Trevor Strunk’s “Story Mode: Video Games and the Interplay Between Consoles and Culture” is Now Available

Trevor Strunk is the host of the No Cartridge podcast, though you might also know him as @Hegelbon on Twitter. As of today, he is also the author of Story Mode: Video Games and the Interplay Between Consoles and Culture, which was recently published by Prometheus Books.

Story Mode looks to examine how several popular game franchises (such as Call of Duty) have changed over the years, as well as how those games have begun to rewrite our culture in their own way:

In Story Mode, video games critic and host of the No Cartridge podcast Trevor Strunk traces how some of the most popular and influential game series have changed over years and even decades of their continued existence and growth. We see how the Call of Duty games—once historical simulators that valorized conflicts like World War II—went “modern,” complete with endless conflicts, false flag murders of civilians, and hyperadvanced technology. It can be said that Fortnite’s runaway popularity hinges on a competition for finite resources in an era of horrific inequality. Strunk reveals how these shifts occurred as direct reflections of the culture in which games were produced, thus offering us a uniquely clear window into society’s evolving morals on a mass scale.

Story Mode asks the question, Why do video games have a uniquely powerful ability to impact culture? Strunk argues that the participatory nature of games themselves not only provides players with a sense of ownership of the narratives within, but also allows for the consumption of games to be a revelatory experience as the meaning of a game is oftentimes derived by the manner in which they are played.

An excerpt from Story Mode detailing the rise of id Software’s Doom and how it eventually gave way to “acceptable” violence in games (“How To Get Away With Making An Ultraviolent Video Game”) can be found at Defector.

“Nightmare Mode” Anthology is Now Available from Boss Fight Books

Promising “a fresh angle on a familiar topic,” Boss Fight Books is back with Nightmare Mode, a new ebook-exclusive anthology.

Now available to download through their official website, the collection features essays and interviews from previous Boss Fight authors David L. Craddock, Alexa Ray Corriea, Alyse Knorr, Alex Kane, Salvatore Pane, Philip J Reed, Gabe Durham, Jon Irwin, Chris Kohler, and Michael P. Williams:

  • David L. Craddock on how Shovel Knight‘s developers collaborated with speedrunners
  • Alexa Ray Corriea on the characters and themes in Kingdom Hearts III
  • Alyse Knorr on how Princess Peach’s story draws on 2000 years of women in peril
  • Alex Kane interviews the man behind Star Wars Battlefront II‘s use of motion capture technology
  • Salvatore Pane on the fan projects that have kept the Mega Man series alive
  • Philip J Reed interviews S.D. Perry about her beloved Resident Evil novels
  • Gabe Durham on how Zelda‘s fandom influenced the official Zelda timeline
  • Jon Irwin savors the anticipation of waiting for a new Mario game
  • Chris Kohler interviews Final Fantasy composer Nobuo Uematsu about his legendary soundtracks
  • Michael P. Williams on how Chrono Trigger fits into the Japanese tradition of retrofuturism

Nightmare Mode is Boss Fight’s second digital anthology, carrying on the tradition started by Continue? The Boss Fight Books Anthology, which was originally published in 2015.

Browse Video Game Canon’s Big List of Books About Games

Are you looking to delve deeper into game history and the study of game culture? Then look no further than the Big List of Books About Games.

Obviously, the Big List of Books About Games is not a list of every book ever published about video games. But it’s certainly a good place to start… and there is a lot of options about exactly where you could begin.

History buffs would do well to begin with Steven Kent’s The Ultimate History of Video Games, a book that provides a pretty good overview of everything from Pong through the beginnings of the PS2/GameCube/Xbox era. David Sheff’s Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children fills in a lot of the gaps with a very detailed account of Nintendo’s rise from the early 1980s up through the dawn of the Nintendo 64. And Tristan Donovan’s Replay: The History of Video Games travels across the pond to cover the same timeframe with an additional focus on the game development industry in Europe.

