Tim Lapetino and Arjan Terpstra Will Publish “Pac-Man: Birth of an Icon” in Summer 2021

Tim Lapetino spent all of 2020 plumbing the depths of Pac-Man for daily updates for his Twitter account, 365ofPac. But this project wasn’t just a fun distraction, it was also research for his next book… Pac-Man: Birth of an Icon.

Set to be published by Cook and Becker this Summer, Pac-Man: Birth of an Icon will look back at “historical imagery” and “concept designs” from the game’s genesis, as well as check in with an international cast of characters that helped make Pac-Man a star.

Co-written by Arjan Terpstra, and created with the full assistance of Bandai Namco, the book promises to explore the complete 40-year history behind one of video gaming’s first franchises:

Full of historical imagery, concept designs, marketing photos and more, the book examines the game’s design philosophy and origins through the artists, designers, developers, and other creative teams who brought Pac-Man to life.

This new non-fiction book will journey from creator Toru Iwatani’s “pizza slice” inspiration to the game’s incredible success in arcades and beyond. The book also dives into Pac-Man’s unprecedented impact on pop culture, with more than 40 new interviews from key players around the world.

With untold stories, new details, and archival imagery, Pac-Man: Birth of an Icon showcases the franchise’s complex history from Tokyo to Chicago to Boston, unpacking the stories of video game industry stalwarts Namco and Midway Manufacturing.

In addition to the “Standard Hardcover Edition”, Pac-Man: Birth of an Icon will also be available in a “Collector’s Edition” that comes packaged in a Pac-Man-shaped slipcase. Inside, readers will be treated to an exclusive arcade token and a brand-new 7″ vinyl pressing of “Pac-Man Fever” by Buckner & Garcia.

27th Release from Boss Fight Books, “Silent Hill 2,” Emerges from the Fog

Konami’s Silent Hill launched for the PlayStation in 1999 as a moodier alternative to Capcom’s Resident Evil. Created by a team of outcasts within the company known as Team Silent, the game’s potent mix of otherworldly visuals and atmospheric audio rewrote all the rules of the burgeoning “survival horror” genre.

And just two years later, the team did it again on the PS2 with a sequel.

Comedian Mike Drucker (who has credits on Full Frontal With Samantha Bee, Bill Nye Saves the World, and Adam Ruins Everything) might seem like an odd choice to explore the foggy corners of the titular town for Boss Fight Books, but that’s exactly who the publishing label turned to for their 27th book, Silent Hill 2:

A troubled man travels to a mysterious town from his past after receiving a letter from his wife… who’s been dead for years. And while our “hero” explores dark corridors and battles countless disturbing enemies, his journey offers more psychological horror than survival horror. Welcome to Silent Hill, where the monster is you.

Silent Hill 2 doubles down on what made the first game so compelling: The feeling of being lost in a foggy, upside-down town as unsettling as it is familiar. Nearly two decades after first experiencing Silent Hill 2, writer and comedian Mike Drucker returns to its dark depths to explore how this bold video game delivers an experience that is tense, nightmarish, and anything but fun.

With an in-depth and highly personal study of its tragic cast of characters, and a critical examination of developer Konami’s world design and uneven marketing strategy, Drucker examines how Silent Hill 2 forces its players to grapple with the fact that very real-world terrors of trauma, abuse, shame, and guilt are far more threatening than any pyramid-headed monster could ever be.

Silent Hill 2 is now available to purchase directly from Boss Fight Books, as well as through other online retailers.

Jason Schreier Will Publish “Press Reset: Ruin and Recovery in the Video Game Industry” in 2021

Jason Schreier got his start as an investigative journalist for Kotaku in 2011 before moving on to Bloomberg News earlier this year. In between, Schreier wrote and published Blood, Sweat, And Pixels in 2017, a behind-the-scenes exploration of the “turbulent” game development process at multiple studios.

Today he unveiled Press Reset: Ruin and Recovery in the Video Game Industry, a sequel of sorts that looks at what happens to the people left behind after a game studio shuts down (with a specific focus on Irrational Games, Visceral Games, Junction Point Studios, and 38 Studios):

The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games — Bioshock Infinite, Epic Mickey, Dead Space, and more — on to the shocking closures of the studios that made them, Press Reset tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely.

Schreier’s insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox’s Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it’s become so hard to make a stable living making video games — and whether the business of making games can change before it’s too late.

Press Reset: Ruin and Recovery in the Video Game Industry will be published by Grand Central Publishing on May 11, 2021.

Viz Media Will Publish “Ask Iwata: Words of Wisdom From Nintendo’s Legendary CEO” in Spring 2021

Even though it was founded in 1889, only five people have served as the President of Nintendo.

Satoru Iwata held that post from 2002 until his death in 2015, and in that time, the colorful executive guided the consolemaker through the boom years of the DS, Wii, and 3DS, and laid the groundwork for the launch of the Switch.

He also opened a window into Nintendo’s famously secretive culture, and spoke directly to fans as the face of the company’s Nintendo Direct video series and initiated a series of conversations with developers through his Iwata Asks column.

