Pure Invention: How Japan's Pop Culture Conquered the World- Book Review (and Personal Reflections)

As an anime and manga fan in the late 80s, 90s and early 00s I was a Japanophile and thought the country a fascinating place, full of the coolest games, best technology and innovations. However, programmes about Japan in the 80s and 90s made the country seem strange, kooky and this was sometimes mixed with a bit of exotic 'otherness' with a smidge of racist undertones. Even recently, a *groan* content creator with multi-million YouTube subscribers went into the country and made fun of Japan, even sharing video footage of a dead suicide victim in a forest known for people ending their life and making fun near a corpse. So I am really pleased that ‘Pure Invention: How Japan's Pop Culture Conquered the World’ by Matt Alt treats the country and culture with respect and examines the land with a more anthropological lens but via the medium of its technological innovations.

I visited Japan in 2013 and visited Tokyo and Kyoto. I fulfilled one of my dream!

I visited Japan in 2013 and visited Tokyo and Kyoto. I fulfilled one of my dream!

Where its economy and technology gained Japan prominence and financial muscle in the 1950, 60 and 70s, much to this chagrin of many Boomers who railed against a Japan that they saw as either producing inferior products or producing good at a much cheaper price due to lower labour costs, it was arguably the video games, anime, manga, fashion and fantasy delivery devices that made it culturally change the world and perhaps has a larger global impact in the 1980s, 90s and 00s,

In an interesting gambit as Alt looks at how each of these fantasy delivery devices saw Japan emerge from its insular nature to take over the world through pop culture rather than just through purely economic or financial means with companies like Toyota or Honda etc. The Gameboy, Sony Walkman and video games were all inessential, inescapable and influential and this meant that they changed the way we saw the world rather than being refined products of what went before.

It also asserts that the late state capitalism, which the Japanese society has been experiencing since the bubble crash in 1989, has been prescient for much that is occurring in the West; adults consuming 'childish' media, digital pets, a love of kawaii (cute things) and hakikomori, where people stay at home as ‘shut-ins’ and avoid society Japan did it first and we are now feeling that wave in the West with 'adulting' meaning playing at 'growing up', shut-ins, a love of geek culture becoming the norm rather than the unique. Heady and profound stuff indeed!

The book's prologue starts with a discussion of how Final Fantasy 7 represented a confident Japan looking outward after the economic bubble burst in 1989 which led to years of political and financial instability.

I like how Alt discusses that even before the devastation wrought by the bombs of WW2, Japan always had a sense of playfulness and fun with a heavy emphasis on toys. In fact Japan was one of the primary supplier of the world's toys, alongside Germany and Britain. It prided itself on artisanal pieces and after the war it used scrap materials to create new toys, starting with Jeep models created from scraps of tin. Alt tackles the misconception that Japan only became playful post-war due to the influence of American military rule. In fact Japan had for many centuries had a child-centric culture where wrapping, boxes and gorgeous presentation were considered as important as the gift itself.

Part I is entitled 'The Fall 1945' and Alt starts with the tin toy market that exploded post war, as toy creator Kosuge et al. recycled used tin cans and metal waste from military compounds to create new tin toys which they sold in Japan and in America.

The next big event was the release of the Osamu Tezuka classic, Mighty Atom or Astro Boy as he's known in the West. This was a landmark affair and forever changed the manga/ comic scene. However, during the 60s there rose a more gritty and violent manga art style - Gekiga- and this was not one beholden to the restrictions of the Comic Code that limited its American counterparts.

The late 60s is where student riots and protest took place as the youth felt disenfranchised and disempowered from an establishment that was complicit in the bombing of Vietnam. After the government tried to pass a law prohibiting large protests, a large protest took place to protest against this. It was a time of financial stagnation for many in the country as too many graduates and not enough jobs affected the prospects of the youth.

The 1970s saw the popularisation of karaoke machines. The idea of karaoke singalongs were not invented by the Japanese but rather had existed in many forms, including singalong Fleischer cartoons where viewers sang along to the bouncing red ball, juke boxes and various 8 track contraptions. What Japan did was popularise the concept by making it easy, portable and intuitive to use by simply adding a microphone to a 8-track player and speaker. It was crude and simple but had appeal for the salaryman (a portmanteau of 'salaried office worker') as these workers had the unenviable task of building Japan back up after the war. They often worked crushing hours in dull offices with no chance for their personality to come through but karaoke was their chance to shine and experience a kind of freedom and camaraderie. Karaoke machines were initially found in 'Love Hotels' but spread across the country as it offered the fantasy of being a singer, primarily in bars and watering holes and then from the privacy of your own home.

