Half-Life 2: 20 years on

2004 was as pivotal a year for the video game industry as 1999 was for film, and two of the titles that had the biggest impact have been getting an extended retrospective. While World of Warcraft wasn’t necessarily my favourite MMO, I can’t deny the larger impact it had on the MMO market as a whole. (I wrote at length about this impact in my first peer-reviewed academic article back in 2009 too. Hopefully one day I can share that with you).

The other game with a massive impact was Half-Life 2, and there’s an extended documentary about it up on Youtube to look back at how it changed video games:

Like many gamers of the early 21st century, I played Half-Life 2 on release, playing through the full campaign, stealthily and working through every nook and cranny


Watching the clips hit me right in the feels with Nostalgia, so I fired up the install and started another playthrough. The game came back to me fast, the keys are instinctive, and the maps well worn in my memory. I moved through quickly too. The names of the various chapters of the game evoked memories: Water Hazard, Ravenholm, Nova Prospekt, each with their identifiable sections and set-pieces: the chopper fight, the flaming traps, deadly snipers along the rail line, swarming ant-lions and more.

The sections proceed naturally, a testament to the storytelling by the creators of the game. As I’m playing through, each part has me wanting to see what’s next, even though I’ve played this at least a dozen times. (Twenty years ago, I’d restart the game shortly after finishing it, as I wanted to replay some of the early chapters again. It speaks to how dynamic the gameplay is, with very different feels between the foot, jetboat, and buggy sections).

It’s not a perfect game, but it’s close. There are occasional parts where you can see some of the rough seams, and not everything is interactive. It’s fairly linear, without the dynamic ways of working through situations that can be seen in some of its contemporaries (Deux Ex, Thief, and System Shock 2 come to mind, but again, those are exemplars of the genre, in the pantheon of all time greats).

About to go for a ride…

And while the graphics looks a bit dated compared to more modern games, they’re still fine: with a great view to the distance, and so fast on a modern machine that gameplay is smooth and seamless. But I don’t find the “date” on the visuals a negative either: it’s still clearly a game, and the low-fi version of it allows for a certain amount of projection to take place. It’s “cool” media, to borrow McLuhan’s parlance, or how Scott McCloud wrote in “Understanding Comics” (around the same time this game was released) of how the less visual information conveyed on the panel allowed the audience to map themselves on to the figure on the page.

Gordon Freeman becomes Everyman, in this lo-fi version.

The amount of influence this game has had is also evident in the playthrough. I’m not a video game historian (well, I haven’t been for a while), but the entire Call of Duty / Modern Warfare section of the games industry draws a line through Half-Life 1 and 2 (and Counter Strike and Team Fortress more specifically). The design language of modern gaming can be seen here in the simple and direct playthrough, the embedded tutorials and tooltips throughout, the smooth ease of use of the various elements of the game.

For anyone who reads this who has never played Half-Life 2, you owe it to yourself to give it a shot. Its iconic for a reason, and any history of the video game industry needs to spend a few hours racing along the canals or walking through Ravenholm. It holds up remarkably well.

765874 – Unification

On November 17th, 2024, a rather special digital short was released on YouTube for Star Trek fans:

Celebrating the 30th anniversary of the release of Star Trek: Generations, 765874 – Unification is a silent clip produced for the Apple Vision Pro.

The explanation can be seen on the the OTOY website here: https://home.otoy.com/unification/ OTOY is a software company that produces the OctaneRender Studio and cloud rendering solutions for CGI and digital imaging.

Working within the software suite, the producers used “digital prosthetics” on top of the actors who were filmed in costume to recreate the Kirk and Spock as portrayed by William Shatner and Leonard Nimoy during the films.

So while being a tribute, the short is also a product demo and advertisement for the de-aging technology that can be used by other filmmakers. This commercial aspect of the project doesn’t diminish the effect of the short, but I felt it worth mentioning.

