“The Resties Required Reading List” Includes the 25 Games You Need to Play to Understand the History of Games

Justin McElroy, Griffin McElroy, Chris Plante, and Russ Frushtick host The Besties, a podcast where they talk about “the best game of the week” every week.

The Besties is part of the sprawling McElroy media empire, but episodes produced solely by the non-McElroy members of the show appear as a spinoff show known as The Resties, and for the last 18 months they’ve been sporadically adding games to “The Resties Required Reading List“.

Not a Best Games list, the “Required Reading List” is a collection of titles that serve as the best introduction to the wider world of video games. Plante likes to refer to it as “a syllabus for Video Games 101” and further described the project like this…

Our goal is to curate and contextualize a “must play” list of 25 games released between 1980 to 2020. These aren’t the best games or even our favorite games. They’re the games that should be experienced by everyone who wants a fundamental appreciation of the medium. They’re the games that will give you a richer connection with every other game you play.

Plante and Frushtick split the “Required Reading List” into eight episodes, each covering a five-year span that lands somewhere between 1980 and 2020. Within these smaller chunks of time they picked two-to-four games that best represent the era and a specific corner of gaming they wanted to highlight. In the end, 28 games made it through these mini-debates before the hosts cut three titles to reach their 25-game goal. Counter-Strike (from the 2000-2004 episode), along with Hearthstone and Spelunky HD (both from the 2010-2014 episode) ultimately ended up on the chopping block.

So which games did make the grade? You’ll find all the foundational classics from the 1980s (Pac-Man, Tetris, Super Mario Bros., and The Legend of Zelda), as well as the modern games that are currently moving the needle (Fortnite, The Legend of Zelda: Breath of the Wild, and Outer Wilds). In between there’s Doom (1993), Pokemon Red/Blue, Resident Evil 4 (2005), Minecraft, and more than a dozen others.

Wanting to argue with a Best Games list is the most natural reaction in the world, but it’s hard to quibble with any of the choices on “The Resties Required Reading List” as the games you need to play to best understand the history of games. Or, to steal a phrase from one of The Resties, the “Required Reading List” is a way of “thinking about the countless ways games inform our lives, our culture, and future creators”.

You can see all 25 games from “The Resties Required Reading List” after the break.

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A Few Final Fantasy XVI Developers Shared Their Favorite Final Fantasy Games

Square Enix’s Final Fantasy XVI is finally available on store shelves, and it has instantly entered the “Game of the Year” conversation, with the early reviews describing a game that takes the franchise in a bold new direction.

But how did the development team navigate the creation of this new path? And what titles rom the franchise’s 35-year history did they look to for inspiration in designing the game?

IGN recently sat down with six members of the development team, including Director Hiroshi Takai and Producer Naoki “Yoshi-P” Yoshida, to tease out their favorite Final Fantasy games.

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Aidan Moher’s “Fight, Magic, Items” Will Tell the Story of Final Fantasy, Dragon Quest, and Other JRPGs in October 2022

The global recognition of the Japanese RPG can be placed squarely at the feet of Dragon Quest and Final Fantasy, which launched outside of Japan within 12 months of each other in 1989-1990. But interestingly, the genre itself goes back much further than you might realize, and you’d need to take a detour that goes through Sir-Tech’s Wizardry, Koei’s Dragon and Princess, and Tetris to get the full picture.

I’m going to go out on a limb and guess that Aidan Moher, a freelance writer with bylines across the Internet, is quite familiar with how the latter three add spice to the story, but we know for sure that The Big Two will be a major focus of Fight, Magic, Items: The History of Final Fantasy, Dragon Quest, and the Rise of Japanese RPGs in the West, his upcoming history of the genre.