The chapter on Hello Kitty is amazing as she is one of the most licenced products in the world and earns revenues of over half a billion dollars, more than the NFL! It started innocently enough with cute and small pocket purses and now extends to kawaii (cute) stationary, toiletries and even onto the notepad of a feared rebel Jihadist leader. You gotta admit, this feline’s got reach! We learn that the minimalist design was created to shift everyday kitchen and homewares but then moved onto more frivolous items such as packs of tissues, erasers and pretty much anything as the young girls from the 70s became independent, financially responsible adults with cash to spare, much like the 00s and 10s fad in the West to repackage nostalgia from the 90s at a premium (remember all those 'Top 100 cartoons/ TV programmes/ 90’s moments etc programmes). This economy of design was influential in Japan as it led to similar economy of design moments across media, such as with the creation of Pacman, Digdug or Mario, which were also hampered with technical limitations that necessitated creativity, the mother of invention.

I particularly enjoyed the chapter on the rise of Sony and its portable electronic goods. It was a fascinating listen as it showed that rather than being inferior, as many in the West claimed out of jealousy and worry, the portable Sony radio used the most innovative technology of the time, including transistors, to create a fantasy device that was coveted by all around the world. In fact, Frank Sinatra was given one alongside a Walkman as he was the first real Sony brand ambassador. Fascinating stuff!

We then get a quick insight into arcade and pachinko machines and specifically how Space Invaders took arcade games to the world, being the first Japanese fantasy device to sweep the world.

It was after riding this wave for so long that we get the Lost Decades, the era when Japan's economy was in freefall after the bubble burst in 1989. I remember this from my childhood as the image of a Japanese banking guy crying and asking for forgiveness was shared across news channels. As a kid I didn't quite get what was going on but seeing an adult crying in the news was seared into my memory. This is a very interesting topic for Alt and he covers this dark time in Japan.

He shares how the film 'Battle Royale' captured the mood of the nation as it showed the youth rebelling against authority and the dystopia consequences. The film isn't obviously based on a real life situation but captured the mood of the country well. As companies went bankrupt and suicide rates spiked the youth looked for an outlet, which led to heightened personalised fashion, a rise in cosplay and fandom in public spaces (esp. Harajuku), a growth in video games but also hakikomori, a process of shut-ins who subsisted with the barest minimum but managed by being plugged into their interests at home.

However, from this darkness rose schoolgirls and young women who helped pick up the pieces of their shattered country. Chapter 6, Empire of the Schoolgirls, looks at how they it was this demographic embraced a chance to be a more active part of economic society and became taste makers in things thought juvenile, Hello Kitty, highly kitsch cheap fashion, cute (kawaii) fashion and expensive but playful jewellery. It was they who embraced new technologies better and more voraciously than anyone else, for example when the iPhone launched it was a huge success across the world, except in Japan where girls didn't like it as it didn't have emojis. Apple learned their lesson and made sure they included emojis from there on out... Lessons about the buying power of this market were learned. Also fashion brands learned from Hello Kitty about ‘Communication Cosmetics’, providing practical or fancy goods with a logo or icon that brought about a collegiate or group atmosphere. I experience this sometimes when I wear my video game themed tops, which have a subtle detail harkening back to video games of my youth and I occasionally have someone chat to me. My clothing is like an affiliation or a collective memory of a tribe.


