Dredge (2023)

In a rare turn of events, I recently completed a video game. This happens much less often than one would think (and not counting the recent Half-Life playthroughs I mentioned a little while ago). This is partly due to time, and perhaps partly due to engagement, as the pacing of many games, once the “gameplay loop” is firmly established is some combination of slow, boring, or frustrating.

But there’s something zen-like about a good fishing game. Enter Dredge (2023):

This is a boat-based fishing game with a dark plot, where you start off with a simple boat, not a lot of memories, and a fishing village with more going on behind the scenes. The gameplay is relatively simple: sail boat, spot fish, get fish, sail back, sell fish, try not to lose your mind.

This is the dark twist behind the game: a lot of the fish are Weird, and the locals too, and the various setting elements would seem right at home in an expansion for the Arkham Horror board game. As you continue fishing to fill your hold with the various species for cash money, more and more of them start turning up wrong.

And as they get weirder and weirder, and you progress through more of the zones of the game, the story builds up as well. I really liked the different places to fish, the relative ease of following along the main storyline, and how I was able to complete the main arc of the story at about the same time as I had gotten (most) of the unlocks. It never felt too grindy, and if there was a grind, well, I was just doing some more fishing.

I guess the lesson here might be that it’s not a grind if it’s a grind that you like.

Anyhoo, the game never outstayed it’s welcome, and progress was enough to make me feel like I was moving forward, even when I was a little bit stuck. I finished it, and went back for the alternate endings, and enjoyed how they got to the finish. Bravo!

Recommended to check out if you see it on a sale. I got it off Epic, and enjoyed it a lot.

The Lost Tower (2025)

Sometime algorithmic feeds can allow for joyous moments of serendipity, when stuff outside your sphere breaks through those digital walls. Case in point:

This cute little digital short showed up on the feed. And rather than let it flow away into the ephemera of the river, I thought I’d capture it here.

Why did it show up? No idea. Perhaps it’s because other Blender-animated shorts, like the Oscar-nominated Flow (2024) are attracting attention (of which more on later), but regardless, happy to have it show up.

UCSB Databases

Just a quick note, a link to self, a shared bookmark.

UC Santa Barbara A-Z Database

One of the challenges of drifting away from the academic institutions is the reduced access to academic work. This has impacted the material I’m able to draw on for research and reporting. So when a good open access database is available, such as the one provided by UC Santa Barbara, it’s nice to keep track of it, and in this case, share.

We’ll squirrel this away under the Research page for now, and add more updates to that as we go.

Creativity in an Age of Strife

Was struggling a bit with the creativity over the holidays, which spilled over into the new year and the seemingly unending flood of bad news. As you can tell by the existence of this post, I’ve managed to get things moving a bit. The first step was turning off the firehose, and you can follow that link to read about some constructive actions to take towards your media health.

The second step is to keep creating. I mentioned my struggle in passing and was pointed toward this interview with Heather Cox Richardson via The National Press Club. The relevant bit is at the 57-minute mark (spoilers) which this clip below should link directly to:

(Link here as well: https://www.youtube.com/watch?v=QDX0hxyYcJw ).

The gist of her advice is to “behave with joy”, as a means of resistance against an authoritarian government. “Do the things that matter to you, and that you can bring to the people around you.” “We can meet the moment, and as scholars, be honest”, and that by doing the best (scholarly) work we can, we contribute back to humanity.

Which seems like a lot to ask from a blog and media channels that mostly focus on the intersection of sci-fi and technology, but it’s what we’re doing. Maybe our project is a little bit wider in scope than we initially thought.

But the big takeaway, at least for me, is that moment of reflection that I like what we’re doing here, and I enjoy doing the podcast, the blog, the newsletter, the videos (about which I hope to show you more soon!) and the various other bits we have going on here.

So, after a brief period of stasis, we’ll get back to the things that bring us joy, and find the joy in sharing them with you as well. See ya soon!

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.