In addition to behind-the-scenes details about the development of those two franchises (as well as Phantasy Star, Chrono Trigger, and Kingdom Hearts), Moher has also conducted new interviews with some of the biggest players in the JRPG space:

The Japanese roleplaying game (JRPG) genre is one that is known for bold, unforgettable characters; rich stories, and some of the most iconic and beloved games in the industry. Inspired by early western RPGs and introducing technology and artistic styles that pushed the boundaries of what video games could be, this genre is responsible for creating some of the most complex, bold, and beloved games in history—and it has the fanbase to prove it. In Fight, Magic, Items, Aidan Moher guides readers through the fascinating history of JRPGs, exploring the technical challenges, distinct narrative and artistic visions, and creative rivalries that fueled the creation of countless iconic games and their quest to become the best, not only in Japan, but in North America, too.

Moher starts with the origin stories of two classic Nintendo titles, Final Fantasy and Dragon Quest, and immerses readers in the world of JRPGs, following the interconnected history from through the lens of their creators and their stories full of hope, risk, and pixels, from the tiny teams and almost impossible schedules that built the foundations of the Final Fantasy and Dragon Quest franchises; Reiko Kodama pushing the narrative and genre boundaries with Phantasy Star; the unexpected team up between Horii and Sakaguchi to create Chrono Trigger; or the unique mashup of classic Disney with Final Fantasy coolness in Kingdom Hearts. Filled with firsthand interviews and behind-the-scenes looks into the development, reception, and influence of JRPGs, Fight, Magic, Items captures the evolution of the genre and why it continues to grab us, decades after those first iconic pixelated games released.

Fight, Magic, Items: The History of Final Fantasy, Dragon Quest, and the Rise of Japanese RPGs in the West will be released by Running Press on October 4.


UPDATE (9/10/22): An excerpt from Fight, Magic, Items all about the shadow that Final Fantasy VII continues to cast across the entire gaming landscape can be found at Gizmodo.


UPDATE (11/9/22): Just ahead of the launch of Pokemon Scarlet and Violet, a new excerpt from Fight, Magic, Items about the rise of “Pokemania” was recently published by Engadget.

Final Fantasy XIV: Endwalker Wins “Video Game of the Year” at 2021-2022 SXSW Gaming Awards

Final Fantasy XIV: Endwalker made history this weekend at the 2021-2022 SXSW Gaming Awards.

Square Enix’s MMO won “Video Game of the Year” at the close of the ceremony, marking the first time an MMO has ever won the top prize at one of the major year-end award shows. Not content with a single trophy, the game also took home the “Excellence in Narrative” and “Excellence in Original Score” awards for Square Enix and Producer Naoki “Yoshi-P” Yoshida.

As in years past, the SXSW voting body chose to spread out the remainder of the awards among a wide variety of deserving titles.

The developers at Witch Beam can put the “Matthew Crump Cultural Innovation Award” on their shelf for Unpacking, but it was Kena: Bridge of Spirits that was honored with the “Indie Game of the Year” award last night. Another buzzy indie from last year, Daniel Mullins’s Inscryption, cashed in a winning hand with a victory in the “Excellence in Game Design” category.

Insomniac’s Ratchet & Clank: Rift Apart rode its next-gen accolades to a trophy for “Excellence in Technical Achievement,” and Playground’s Forza Horizon 5 did the same in the “Excellence in Animation, Art, and Visual Achievement” category.

The creepy soundscapes of Capcom’s Resident Evil Village claimed the “Excellence in Audio Design” award, while stablemate Resident Evil 4 VR won “VR Game of the Year.”

Finally, after scoring “Game of the Year’ victories at The Game Awards and the DICE Awards, Hazelight’s It Takes Two had to settle for “Excellence in Multiplayer” at SXSW.

A complete list of winners and nominees from the 2021-2022 SXSW Gaming Awards can be found after the break.

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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.

Destructoid is Talking About “The Games that Defined the Decade” This Week

Destructoid’s staff combined forces this week to deliver “The Games that Defined the Decade,” a series of essays that looked back at some of the highlights of the last ten years.

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Bite-Sized Game History: Obscure Sales Ranking Charts from NPD’s Mat Piscatella

Last year around this time, The NPD Group’s Mat Piscatella shared some historical sales charts of the “Best-Selling Games in the US” from a wide variety of modern and classic platforms (including the Saturn, PlayStation, Nintendo 64, Dreamcast, and more).