Chapter 7, The New Anime Century, is all about manga and anime. As an Evangelion fan, the chapter on the release of the much hyped 'End of Evangelion' was interesting as it showed how an emotionally scarred and impotent main character, Shinji Ikari, chimed with many of the youths of 1995. With the economy still in tatters and the prospects looking gloomy, Ikari embodied the emasculation that many in the patriarchal society felt. In fact, when I travelled to Japan in 2013 Evangelion adverts still proliferated, shilling new perfumes. The show has had a looong tail and when it was brought over to Netflix earlier this year after years of legal wrangling about various rights issues it was considered a huge coup. Evangelion stood on the shoulders of giants as a giant robot existential series, Gundam. Gundam came out in the early 80s and was a phenomenon. Similar to Star Wars in style but more akin to Star Trek with its long syndication and iterative series, the original Gundam aired for 39 episodes out of a projected 52 and was considered a failure as it failed to shift toys, the measure of anime success. However, protests, marches and gatherings led to new movies, syndication and the rise of ‘Otaku’, obsessive fans. As usual wider society condemned this and there was plenty of youth bashing but what was not realised was that Gundam has created a new way to celebrate fandom as cosplay became the norm and the ephemera of comics, novelisation, models and other collectables based on an intellectual property became the norm. This was new.

We then get a short discussion about how Akira brought 'mature' animation to the art houses of America and Europe, garnering much respect and awe for its music, attention to detail and creativity. What interested audiences was that the art style Was one many recognised from shows in their youth like

This led to many Western countries buying, editing and dubbing old anime and bringing it to their audiences, we had the likes of Star Blazer (Battleship Yamato), Robotech (Macross) and many others. Being American centric, this chapter misses out on the fact that DIC produced many French-Japanese co-produced shows like Mysterious Cities of Gold, Ulysses 31 and the like and so in Europe the anime art style was a huge part of my and many childhoods. The ascent to Akira wasn't so out of left field as we had been brought up on the art form, even if we didn't necessarily know it. My uncle gave me Akira and Devilman on VHS as an 12 year old and it blew my mind. Alt does have a discussion about VHS and how copies of anime and manga shows were shared and grew from cult to mainstream so he is on point there.

This culminated in the Oscar success of Hayao Miyazaki's Spirited Away which brought anime into the mainstream and Western public consciousness. This was quickly seen in the Animatrix, the Wachowski's sideward tip of the hat at the Matrix's anime and manga forebears. Anime influence also crept into Kill Bill and in series such as Avatar: The Last Airbender the animated series (forget the godawful Shyamalan movie).

Chapter 8 entitled 'Gaming the World' looks at how Nintendo rose to prominence but with the usual American-centric 'Video Game Crash'. It's a compelling if oft told tale which didn't affect Europe which was thriving with its microcomputer scene but in this telling Mario saved the day. As well as the usual retread of the console wars of the 90s with Sega vs. Nintendo duking it out, we get an interesting section on the rise of Pokemon as the unlikely Gameboy system seller in 1998 (a decade after its first release), as well as a look at this multi-media success story which still successfully earns billions every year.

Chapter 9, ‘The Antisocial Network’, looks at the Internet and how it brought different tribes together. 2chan was originally an otaku site where people could share stories, anime and manga but morphed into a more chaotic force, embracing all that is good and the bad. This reached a crescendo with #Gamergate which under the guise of ethics in video game journalism was more like a misogynistic screed against women in the industry. I remember at the time being embarrassed to be a gamer as this became world news as many in the industry were threatened with real world violence whilst also enduring horrific online abuse. This hate hidden under the pretense for 'Freedom of Speech' was tapped into by Steve Bannon, Brietbart and the alt-Right and led to a huge wave of Republican support. However, much good has come out of this forum including Anonymous and its support for Occupy Wall Street, the Arab Spring and support for Hong Kongers against draconian Chinese extradition laws. To be sure 2chan was the progenitor of these online chat spaces and forums but it has had a long tail and its effects are reverberating worldwide.

The Epilogue ends with a look at Haruki Murakami's magical realism and how he taps into the confusing and often surreal situations that exist in the world; there is universality in his works about the human condition that appeals and speaks truth about our existential angst.

Alt says that the world has been led by an attention economy, clicking tapping and swiping away on our phones, but that Covid has created a a state of worldwide hakikomori, but in this case enforced ahut-ins and people have consumed video games, streamed shows via Netflix or Amazon Prime, read and listened to music but more than that, it has led to a spike in creativity.

He ends on a note of optimism that while Japan no longer is at the cutting edge of pop culture and technology, due in part to globalisation and the rise of China and South Korea, there is still much to learn from the country as many conditions in the West were first felt in Japan 2 decades ago, it was the true pioneer. However the success of Animal Crossing during the pandemic, Pokemon Go and hologram concerts (which originated in Japan with Hatsune Miku over a decade ago) shows Japan is still a potent cultural force.

