戰慄時空:艾莉克絲

戰慄時空:艾莉克絲

《戰慄時空:艾莉克絲》將環境互動、探索、解謎和戰鬥融入VR單人冒險。對明確想體驗VR版《戰慄時空》的玩家而言,Steam的HK$ 315.00較值得考慮。遊戲以獨自遊玩為主,並非合作體驗;規劃遊戲預算時,不妨先想清楚你想找的是單人冒險還是多人同玩。 《戰慄時空:艾莉克絲》在Steam售價為HK$ 315.00;Steam版是結合探索、解謎和戰鬥的VR單人冒險。

正在取得全網報價
98%Steam 玩家評分9.3萬 則評價93Metacritic/10093OpenCritic/100
發售日期: Mar 23, 2020
VR · FPS · Story Rich · Horror · Female Protagonist
·平台:Steam·香港 Steam 官方價~ HK$315.00去購買
Half-Life: Alyx Global·平台:Steam·起~ HK$417.54(~ €47.48)去購買
Half-Life: Alyx Steam Altergift·平台:Steam·~ HK$456.02-6%起~ HK$430.13(~ $54.81)去購買
史低 ~ HK$117.64含 Steam 及第三方通路
正在取得全網報價
心願價
設定後,所選地區的可用報價達到或低於心願價時,會寄送電子郵件提醒。

價格歷史

近 36 個月 · 資料每日更新
全網低價紀錄~ HK$117.642026-04目前全網低價~ HK$315.00Steam距低價紀錄+168%
~ HK$204.16~ HK$302.45~ HK$400.74~ HK$499.0325-1026-0126-0426-0726-10~ HK$117.64

價格涵蓋 Steam 官方與 39 家授權商店,僅統計正規通路報價。曲線按週呈現近 36 個月的全網低價與 Steam 官方價。

歷史價格以美元記錄,圖中金額按 2026-10-09 歐洲央行匯率換算為 HKD,僅供參考;實際結算金額以商店頁面為準。

01關於戰慄時空:艾莉克絲

《戰慄時空:艾莉克絲》是Valve重返《戰慄時空》世界的VR單人冒險,從設計之初便為虛擬實境打造。玩家扮演艾莉克絲·凡斯,探索環境、破解謎題並與聯合軍交戰;故事發生在《戰慄時空》和《戰慄時空2》之間。 Steam玩家評價:93,360則評價中,正面佔98%。 支援的介面語言:簡體中文、繁體中文、英語、法語、德語、西班牙語、日語、韓語、俄語、拉美西語、義大利語、捷克語、匈牙利語、波蘭語、葡萄牙語、巴西葡語、烏克蘭語、越南語、保加利亞語、希臘語、丹麥語、荷蘭語、挪威語、羅馬尼亞語、泰語、土耳其語、芬蘭語和瑞典語。 發售日期:2020年3月23日。

製作團隊

作曲
麦克·莫拉斯基
開發
Valve
發行
Valve
配音
奥兹玛·阿卡加 · 迈克尔·夏皮罗

Steam玩家評測

98%好評壓倒性好評93,360 Steam評測

近36個月記錄最低價

≈ HK$117.642026-04-23 · Steam基本遊戲 · 與上方圖表記錄相同;美元價格歷史,並非地區Steam最低價。

語言支援

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Steam PC版資料 · 2026-10-10

02購買前

VR與單人遊玩

《戰慄時空:艾莉克絲》專為虛擬實境打造,故事發生在《戰慄時空》和《戰慄時空2》之間。Steam PC版為單人遊戲。

語言支援

介面支援英語、簡體中文、繁體中文等語言。英語提供完整語音和字幕;其他列出的語言提供字幕。

製作環境

遊戲包含Source 2工具,可製作環境並透過Steam工作坊分享。

03常見問題

《戰慄時空:艾莉克絲》講述什麼?

玩家扮演艾莉克絲·凡斯,與聯合軍交戰。故事發生在《戰慄時空》和《戰慄時空2》之間。

遊戲有哪些玩法?

VR玩法包括環境互動、解謎、探索和戰鬥。

可以製作遊戲環境嗎?

可以。遊戲附帶的Source 2工具可製作環境,並透過Steam工作坊分享。

9.2
綜合評分
外部評分98%Steam 玩家評分9.3萬 則評價93Metacritic/10093OpenCritic/100
畫面
9
音效
9
玩法
9.8
劇情
9
內容
6.8

“It splits gun-handling and telekinetic grabbing across two hands, letting VR finally carry a mainline Half-Life epic”

評測總結

A watershed — VR finally got its flagship

The benchmark of the VR era

To weigh Half-Life: Alyx properly, drop it back into early 2020. Before it, VR lived in an awkward limbo: the hardware kept iterating, but the library never had a true flagship. You got tech demos, or half-hour novelties — VR was the promise that always "had potential" and never quite delivered. Then Alyx arrived and, with a mainline entry that matched a traditional blockbuster in scope, production values and narrative ambition, proved to the whole industry that VR could be the main stage for a top-tier game rather than a side dish.

That's its place in history — a watershed. After it, nobody could glibly claim "there are no real games on VR." It took Best VR/AR at The Game Awards 2020, Immersive Reality Game of the Year at the D.I.C.E. Awards, Game of the Year nods from GameSpot and Easy Allies, and a string of other honours, and had sold past two million copies by 2024. For a game that demanded a then-pricey headset just to launch, that's a genuinely remarkable result — it briefly sold the Valve Index out worldwide. Years on, almost every ambitious VR release is still reviewed in its shadow, measured against the bar it set rather than the ones that came before.

Who should buy it, who shouldn't, and the irreplaceable part

Whether it's for you

Who it's for first. If you already own a headset, or you'll spend on the hardware for one top-shelf immersive experience, this is close to a mandatory stop — it's the "reason to buy a headset" tier of game. Especially if you've ever wondered whether VR can carry a serious narrative blockbuster, Alyx answers with a resounding yes. It rewards the kind of player willing to slow down and touch a world with both hands. Now the blunt half. If you have no VR gear and don't plan to, the barrier is too high, and forcing it through the NoVR mod throws away half the soul. If you're prone to motion sickness, then for all that its comfort options are an industry model, make sure VR agrees with you before you commit. And if what you want is a flat-screen, fast-twitch, gear-laden, hundred-hour shooter, the disciplined runtime and the sparse loadout may leave you wanting. Its greatness comes with conditions, and that has to be said plainly.

Back to the opening question: what's the part of this game nobody can copy? Not the visuals, not the plot, not even that detonating ending. It's the unique, present-tense duel it manufactures once it splits device-handling and telekinetic interaction across two hands. Every encounter makes you actually move, actually tense, actually be there — an experience rooted so deep in VR that a flat game cannot supply it on principle. Which is why its nearest rival can't close the gap. Boneworks, the physics-first title that beat it to market and proved the potential, lost on polish and pacing — a brilliant physics playground where Alyx is a finished article with every corner squared away. The 93 on Metacritic isn't just "well made"; it's "made an experience only VR can offer, and made it so well it's still hard to beat." That is what being the benchmark of the VR era actually means: not the first to run this track, but the one who ran it into a standard answer.

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