The Untold History of Japanese Game Developers: Volume 2

I was a big fan of volume 1 of The Untold History of Japanese Game Developers and praised its remarkable insight into Japanese game development. For any gaming fan volume 1 was an essential look into the often secretive world of 80s and 90s gaming and a lot of what I've said about Volume 1 holds true for this volume too.

The cover art by Satoshi Nakai is pretty cool. ©CreateSpace Independent Publishing Platform

The cover art by Satoshi Nakai is pretty cool. ©CreateSpace Independent Publishing Platform

Volume 2 kicks off in spectacular style with a frank and deep discussion on the yakuza and their involvement in the entertainment industry. This is the first in-depth and honest discussion in mainstream media by my reckoning, nothing like this has been investigated before and the extent to which the yakuza influenced and helped grease the wheels of the video games industry is astonishing to read. The names of theindividuals and the companies involved have been redacted but this is still remarkable testimony of how the yakuza protected many arcades and ensured that the game boards weren't stolen to be cloned. The interviewee presents it as a necessary evil for many companies but also discusses how his daughter was kidnapped by the yakuza and only freed when he dropped an arcade machine from a well-known company outside their headquarters, it was a threat of sorts but it worked and his daughter was released. Accounts like this are remarkable and I for one am glad that they are being collected as they would be lost forever. 

The rest of the 29 interviews are interesting and cover many different aspects of the industry but of particular delight were: 

  • the interview with Hudson's #7 employee Takashi Takebe, who discusses the origins of this well respected but poorly documented company, famous for Bomberman and Pang amongst many other properties. It was interesting to hear how it changed from supplying computing hardware into a software house when it saw an emerging market. It was one of the first Japanese companies to see potential in the burgeoning micro computing market in 80s Europe and so many of its titles were converted to these machines. 

  • There are a few interviews with people who worked for Zainsoft, a company that produced interesting if buggy messes of games. Some if the interviewees' were very candid and spoke about these 'black corporations', companies that treated their workers extremely poorly and were often violent towards them. There are recounts of people being locked in their offices and being forced to work for 20 hours a day, being unable to go home for months on end and even having computer monitors thrown at them. This all seems far-fetched but with so many people from the same company saying the same thing consistently it does sound like this occurred and was actually quite common, it must have been to be given a label of 'black companies'. The most violent and shocking account is by Kensuke Takahashi who worked for the company for 4 years, it is a look at the darker side of game development. Another revelation is that Sega was involved in these practices too and this was one of the reasons that it went into deep decline as many people shunned their products in disgust.

  • The origins and the closure of one of my favourite game companies Westone is covered with a couple of interviews including an in-depth interviews with Ryuichi Nishizawa, Kouchi Yotsui and Maki Ohzora. Nishizawa was one of the creators of Wonder Boy and the Monster World series, including one of my favourites, Wonder Boy 3: The Dragon's Trap. The discussion about who benefits most from home conversions is really thought provoking as even though arcade game producer Westone made two long running series it was the conversion licensees who benefited most. Nishizawa comes across as a kind and creative figure and this interview is a real highlight. 

  • Ohzora was the character artist for Westone and hearing her discuss her inspiration for the world's she created is really insightful and well worth the read. 
  • Shinichi Sakamoto was a composer for Westone and worked on Wonder Boy in Monster Land and Wonder Boy 3: The Dragon's Trap. It is an extremely short interview but as the composer of one of my favourite video games, very insightful.  

  • Professor Yoshihiro Kishinito, formerly of Namco, shares a credit list of early Namco games, something that is invaluable for gaming historians as many creators were only able to sign in pen names in games.  

  • The interview with Human alumnus is interest as the company produced some interesting titles in its time but according to the interviewees it was the vision of the individual creators rather than company ethos or vision that developed this mentality. Producer Taichi Ishizuka discusses Mizzurna Falls, a pre-Shenmue open world game with a Twin Peaks style mystery. I came across this game a couple of years ago and much like Deadly Premonition it is a diamond in the rough kind of game. The discussion behind its creation is great and considering the tiny team and budget it had, all the more extraordinary. Szczepaniak recommends viewing a Let's Play by Resident Evie and having seen this play through a few weeks ago I can recommend that this is the best way to experience the game as it seems janky and awkward to play, but has an intriguing enough premise to watch the 9 or so hours of video.

The book ends with Szczepaniak dismissing the Japanese game development Downfall Myth, the idea that Japan is becoming bankrupt of gaming ideas with many of the games companies going onto the more lucrative mobile gaming sector, but he provides a list of over 100 Japanese games from the last generation (PS3, Xbox 360, Wii, DS, PC) that defy the myth that Japanese game development is declining. It's a powerful rebuff to the Microsoft perpetuated Downfall Myth which aimed to promote western games, a sector where the Xbox is doing significantly better than in the east.

As a book archiving years of Japanese game development history this is a marvellous work. As with the first it is a tough read from cover to cover, as naturally there are some interviewees and topics that are more interesting than others for me and whoever reads this but it is great stuff nonetheless.  This book is an unprecedented account of Japanese game development from the people who were there and that is why volume 1 and 2 have been such an important piece of work that will hopefully improve our understanding of this period of time. I find these books are essential and hope that volume 1 and 2 are successful enough to support volume 3. 

The Untold History of Japanese Game Developers - Book Review

Japan has a rich history when it comes to video games but this has been rarely discussed or documented, at least in the West in english. There are a myriad of excellent books that discuss the history and legacy of video games but often they are from a western viewpoint and discuss the impact of gaming in the west like Game Over by David Sheff, Console Wars by Blake Harris or Power Up by Chris Kohler.  With so many Japanese developers there must be some amazing tales to tell but with the passing of some gaming legends like Fukio Mitsuji, creator of Bubble Bobble and Masaya Nakamura, founder of Namco, it is a case of now or never to get these stories told and written down for posterity.

Step in retro video game journalist S.M.G Szczepaniak, who has written for many gaming publications including Retro Gamer and Gamasutra, which is where I knew of his previous work. He started a Kickstarter in 2015 to create a book with the aim to get some of the stories and history behind the often secretive Japanese game development scene and shed light on this era of gaming. What follows is a 500 page plus book of interviews with honest and candid answers from the people who were there at the time video game history was being made. Without the PR people acting as gatekeepers of information what comes through is intriguing reading, and whilst there are some NDA (Non-Discolosure Agrements) in place for some of the interviewees, there is a rich vein of information here which is expertly mined by Szczepaniak.

The interviews are informal and you can see that for many of the interviewees Szczepaniak is well-versed in their history and impact on the gaming culture and so what emerges is a sense of kinship and understanding as some of the game developers have their moment in the sun and thus share information freely. Reading the book you start to get a real understanding of the Japanese culture at the time and of the huge economic bubble. Whilst I did not recognise all those that were interviewed the sheer number of interviews and the breadth of topics covered ensured that I was engaged throughout. Whilst not all interviews or topics interested me I did read it all from cover to cover over the course of a couple of weeks. I am not sure I would read the whole book again but I know I will dip in from time-to-time to re-read certain interviews I like or to research certain creators like Yuzo Koshiro.

Overall the book is an essential for gamers, covering a part of video game history that many of us do not know enough about. Anyone with an interest in retro games and Japanese culture should pick this book up and there is plenty contained within to engage.