Alt’s book is essential reading for anyone with an interest in Japan and the look at the subcultures is fascinating stuff. A worthwhile read and highly recommended by me!

LINK- Japan: My Journey to the East

LINK: Preserving the Spirit of Media Past

LINK- Why I Collect

LINK- The Golden Voyage of Sinbad- Cult Movie Review

LINK- The Transportive Nature of Objects (And the Power of Mini Consoles)

LINK- My One True Gaming Constant in Life- Nintendo

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture- Book Review

I'm not one for biographies really as I find them either too broad, often lacking detail, like a poor Wikipedia page, or I find them sensationalist with exaggerated detail, like a Wikipedia page. However having heard amazing things about Masters of Doom by David Kushner, I thought I'd give it a whirl and downloaded the audiobook read by Wil Wheaton on Audible.

The biography is focused on the creation of the iconic game Doom through exploring the history and unique working dynamic between its creators John Romero and John Carmack, or the 'Two Johns' as they are known.

Masters of Doom

The book starts off with Romero's tough upbringing at the hands of his military step-dad and cowed mother, his escape being the arcades and Dungeons and Dragons. We also hear about Carmack struggling with mainstream education as it was too boring and uninteresting for his analytical mind. We learn how both fell in love with coding and programming, how they created their own games for video game magazine covers and then the American Dream is realized as they recognise a kindred spirit in the other. With their coding prowess and outsider status granting them a certain amount of creative freedom, they decided to create their own video game company.

Initially this meant borrowing equipment from the company they were both working at but, once rumbled, they forged their own path creating Id Software and releasing games such as Wolfenstein 3D, Doom, Quake 1, 2 and 3- all revolutionary games that created and then iterated on the FPS formula they helped create.

However, like all tales of fast success there is the downfall which is brought about by a heady cocktail of arrogance, hubris and jealousy. The 'Two Johns' find their personalities and visions for the future are different and as such they split, with Romero leaving the company to create his own studio Ion Software, creators of Deus Ex (yay) and Daikatana (Boo) whilst Carmack iterated with Doom 2 and 3 and Quake 2 and 3. The book end with the 'Two Johns' kind of reconciliating and moving on with their lives.

Masters of Doom is a fascinating read about the heady days of programming and the crazy crunch that the team put themselves through to realize their vision. Their pioneering method of releasing Doom as shareware shook the established publishing world and offered a glimpse of a halcyon future where creators and audiences could connect whilst avoiding the middle men of publishing. By interviewing and meticulously researching video game magazines and resources from the time, Kushner offers us a real insight into a period of seismic gaming shift where video games had 'matured' and took over the world.

This book is a great and compelling read for anyone interested in this rock n roll period of game development when anything seemed possible. Alongside Leigh Alexander's 'Breathing Machine', where the author creates a memoir of sorts about 'Growing up internet', the book is a great reflective read of this unique time when video games were no longer just for kids but took over the world and brought the gaming community through LAN parties. A highly recommended read!

LINK: Blood, Sweat and Pixels- Book Review

LINK- The Offworld Collection- Book Review

LINK- Uncharted 4- Video Games As Art

LINK: Japan: My Journey to the East

LINK: Breathing Machine- Book Review

Lost Girls: The Invention of the Flapper- Book Review

Ever since watching the silent movies of the 1920s and 30s during my university years in the 90s and 00s, I've been fascinated with the image of the flapper. I was enthralled by Louise Brooks in the seminal 'Pandora's Box' as she played carefree Lulu, moving through high society until it all comes tumbling down.

The image of the confident, fast talking young women draped in stylish dresses, who wore their hair short and bobbed and danced with abandon, surrounded by art deco glory fascinated me.


This book by Linda Simon looks at the evolution as well as the cultural and social history of the flapper and their impact on fashion, media, politics, LGBTQ+ and feminist rights. It is a meticulously researched journey through the chronological evolution of the flapper. After the stuffiness of the pre-war era, how do this massive cultural shift occur and why? It is all covered here in this fascinating book.

The book is a fascinating look at the mergence of the flapper.

The book is a fascinating look at the mergence of the flapper.