If you want to go way back, David Sudnow’s Pilgrim in the Microworld is a wild game-specific study about how one non-player got sucked into an obsession with video games. Out of print for decades, the book was republished by Boss Fight Books in 2020.

Closer to now, Jason Schreier’s Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made and the anthology The State of Play: Creators and Critics on Video Game Culture will give you a painfully accurate picture of what game development and game culture are like today.

I would also strongly recommend David Kushner’s Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, especially if you ever wanted to know more about the creation of Doom or the diverging career paths of John Romero and John Carmack.

With hundreds of choices like this, the Big List of Books About Games is currently split into four categories (and like these titles, some will be highlighted as “Recommended” picks):

Commentary, Criticism, and Cultural Studies
History (Before 2000)
History (2000 – Present)
Memoirs

The Big List of Books About Games will be updated on a regular basis, but if there’s a title you know I’m missing, please let me know through the Contact page.

Now Available in Stores: Steven L. Kent’s “The Ultimate History of Video Games Volume 2”

If you want a good overview of the video game industry’s early days, Steven L. Kent’s The Ultimate History of Video Games is a great place to start. Beginning with a quick primer on the pinball craze of the 1930s, the author quickly introduces readers to touchstones like Spacewar, Ralph Baer’s Brown Box, and Pong. Hitting all the highlights from the next 30 years over the book’s 600 pages, the story culminates with the launch of the PlayStation 2, GameCube, and Xbox in 2000-2001.

But a lot has happened since then, and so Steven L. Kent has returned with The Ultimate History of Video Games Volume 2: Nintendo, Sony, Microsoft, and the Billion-Dollar Battle to Shape Modern Gaming. As you might have gleaned from the title, he picks up right where he left off with the turn-of-the-millennium’s four-way fight for console supremacy (you can’t forget about the Dreamcast), but the book also delves into the later PS3-Xbox 360-Wii era:

The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it.

A short excerpt touching on Ken Kutaragi’s tenure at Sony’s is available on the official website for the book’s publisher, Crown.

The Ultimate History of Video Games Volume 2: Nintendo, Sony, Microsoft, and the Billion-Dollar Battle to Shape Modern Gaming is available to purchase from your favorite bookstore (or digitally as an ebook) beginning today.

“The Game Console 2.0” Adds 50 More Consoles to its Photographic Catalog

Evan Amos’s The Game Console dissected the “grisly innards” of more than 80 different platforms when it was first published in 2018. The author explored each machine’s history in a series of short blurbs while also using the “exploded view” photography on each page to dive into the many layers of silicon, plastic, and metal used to build them.

No Starch Press recently announced that this incredible visual study is getting a sequel next month with the release of The Game Console 2.0: A Photographic History from Atari to Xbox, a “Revised and Expanded” edition that’ll add more than 50 consoles, variants, and accessories to the original book:

Revised and updated since the first edition’s celebrated 2018 release, The Game Console 2.0 is an even bigger archival collection of vividly detailed photos of more than 100 video-game consoles. This ultimate archive of gaming history spans five decades and nine distinct generations, chronologically covering everything from market leaders to outright failures, and tracing the gaming industry’s rise, fall, and monumental resurgence.

The book’s 2nd edition features more classic game consoles and computers, a section on retro gaming in the modern era, and dozens of new entries — including super-rare finds, such the Unisonic Champion 2711, and the latest ninth-generation consoles. You’ll find coverage of legendary systems like the Magnavox Odyssey, Atari 2600, NES, and the Commodore 64; systems from the ‘90s and 2000s; modern consoles like the Nintendo Switch, Xbox Series X|S, and PlayStation 5; and consoles you never knew existed.

The Game Console 2.0: A Photographic History from Atari to Xbox will be available in bookstores and as an ebook in August 2021.

