As someone who heavily dabbles in lore for roleplay purposes, HL:A concerns me solely on the level that Laidlaw is no longer involved. I feel like this could have major impacts on how they see the world in remaking the Half-Life environment and drastically change the tone of the setting rather than add to it.
There's definitely a lot to take inspiration from (you bet I'm going to be doing that overhead cord stuff with my map, holy shit) but I'm most likely going to keep it at arm's length until I'm convinced that it's in the same realm of creativity and not like the beta content where it's a completely different animal of a setting. Call me a purist.
I'm saddened that they went with the route of building the citadels instead of warping them in. Something oh so satisfying about the idea of just opening a superportal overhead and thrusting this massive black spear into the earth.
The exoskeleton rigs overtop of striders so that they can be used as platforms is such a neat way to spin how the Combine think of bipedal accessibility as an afterthought. Wonderful.
One of the things I really liked about this though is how human the overwatch soldiers sound. One step closer to convincing roleplayers everywhere that transhumans are characters and aren't just mindless S2K tools...
Radical take: I think that, content wise and VR exclusivity aside, if this holds true to the Laidlaw brand of Half-Life, this is better than an HL3. Sure, no Gordon, no Borealis, still a huge cliffhanger after Episode 2, but what we get is a chance to go back to the heart of Half-Life 2's setting: City 17. I doubt anyone expected them to touch upon the city environment again with another installment, the very setting we as roleplayers have been dabbling in for many years, some of us as far back as 2004 roleplaying in Half-Life 2 Deathmatch.
I'm excited, anxious, disappointed, surprised, but overall curious about this new game.