I had always thought that the flapper came about after the first World War, as the lack of men and rights afforded to women through suffrage created confident young women. However, this books reveals that the term flapper was used as far back as London in the 1890s to describe thin, adolescent girls with long legs who were said to be 'flapping their butterfly wings.'

With time, this morphed into the flapper we associate with many Hollywood films of the time from the Roaring 20’s and Fitzgerald. Clara Bow, Colleen Moore and, of course, Louise Brooks all played silent movie sirens, flappers of dubious character who rebelled against the societal 'norms' and partook in hedonistic individualism and rampant consumerism. However, what we uncover is that flapper-dom was much more complex that this reductionist retelling.

It was a combination of Peter Pan (no, really), the Suffragettes, the freedom afforded by lack of men due to the tragedy of the Great War and the rise of dance halls mixed with the popularity of strong female leads in books that moulded the flapper as we see her today. The rise of fashion houses and makeup added to the sense of liberation and freedom these young women were seeking, against a backdrop of organised staid life and expectations set by society that didn’t provide them with agency.

Reading through the book I was taken by how familiar the struggles and concerns sound after more than 100 years. Simon discusses the concerns that swept through the society such as the fear of declining morals, and the erosion of the family, the worry that the 'degenerates' were reproducing at a faster rate and would lead to white 'race suicide', how by providing rights to other people you would somehow dilute or erode democracy. All these concerns have been around for a long time. And  be around for a long time to come.

The book is fascinating as it looks at how the flappers won a hard fought battle for some semblance of equality and agency and how they were initially derided, then accepted and finally aspired towards.

LINK- Dead of Night: Cult TV Review

LINK- Children of the Stones: Cult TV Series Review

LINK- The Stone Tapes: Cult TV Review

LINK- Tom’s Midnight Garden: Cult TV Review

Blood, Sweat and Pixels- Book Review

Whilst flicking through Audible, I came across ‘Blood, Sweat and Pixel’, a book looking at the process of video game creation. The topic obviously appealed to me but what really sold me was that it looked at many games I had played. So, alongside looking at Naughty Dog, creators of blockbusters like the Uncharted series and CD Projeck Red, who created the Witcher series, you had solo developers or smaller teams who created Shovel Knight and Stardew Valley.

I purchased the Audible version of the book and enjoyed my time with it.

I purchased the Audible version of the book and enjoyed my time with it.

I knew the author, Jason Schreier, from his long form investigative games journalist work from sites like Kotaku and magazine like Edge. He is a video game fan but was also not afraid to research where there were problems or issues in the industry. He was the writer who uncovered the unhealthy attitude to crunch at Naughty Dog, the mismanagement at Bioware with Anthem and the inappropriate behaviour of management of several high ups in big gaming companies. Using my backlog of Audible credits I bought the audio books and dived in.

Each chapter of the book focussed on the story of a particular game and they were all engaging, entertaining, emotional and enlightening in equal measure as we hear of teams and solo developers overcoming (for the most part) some extreme adversity.

It kicks off with Obsidian's last ditch effort to save itself when it pitched Pillars of Eternity pitch on crowd funding site Kickstarter. This story was inspirational as it showed how to adapt, play to your strengths and use your moxie to forge your own path.

The Uncharted 4 chapter deals with the issue of expectations and what happens when a project becomes unwieldy, struggling to find a way forward. In the case of Naughty Dog's highly anticipated Uncharted finale, it required firm hands at the tiller and thousands of hours of crunch to achieve. Unfortunately this took a huge mental, emotional and physical toll on many of the people behind the games creation... because, making games is hard.

In Stardew Valley we learn how the game was made by sole creator Eric Barone and how the internet has democratised publishing and creation of video game creation. This democratisation of creativity was last seen in the micro computer era of the 80s where lone bedroom coders could create a game and become legends. This gentle simulator game, where you play a desk jockey who gives up the rat race to become a farmer, took 5 years to complete but was a labour of love.

The Diablo 3 chapter is a look at how a much lauded series can carry a heavy weight as expectations are high. When a day 1 network issue rendered this game unplayable for most players due to an overloaded online server, it looked like the writing was on the wall as this was not a good way to endear yourselves to fans. When this was followed by days of players not being able to play the game they had paid for the situation seemed to escalate, and once they were on the grindy gameplay and online auction further compounded issues against the game. However, in a mea culpa the game underwent a transformation and with patches aplenty arose to become a much loved addition to the series.

