very much appears to be the killer app that VR has been waiting four years for.