Former Nintendo of America President Reggie Fils-Aime is Writing a Memoir

Thanks to his penchant for saying the right thing at the right time, Reggie Fils-Aime completely transformed Nintendo of America’s public image during his tenure as President and Chief Operating Officer from 2006 through 2019. For more than a decade, he played host and ringmaster during Nintendo’s public presentations and his irreverent attitude and larger-than-life persona encouraged fans to look at the company in a new light.

After his retirement in 2019, Fils-Aime put pen to paper and began to write a memoir about his early life, his time in the game industry, and his thoughts about succeeding in business. Over the weekend we learned that the book will be known as Disrupting the Game: From the Bronx to the Top of Nintendo, and that it’ll be published on May 22, 2022 by HarperCollins Leadership:

Although he’s best known as Nintendo’s iconic President of the Americas-immortalized for opening Nintendo’s 2004 E3 presentation with, “My name is Reggie, I’m about kicking ass, I’m about taking names, and we’re about making games”-Reggie Fils-Aime’s story is the ultimate gameplan for anyone looking to beat the odds and achieve success.

Learn from Reggie how to leverage disruptive thinking to pinpoint the life choices that will make you truly happy, conquer negative perceptions from those who underestimate or outright dismiss you, and master the grit, perseverance, and resilience it takes to dominate in the business world and to reach your professional dreams.

Disrupting the Game will also touch on Fils-Aime’s “humble childhood as the son of Haitian immigrants,” as well as how to “maintain relentless curiosity and know when to ask questions to shatter the status quo.”

As Fils-Aime famously said when introducing the Wii Balance Board and Wii Fit in 2007… my body is ready.


UPDATE (2/2/22): HarperCollins Leadership has announced that Disrupting the Game: From the Bronx to the Top of Nintendo will be published on May 3, 2022.


UPDATE (5/3/22): Disrupting the Game: From the Bronx to the Top of Nintendo is now available in stores, and Reggie was kind enough to share an excerpt from the book, all about his quest to convince Satoru Iwata and Shigeru Miyamoto to bundle every Wii with a copy of Wii Sports, with The Washington Post.

Explore the Music of “Final Fantasy VI” in Boss Fight Books #28

Boss Fight Books is closing the door on their fifth “Season” of titles with today’s release of Final Fantasy VI from Sebastian Deken.

With its novel fusion of magic and technology, Square’s Final Fantasy VI (which was originally released in the US in 1994 as Final Fantasy III) helped usher in a new era for the RPG genre and turned Terra, Locke, and Kefka into household names. The epic grandeur of the story was further enhanced by the rousing character themes and operatic flourishes found in Nobuo Uematsu’s score.

Deken, who is also a musician by trade, looked at how the RPG’s world intertwined with its soundtrack, as well as how Uematsu inspired other game composers to dream a bit bigger:

Terra the magical half-human. Shadow the mysterious assassin. Celes the tough, tender general. Kefka the fool who would be god. Each of the many unforgettable characters in Final Fantasy VI has made a huge impression on a generation of players, but why do we feel such affection for these 16-bit heroes and villains as so many others fade? The credit goes to the game’s score, composed by the legendary Nobuo Uematsu.

Armed with newly translated interviews and an expert ear for sound, writer and musician Sebastian Deken conducts a critical analysis of the musical structures of FF6, the game that pushed the Super Nintendo’s sound capabilities to their absolute limits and launched Uematsu’s reputation as the “Beethoven of video game music.”

Deken ventures deep into the game’s lush soundscape—from its expertly crafted leitmotifs to its unforgettable opera sequence—exploring the soundtrack’s lasting influence and how it helped clear space for game music on classical stages around the world.

Final Fantasy VI is now available in print and as an ebook through your favorite online bookseller.

Sega and Dark Horse Will Release a “Sonic the Hedgehog Encyclo-Speed-ia” This November

Sonic the Hedgehog spin dashed his way into our hearts nearly 30 years ago, and Sega is celebrating in style with a hefty range of new projects featuring their “Blue Blur,” all of which will launch throughout the year and into 2022.