Shigesato Itoi’s printing company, Hobonichi, compiled some of these interviews (along with posts that Iwata made on the Hobo Nikkan Itoi Shinbun website) into a collected edition in 2019 that was only available in Japan. But Itoi, who was also Iwata’s close friend and the creative force behind the EarthBound series, recently teamed up with Viz Media to announce that the collection will finally be released in English in Spring 2021 as Ask Iwata: Words of Wisdom From Nintendo’s Legendary CEO.

Viz Media shared an official description of Ask Iwata with The Verge:

In this motivational collection, Satoru Iwata addresses diverse subjects such as locating bottlenecks, how success breeds resistance to change, and why programmers should never say no. Drawn from the “Iwata Asks” series of interviews with key contributors to Nintendo games and hardware, and featuring conversations with renowned Mario franchise creator Shigeru Miyamoto and creator of Earthbound Shigesato Itoi, Ask Iwata offers game fans and business leaders an insight into the leadership, development and design philosophies of one of the most beloved figures in gaming history.

If you don’t want to wait until Spring 2021, the Iwata Asks archive is still available on Nintendo.com.


UPDATE (1/8/21): Ask Iwata: Words of Wisdom From Nintendo’s Legendary CEO will be published on April 13, 2021.

The “Spider-Man Script Book” is Now Available in Book Stores

Insomniac’s Jon Paquette wants the world to know what a game script looks like. Paquette was the head writer on Spider-Man, which was released for the PS4 to near-universal acclaim in 2018. Since then, he’s been hard at work trying to get the game’s script published by meeting regularly with his bosses at Insomniac, Sony, and Marvel.

According to Paquette, there isn’t a lot of publicly-available information on how to develop a game script, and he wanted to pull back the curtain a bit on the process. So after a lot of back-and-forth, the three companies are finally ready to share a written version of the game’s story with fans, and will jointly publish the Spider-Man Script Book later this week:

Go behind the scenes of the smash hit video game sensation with the complete script to Marvel’s Spider-Man… together with a stunning gallery of artwork from the production process! The life of Peter Parker and that of his ever-amazing alter ego are about to collide in major fashion in this all-new take on the world of the wall-crawler, filled with fan-favorite characters… including Mary Jane, Aunt May, Norman Osborn, Otto Octavius and Miles Morales… spun into an unexpected web of drama, spectacle and classic action in the Mighty Marvel Manner!

When Spidey finally removes the Kingpin of Crime from the mean streets of the Big Apple, how will the mysterious Mister Negative’s ascent to power bring Peter’s two worlds crashing together? Learn how the words and the world of a blockbuster hit video game are crafted, and feast your eyes on a wealth of bonus content, via text and art from the team at Insomniac Games and fan-favorite Marvel writers such as Christos Gage!

The 240-page hardcover will include concept art and screenshots paired with text from all the game’s cutscenes. Earlier this week, Paquette shared part of the process with Vice and said that the entire script for Spider-Man runs much closer to 400,000 words and over 2,000 pages):

Insomniac’s take on the popular Marvel character was celebrated not just for how joyous it was to swing around the city of New York, but for telling a damn good Spider-Man story, too. It punted straight past the origin story, starting eight years into superhero-ing, and grounded Peter Parker’s reality with some fresh twists, such as Mary Jane working at the Daily Bugle.

Paquette was not the only writer who contributed to the game, either. It was a group effort involving several other writers, and Paquette actually includes the “designers” as writers, too.

“The other part is writing the [game] experience,” he said. “This is the part that not a lot of people really understand. It’s very collaborative. We work for the designers in this capacity, because the designers come up with the gameplay and we help them structure the experience.”

The Spider-Man Script Book will be available on store shelves on February 11, but you can get an early peak at a few of the interior pages at Marvel.com right now.

Boss Fight Books Will Republish “Pilgrim in the Microworld” in 2020

David Sudnow’s Pilgrim in the Microworld sought to examine the inner workings of Atari’s Breakout (and the people who obsessively played it) when it was first published in 1983. Out of print for decades, Sudnow’s quest to unlock “the essence of video skill” will finally be republished in 2020 by Boss Fight Books.

The indie publisher has turned to Kickstarter to help fund this new printing of Pilgrim in the Microworld (now titled Breakout: Pilgrim in the Microworld), and they’ve already smashed their campaign goal, receiving pledges from more than 150 backers as of this writing:

Originally released under the title Pilgrim in the Microworld, Sudnow’s groundbreaking longform criticism of a single game predates the rise of game studies by decades. While its earliest critics often scorned the idea of a serious book about an object of play, the book’s modern readers remain fascinated by an obsessive, brilliant, and often hilarious quest to learn to play Breakout just as one would learn the piano.

Featuring a new foreword and freshly edited text, Breakout makes a perfect addition to Boss Fight’s lineup of critical, historical, and personal looks at single video games. We’re proud to restore this classic to print and share with new audiences Sudnow’s wild pilgrimage into the limitless microworld of play.