We spoke a lot earlier this year on the effect of Nostalgia, and much of that was via the lens of Star Trek, placing the various series of the streaming era on a curve. 765874 captures much of what we’re talking about. If you have no attachment or knowledge of the characters, no nostalgia for them, it could be largely devoid of meaning. It is the history of those characters than brings the emotional weight to the piece.

Still, if you have connection to those characters at all, no matter how tangential (like me), then it’s worth checking out.

Simulation Theory as Cyber-Eschatology

While reviewing some of the deep cuts on accelerationism – stuff that won’t make it onto the current episode by may well be part of a standalone ep – several things kept popping up. One of those is Kurzweil’s earlier work on the Singularity (and I do happen to have a copy of that in the depths of Dr Implausible’s Bookshelf, so we’ll dig into that a bit more later). The second is repeated reference’s back to Simulation Theory, most formally put forth by Nick Bostrom, and picked up by others since.

The two competing theories mesh quite well – they’re situated at different “sides” of the singularity, pre- and post-. Kurzweil’s “A Theory of Technological Evolution: The Law of Accelerating Returns”, presented as chapter 2 of The Singularity is Near (2005) uses various trends in computing tech to extrapolate a trend where we can achieve full brain simulation and eventually neural uploading. (The timeframes he suggested for these two events were 2013 and 2025, respectively, and while there are still a few months left in 2024, I think we’ll miss those targets.) The obvious goal here, is to reach a state where full simulation can be achieved.

On the other side of that – taking a jump through the event horizon of the technological singularity – we have the Simulation Hypothesis, where the acceleration is already assumed to have taken place, and we’re all already uploaded (or NPCs in someone else’s simulation, tbh). Bostrom was writing around the same time as Kurzweil (2003 compared to 2005), so it was floating around in the zeitgeist.

Viewed in this way, simulation theory can’t be seen as anything less that a cyber-eschatology. (Eschatology being the theological interest in the final judgement and the soul). If the drive by accelerationists is to go fast enough with the development of technology that they can outrun death by uploading their consciousness, then living in a simulation is that final goal. Eternal (virtual) life.

Hail to the new (machinic) flesh.

We’ve seen this cyber-hell before, in various forms, but nowhere near as vividly as that described in Iain M Banks’ Surface Detail (2010), the penultimate novel in his Culture series. Here, we are treated to a war in the virtual heavens (and hell), and the fate that may bestow billions if this were to be achieved.

Within the context of the novel, the souls are released, but such a fate was by no means assured. And depending on your view of the fate of humanity locked away within the creches of The Matrix (1999), one might wonder if they fate they escaped to was perhaps worse than the virtual one they were entombed within.

Hard to say. This is why it remains firmly within the idea of the “post-singularity”; there’s no way to answer the question until after that event horizon is crossed.

Perhaps.

Perhaps our collective imagination will allow us to evaluate the promises and perils of the course we’re on, before we hit the point of no return. To take a look from the side at the width of the Snake River Canyon before launching down the ramp, Evel Knievel style. And maybe, just maybe that allows us to judge whether strapping rockets to our motorcycle is really the best way to make that leap.

1970s-era accelerationism at its finest.

We’ll see if that’s the fate in store for us.

Newsletter Issue 7

Working on the upcoming issue of the Newsletter, we’ve got some info on accelerationism on the deck, so I’ll just add some links:

These, plus a few more are things that are mentioned in passing in the second half of the California Ideology. That one has taken a little bit, as life got a little hectic in October and November, but I’m happy to be bringing it your way shortly.

Caught up

And with yesterday’s post, we’ve caught up with our backlog of ImplausiPod episodes and transcripts here on the site. You can still find them over at the dedicated site, as well as through most* podcast apps.

We’ll continue posting those episodes here now, as they air, as well as on the Indie version of the site. We’re still in the process of transitioning the blog and feeds there. It’s moving along, but still not quite ready for prime time. That’s part of the indie charm, right?


*: We’re not on Spotify, iHeartMusic, or Amazon / Audible for reasons. Mostly because I don’t want to be. I know that limits reach a bit, but that’s okay.