One of those new projects, which is being produced in conjunction with Dark Horse, is a history book punningly titled Sonic the Hedgehog Encyclo-Speed-ia:

Dive deep into the extensive lore and exhaustive detail of each game in Sonic’s ever-expanding universe–from the beloved Sega Genesis to the most bleeding-edge video game consoles. This tome leaves no stone unturned, showcasing in-depth looks at the characters, settings, and stories from each exciting installment!

This encyclopedic retelling of Sonic’s adventures will be written by Ian Flynn, who has plenty of previous experience with the character. His career began at Archie Comics, where he penned more than 130 issues of their Sonic the Hedgehog series from 2006 until 2016. Flynn is currently the Head Writer for IDW’s Sonic the Hedgehog comic series, a job he’s held since they picked up the license in 2017.

Dark Horse will publish the Sonic the Hedgehog Encyclo-Speed-ia in hardcover and as an ebook on November 24.

Hideo Kojima Will Talk About the Inspirations Behind Metal Gear Solid and Death Stranding in “The Creative Gene”

The ideas that have sprung from Hideo Kojima’s head throughout his career are often baffling… just look at the mindbending plot twists found in Death Stranding and the entire Metal Gear Solid franchise… but you have to admit that his games are always interesting.

The developer gave fans a peek inside his creative process in The Gifted Gene and My Lovable Memes, a book of essays he published in Japan in 2019. And now, this collection will be translated into English by Viz Media as The Creative Gene this Fall:

Ever since he was a child, Metal Gear Solid and Death Stranding creator Hideo Kojima was a voracious consumer of movies, music, and books. They ignited his passion for stories and storytelling, and the results can be seen in his groundbreaking, iconic video games.

Now the head of independent studio Kojima Productions, Kojima’s enthusiasm for entertainment media has never waned. This collection of essays explores some of the inspirations behind one of the titans of the video game industry, and offers an exclusive insight into one of the brightest minds in pop culture.

Viz Media will publish Hideo Kojima’s The Creative Gene on October 12.

David L. Craddock’s “Monsters in the Dark: The Making of X-COM: UFO Defense” Will March Into Bookstores in June 2021

David L. Craddock previously delved deeply into the depths of Diablo’s development with 2013’s Stay Awhile and Listen Book I and 2019’s Stay Awhile and Listen Book II. This Summer, he’ll do the same for X-COM: UFO Defense in the upcoming Monsters in the Dark: The Making of X-COM: UFO Defense.

Designer Julian Gollop pitched X-COM’s signature blend of tactical gameplay and resource management to MicroProse in the early 1990s, but Monsters in the Dark will travel even further back and revisit some of his earliest projects:

Monsters in the Dark: The Making of X-COM: UFO Defense is a narrative-style book that chronicles the early career of Julian Gollop, legendary designer of the original X-COM. You’ll walk alongside Julian during his boyhood, from spicing up the mechanics of chess and creating pen-and-paper games, to cutting his teeth on programming Sinclair’s ZX Spectrum. From there, you will learn how Julian partnered with his father and brother to develop X-COM with MicroProse UK, an off-shoot team eager to prove themselves to U.S.-based parent company and Sid Meier’s Civilization juggernaut developer MicroProse.

Craddock is currently seeking funding for the book’s first print run through Kickstarter. To entice prospective backers, he has partnered with a handful of publications to offer five different excerpts from Monsters in the Dark:

Vice Games – How a Publishing Nightmare Set the Stage for the Original ‘X-COM’

Ars Technica – Developing the distinctive look of the original X-COM: UFO Defense

Polygon – X-COM got its name, in part, because ‘XCON’ sounded like ‘ex-convict’

Kotaku – X-COM: UFO Defense Would Have Been Canned If Its Creators Hadn’t Secretly Revolted

Shacknews – Pro Strats: X-COM (1994) strategy guide author David Ellis on QA and writing guides

Monsters in the Dark: The Making of X-COM: UFO Defense will be published in June, but backers could receive the ebook edition as early as April.