Pilgrim in the Microworld was one of the first books to focus on a single game, and it’ll be released in a “sleek new paperback” edition and as a DRM-free ebook in January 2020.

ETC Press Will Publish Kyle Orland’s “The Game Beat: Observations and Lessons from Two Decades Writing About Games”

Kyle Orland is a veteran game journalist who has also been writing about what it means to be a good game journalist for over 20 years. He recently collected many of those columns in The Game Beat: Observations and Lessons from Two Decades Writing About Games, and it’s now being published in hardcover and paperback from Carnegie Mellon’s ETC Press.

The collection offers an extremely interesting and insightful look back at how game journalism has changed in the last two decades:

Game journalism is young enough that we’re still trying to collectively agree on the answers to some pretty fundamental questions. What makes a good review? Should we be evaluating games as consumer products or works of art? What role should scores or grades play in the review process? How should we deal with Metacritic’s outsized influence?

How close should game journalists be with the publishers and developers they cover? How can journalists get around the information control of the PR machine? How should outlets handle gifts and publisher-sponsored junkets? How are we supposed to make any money off any of this in the age of the Internet?

The Game Beat catalogs years of my own scattered attempts to answer those questions, and many more that continue to vex the field, through dozens of blog posts, columns, newsletters, and interviews focused on the art and craft of writing about games. In the process, this book also serves as a sort of public diary of my own education in and advancement through the world of professional game journalism, from eager outsider blogger to hustling freelancer to entrenched staff writer.

A PDF version of The Game Beat is also available to download for free.

“The Game Console” Explores the Grisly Innards of 86 Different Consoles in November 2018

No Starch Press has announced that they’re publishing The Game Console: A Photographic History from Atari to Xbox, a new book that depicts the “grisly innards” of all your favorite consoles, on November 6th.

Authored by Evan Amos, and featuring an extensive collection of full-color photos and notes about 86 different consoles, The Game Console might just be the most complete catalog of console hardware ever published:

The Game Console is a tour through the evolution of video game hardware, with gorgeous full-color photos of 86 consoles and their grisly innards. You’ll start your journey with legendary consoles like the Magnavox Odyssey, Atari 2600, Nintendo Entertainment System, and the Commodore 64. The visual nostalgia trip continues with systems from the 1990s and 2000s, ending with modern consoles like the Xbox One, PlayStation 4, and Wii U.

Throughout the book, you’ll also discover many consoles you never knew existed, and get a rare peek at the hardware inside some of history’s most iconic video game systems.

You can find a few preview images from The Game Console at No Starch’s official website, and they certainly do look grisly (and also amazing).

World Video Game Hall of Fame Will Publish “A History of Video Games In 64 Objects” in May 2018

The curators at the World Video Game Hall of Fame will offer a peak behind-the-scenes at some of the historical artifacts found in their collection with A History of Video Games In 64 Objects, an upcoming book from Dey Street Books:

Inspired by the groundbreaking A History of the World in 100 Objects, this book draws on the unique collections of The Strong museum in Rochester, New York, to chronicle the evolution of video games, from Pong to first-person shooters, told through the stories of dozens of objects essential to the field’s creation and development.

Drawing on the World Video Game Hall of Fame’s unmatched collection of video game artifacts, this fascinating history offers an expansive look at the development of one of the most popular and influential activities of the modern world: video gaming.

The hefty 352-page hardcover will include essays and photographs written by the curators that provide insight into how each object contributed to gaming’s history, as well as its impact on “the greater culture.”

A History of Video Games In 64 Objects will be available on May 29, and you can get a sneak peek at some of earliest selections (including Tennis For Two, the Nintendo Love Tester, and Ralph Baer’s Brown Box) at Dey Street‘s official website.

And don’t forget, the inductees from the World Video Game Hall of Fame’s Class of 2018 will be announced on May 3.

Dark Horse Will Publish “Super Mario Bros. Encyclopedia” in October 2018

Do you know everything there is to know about Mario, Luigi, Princess Peach, and the rest of the Mushroom Kingdom? Would you like to?

If you answered “Yes” to the latter question (or even if you said “Yes” to the former), then today is your lucky day. Dark Horse has announced that they’ll be publishing a Super Mario Bros. Encyclopedia this October.

Weighing in at 256 pages, this reference work will cover the first 30 years of “Super” Mario’s career, beginning with 1985’s Super Mario Bros.:

The Super Mario Encyclopedia is jam-packed with content from 17 Super Mario games and spans more than 30 years of the franchise’s history—from the original Super Mario Bros. to Super Mario 3D World. Track the evolution of the Goomba, witness the introduction of Yoshi, and relive your favorite levels.

This tome also contains an interview with producer Takashi Tezuka, tips to help you find every Coin, Star, Sun, and Mushroom… even explanations of glitches! With information on enemies, items, obstacles, and worlds from over 30 years of Mario, Super Mario Encyclopedia is the definitive resource for everything Super Mario!

Dark Horse’s Super Mario Bros. Encyclopedia will be released on October 23.