The Halo Wars chapter looks at how Ensemble Studio, the creators of RTS Age of Empire, turned a classic PC genre stalwart into a console RTS, something thought impossible at the time. It's a heartening tale of trial and error and years of research and development.

The chapter on Dragon Age: Inquisition looks at how Bethesda created a redemptive game after the flawed Dragon Age 2 received a critical battering from reviewers and fans alike. The creative process was chaotic but by being focussed and inventive the game came out to much fanfare, gently massaging the poor profile of its parent company EA, who had won 'Worst Company in the US' 2 years in a row.

The Shovel Knight section is the tale of 3 creators leaving job security to build a passion project based on the nostalgia of 8bit NES games. Their story of risks and the rewards they reaped are heartening to hear.

In the Destiny chapter we learn how Bungie broke  free of their Microsoft overlords and were able to stretch their creativity away from Halo to create a... FPS! But, they do say be careful of what what you wish for. They planned the game to run for 10 years. And to be made independently of all other big conglomerate company interference. This looks at what worked and what went wrong.

The Witcher 3 chapter looks at how a Polish company worked closely together with the author of the books and across the team to create an inspired RPG that is seen by many as the highlight of this gaming generation, even though it was released way back in 2015.

Schreier shows that all these games went through a baptism of fire to get made. It wasn't easy but the games were released. However, he ends with a cancelled game to show how fraught the game creating process can be. With Star Wars 1313, he looks at how Lucas Arts, underwent a tailspin burning through 4 Presidents within 10 years, which resulted in confusion and lack of vision from a studio that had built a reputation of excellence. When momentum finally built with Star Wars 1313, Disney purchased the studio and shuttered it after a short time.

Over the course of the 10 games we see tales of crunch, iterations, scrapping hundreds of hours of work and burnout because making games is hard, the creative process is hard. This peek behind the curtain is a great look at the video games industry as a whole and is an excellent and compelling read. Schreier writes with passion and a clear knowledge of the subject matter and it is refreshing to see an honest insight into the creative process of the biggest entertainment industry in the world.

LINK- The Offworld Collection- Book Review

LINK- Uncharted 4- Video Games As Art

LINK: Japan: My Journey to the East

Grenade Genie- Book Review

*Full disclosure- I am good friends with the author of the book, however I purchased the book myself and the review of this poetry collection is based on my real thoughts and opinions*

I'm not one for poetry. There, I've said it! It feels like such a relief getting it our there. I can't deny it. I love the flights of fancy and evocative use of language but I don't always 'get' poetry. I find that it often doesn't speak to me, typically being florid flights of fancy or obscure verbose language that I don't always understand. I suppose the last time I really looked at poetry was in secondary school and the intense study and dissecting of poetry for essay writing killed any enthusiasm I once might have had for it.

My favorite poets are Michael Rosen, Benjamin Zephenaiah and Spike Milligan because they write with such joie de vivre and a love of the absurd. I've never had to look at the deep and meaningful purpose behind 'Ning Nang Nong', 'Talking Turkey' or 'Chocolate Cake' and I suppose the rose-tinted nostalgia attached to these from my childhood plays a part too.

There's no profundity or deepness to these, but in my maturity I've started to develop a deeper appreciation of the arts; I like ballet (very occasionally, about once every 10 years is great, as it lasts a loooong time), opera (the music at least as the performances last longer than the extended 'Lord of the Rings' cuts), classical music (my favorite at the moment being Vaughn Williams 'Fantasia on a theme for John Tallis' and Arvo Part’s 'Spiegel I'm Spiegel') and pop philosophy (I like Kant- I am going to avoid the low hanging fruit there).

Having said all that, when Tom told me that he was publishing a new poetry collection I was enthused as he often writes about themes that I can relate to; the ennui of kebab joints, girls in headscarves and life in urban spaces. However, when I read the blurb of his latest collection, 'Grenade Genie' I was hooked; a series of political poems broken down into 4 segments- cursed, coerced, combative and corrupted? Yes please! This appealed to me in these challenging and uncertain times as the themes covered seemed prescient of the current unstable situation the world finds itself in. During this time of introspection and reflection, these poems really get to the heart of the matter and are vital. 

