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.

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.

Episode catch-up

Looks like the last episode we published here was at the start of 2024, with Episode 25 – Echanger. We’ll take the time to link one episode a day, getting caught up, starting from then.


The indie version is also getting up to speed. Not quite to the point where I’m publishing simultaneously to both, but the archives are coming along nicely. We have full episodes of the newsletter available, and we’re working on a couple different feeds too. I’m excited to get those going. 🙂

The big job, of course, will be moving all the previous blog posts over. Still looking at a way to automate that effectively, as it’s way easier than doing that by hand.

I’m also going to try and post some of the content that feeds the sections of the newsletter here first, things like the Current Reading and Multi-Melting sections, as well as podcast episodes and other feed info. We’ll still have something unique for each issue, so feel free to subscribe here.

Indie version

The Implausi.blog is hosted on a WordPress site, and let’s be honest, we’re not really using all the functionality of it. We’re pretty much plain text with a few nice elements. It grinds my gears a little bit that the site is as slow to load as it is, with ridiculous file-sizes, and requires javascript to show a basic page.

So with the recent turmoil in the WordPress community, I started looking for options, and one of those is right here. Apparently I had the option of running a subdomain on the site, so currently indie.implausi.blog is available, as a very lite version of this site. (Raw HTML, baby! We’ll add some basic CSS in the near future).

We’re moving some of the basics over, not all at once, as described on the landing page there. The blog will mostly be raw xml, with podcast full text available as we go.

Over time, we may switch the main channel to a non-WP version entirely, but right now we’re doing some parallel development. See you there (or here)!

Alien: Romulus (2024)

Also a love story?

Having sworn off the extended Alien franchise after finding myself hating both Prometheus and Alien: Covenant back-to-back, I was surprised to find me watching this on the opening weekend. Good word of mouth from a few friends whose opinions I trust had me checking it out, in IMAX no less, in a late afternoon matinee.

And surprise, it’s good!

Now, the challenge with any movie in a franchise with 45 years of history is to deal with the accumulated weight of expectations, of both the hardcore fans and casual movie-going public, and even those lapsed fans like myself. So, to achieve some modest success in creating a movie that is genuinely terrifying, and expands on the universe, fitting in as a piece in the larger story, and leaving room for more development later, is no easy task. Well done on all those involved.

That isn’t to say it’s perfect: there are a few scenes that feel like level design in a video game adaptation, which has been an ongoing trend in movies since at least the Star Wars prequels. It’s the curse of cinema in the new millennium. And a couple notable lines that tie too close to the past movies in the franchise fell flat, not having enough room to breathe. But these quibbles aside, it was a fine film, that never felt like it dragged, and kept the tension up throughout.

There’s room to expand the Alien universe off this; more with Andy, obviously. But I’d also like to see a wider universe, beyond the Weyland-Yutani corporation, and see what other approaches to outer space there might be. Because in a galaxy where the Xenomorph is a solution, what kind of problems might lurk out there?