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2.0 out of 5 stars
Should be titled "An Ode to Nintendo", Mar 25 2005
This review is from: Power-Up: How Japanese Video Games Gave the World an Extra Life (Paperback)
Frankly, unless you're as enamored with Nintendo as Kohler is, you'll probably find the scope of this book far too narrow to be of any real interest or provide any insight. Kohler has essentially (and I don't begrudge him his good fortune for being able to do so) translated his love of video games and anime into both a successful thesis and a published work. To the uninitiated, "Power-Up" would appear to be an insightful, well-researched treatise; as someone who is approximately Kohler's age and grew up with the same influences of Japanese video games and culture, I found myself time and time again saying, "Yeah, so what?" Save for some of the historical background, the book was largely a collection of geek common knowledge, where "geek" refers to someone whose interests include video games, anime, computers, and the like. Futhermore, as I mentioned earlier, from the way this book is written, you'd get the impression that the only company that has ever made a video game is Nintendo. References to Atari, Sega and Sony are extremely rare. While I agree that Nintendo has played the largest role in the rise of video games, other major players have established themselves in the last five to ten years, and their contributions are largely glossed over, particularly Sega. These omissions are what give the feeling that Kohler has basically taken his childhood experiences of playing Nintendo, fleshed them out a bit and put them on the shelf. In short, I wouldn't change the content of the book but I would most certainly change the title to reflect the heavy, one-sided Nintendo bias of the book. If you're in your twenties or early thirties and grew up as a fan of video games and anime, don't bother reading this book - you already know what happens.
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40 of 41 people found the following review helpful
5.0 out of 5 stars
Something about Japan by someone who understands Japan, Oct 15 2004
By Steven L. Kent "gamereader" - Published on Amazon.com
This review is from: Power-Up: How Japanese Video Games Gave the World an Extra Life (Paperback)
Kohler has done a very, very good job of surveying the Japanese video game industry. Unlike other writers who have written game histories, Kohler speaks Japanese and lived in Japan. He covered the Japanese video game market for international publications. Frankly, the depth of his understanding shows throughout this book. Kohler's interviews are direct and insightful. He managed to get access to many of Japan's leading game designers. As somebody who has read many books about the video game industry, I noticed that Kohler's knowledge of the Japanese language resulted in a more direct style of interview. Kohler managed to get his hands on the creators of such games as ICO, Parapa, and, of course, Mario. One thing I will say about "Power-Up" is that it is a specialized book. If you are looking for a general survey of gaming, or a picture book with glossy full-color art, this is not the book. This is NOT a book for folks who want to read about the games they played as kids. "Power-Up" is a highly-specialized book. I believe that it belongs on the top shelf of ANY collector who considers himself/herself a serious student of video games. This is a resource, like Lenny Herman's "Phoenix," that will be appreciated by hardcore gamers for a very long time.
8 of 10 people found the following review helpful
5.0 out of 5 stars
For fans, by a fan., Oct 25 2004
By Nicholas C. Anstey "Gamer and Reader" - Published on Amazon.com
This review is from: Power-Up: How Japanese Video Games Gave the World an Extra Life (Paperback)
I've read a number of video game books over the years, and while most are well researched and informative, they seem to take a cynical or flat out negative tone most of the time. Possibly because they are more focused on the business side of the industry. Not so with this book. A labor of love by a fan who actually speaks and reads the language in which Japanese video games are created, he takes us on a journey from the beginnings of Nintendo in the late 1800's to the modern era without missing a beat along the way. The author also examines aspects of the industry that have gone unexamined in other texts, such as game music and Akihabara. It also includes a number of interviews with leading members of of various aspects of the Japanese gaming world. All in all, it's a wonderful example of what these inds of books can be, and I truly hope to see moreon this subject, both from this author and others, in the near future.
2 of 2 people found the following review helpful
4.0 out of 5 stars
narrow scope, but an interesting read., April 11 2006
By radiosilents - Published on Amazon.com
This review is from: Power-Up: How Japanese Video Games Gave the World an Extra Life (Paperback)
other people have commented thoroughly about the generalities of this book, and i by-and-large agree. i'd like to add, however, that some of the most interesting parts of this book are the omissions. for example, they author segues straight from talking about Ninja Gaiden to NOJ/NOA's localization process and standards for content. he mentions that religious iconography, drug use, etc, are all prohibited from being portrayed in Nintendo software, and the list of prohibited content includes cigarette smoking. the author fails to note the irony, however, that in the aforementioned game there's a bad guy leaning against a light post smoking a cigarette he throws aside before dashing at you. i can only assume it slipped past the censors without them catching it, but my friends and i had noticed it years ago and marvelled that it had been made it through the review process intact. it's these kinds of things that make me feel like this book is a good general source, but anything deeper than a surface look at the topics covered would require some additional reading/sources. there are quite a few nuggets of interesting trivia in here - more than enough to make a gamer smile (dragon quest being legally prohibited in Japan from selling on any day except Sunday or a holiday, for example). my copy was a gift; i can attest that it makes a fine one.
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