Perhaps this means it’ll become a regular thing, as Piscatella popped up earlier today with another batch of charts, this time slicing the data from a few “obscure” corners of the industry.

Anyone have an obscure sales ranking chart they'd like to see?

— Mat Piscatella (@MatPiscatella) November 25, 2019

[Tweet Removed – View at Internet Archive]

Taking requests from his Twitter followers, Piscatella’s research pointed him towards Nokia’s ill-fated N-Gage handheld, as well as popular third-party games on Nintendo platforms, and RPGs on the PlayStation. Finally, one person wanted to see the sales chart from the (sort of) uneventful February 1996.

All four charts offered plenty of surprises, which you can see for yourself in this edition of Bite-Sized Game History…

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Welcome Class of 2018: Four New Games Inducted into the World Video Game Hall of Fame

Yesterday, the Strong Museum and the International Center for the History of Electronic Games announced this year’s inductees to the World Video Game Hall of Fame.

Yesterday, the Strong Museum and the International Center for the History of Electronic Games announced this year’s inductees to the World Video Game Hall of Fame. The Class of 2018 includes Final Fantasy VII, Square Enix’s beloved RPG; ​Tomb Raider, Eidos Interactive’s 1996 introduction to Lara Croft; John Madden Football, EA Sports’s first football simulation; and Spacewar!, an early game created by the Tech Model Railroad Club at MIT in 1962.

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12 Finalists Announced for the World Video Game Hall of Fame’s Class of 2018

Curators at the International Center for the History of Electronic Games and the Strong Museum have announced the finalists for the World Video Game Hall of Fame’s Class of 2018.

Curators at the International Center for the History of Electronic Games and the Strong Museum have announced the finalists for the World Video Game Hall of Fame’s Class of 2018. Eight games will get their first chance to be inducted into gaming’s inner circle this year, including Asteroids, Call of Duty, Dance Dance Revolution, Half-Life, King’s Quest, Metroid, Ms. Pac-Man, and Spacewar!

Two other games, Final Fantasy VII and Tomb Raider, were previously in the finalist pool for the Class of 2017. They’ll get another chance this year alongside John Madden Football and Minecraft, which were previously on the ballot in 2016.

The World Video Game Hall of Fame will announce the inductees for the Class of 2018 on Thursday, May 3, at 10:30 AM. But this year, fans will get a vote in the first-ever Player’s Choice ballot. According to the rules, “the three games that receive the most public votes will form one “Player’s Choice” ballot, which will join the 27 other ballots submitted by members of the International Selection Advisory Committee, a supporting group composed of journalists, scholars, and other individuals familiar with the history of video games and their role in society.” Fans can make their voice heard through the Player’s Choice ballot once a day until April 4th. So vote early and vote often!

If for some reason you’re unfamiliar with this year’s finalists, the World Video Game Hall of Fame put together a helpful cheat sheet…

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A Brief History of Video Games – Final Fantasy VII

The latest VGC Essay looks back at Final Fantasy VII and Square’s desire to bring cinematic storytelling to the early days of Sony’s PlayStation. Here’s a teaser…

Since the beginning, every new console cycle has existed as its own separate era that video game players speak of with as much reverence as comic fans who use “Golden Age” and “Silver Age” as a shorthand to represent the different decades of comic production. Ralph Baer’s Odyssey (1st Generation) directly lead to Nolan Bushnell’s Atari 2600 (2nd Generation). Atari’s machine gave way to the rise of Nintendo’s NES (3rd Generation), which in turn lead to the “16-Bit Wars” of the Super NES and the Genesis (4th Generation).

Up to this point, Square had only released three Final Fantasy games in America: 1990’s Final Fantasy, 1991’s Final Fantasy II (released in Japan as Final Fantasy IV), and 1994’s Final Fantasy III (released in Japan as Final Fantasy VI). Even though the remaining three games had yet to make their way across the Pacific, the publisher was determined to unify the franchise’s numbering across all regions with the next sequel. But they still had to find the right home for their game.

Continue Reading the Full Essay →