The 25 poems vary in tone but all are different shades of dark. I read them all but a few very much resonated with me and left a lingering after-taste that I cannot shake, much like after watching a David Lynch film where you know you've experienced something strange yet beautiful that says much about the hidden facade of the world. 

The poem named after the book, ‘Grenade Genie’, talks about the creation process, of making something and letting it fly into the wild:

Pull out the pin to release the genie

And therefore be

On the receiving end of the huge explosion

And I believe that this gets to the crux of this collection; putting a mirror up to the world through the lens of poetry and seeing the reaction you get. 

‘Security Pass’ considers the way that we are all cogs in a machine with our security passes that gain us access to a small part of a whole capitalist industrial complex:

The system recognises-

That the thin row of binary

Will always trump any last shred of humanity

‘Jackpot’, meanwhile, is a great look at the pointlessness of capitalism and consumer culture. Considering the unedifying scenes of queues around the block of Nike Town, Primark and Marks & Spencer's after lockdown easing a few days ago, I found this verse interesting:

What else can we do at this stop

When we've all been programmed since birth

To have nothing else but shopping in the brain? 

That's what the finest poetry can do, offer us an insight into the human condition. It lets us peer deep into the soul and look at the wonders and the darkness and the futility and the hope of it all and dream of what could be. 

I'm not being a shill here but this collection of poetry is timely and essential at what is a pretty interesting time to be alive. It is challenging, uncomfortable in place but mostly it is true. What a time to be alive! During this time of reflection and introspection you cant do better than looking at this book as a manifesto of the 'state of the nation'.

Why I No Longer Talk To White People About Race- Book Review

With all that is going on in the world with the Black Lives Matter movement,  I thought I'd continue to educate myself about race, racism, colonialism and its legacy and the idea that many current systems perpetuate the status quo. 

The movement has been triggered in large part due to the death of George Floyd at the hand of a white policeman in America, but this is only part of the larger problem of police brutality and race relations across much of the world. I'd already read Akala's book ‘Natives: Race and Class in the Ruins of Empire’ and found it candid and informative but when a friend recommended I read 'Why I No Longer Talk To White People About Race' by Reni Eddo- Lodge I thought I'd give it a whirl. 

The book is short but essential reading.

The book is short but essential reading.

The author starts by sharing the blog post that the she wrote several years ago which started the whole process, whereby she discusses that white people are often not aware or do not see the injustice, suffering and discrimination that black people often face.

The book is part autobiographical with personal events that have informed Eddo-Lodge about racism she has suffered alongside key historical facts and data to provide context. This was a key motivation behind the writing of this book Eddo- Lodge says, rather than just a polemic she sought to create a call to arms for everyone to get knowledgeable about key issues that the black community face.

Eddo- Lodge believes that due to the fact that white people come to discussions about race and legacies of colonialism from an unequal place they are unaware of many of the issues and discrimination that black people face daily in all walks of life. Many people are unaware of their history, and not simply the jingoistic idyll of the British Empire but the pains caused and the legacy of empire, there cannot be an open discussion of racism which still affects black people today through systemic and structural racism. These are all pretty valid points I think and are respectfully shared. 

Eddo- Lodge asserts that the American Civil Rights Movement brought race and race-relations to the fore, but in the UK this has not happened and the only coverage and discussions we’ve had are based on the race riots, injustice, and activist movements which have not been given coverage or have been disingenuous covered or spun.

Of particular interest to me was feminism and specifically how black women are portrayed within this lens. Eddo- Lodge discusses how, even within this movement there are hierarchies. When she aired these views on ‘Women’s Hour’ she faced a backlash and was attacked on social media and faced an onslaught from people to say she was ‘playing the race card’ or ‘being the victim’.

I found the book to be very interesting as I'm of Pakistani heritage but was born in Barking, England in 1981 to second generation parents who came over in the 1970s. I cannot always comprehend what it would be like to live through segregation, race riots and various police investigations. I have been picked on on occasion, especially in my youth, but rarely have I felt as ostracised and demonized as Eddo- Lodge mentions. However, that's the whole point of this book. There are hierarchies of racism and unfortunately, historically black people have been at the nadir of this pyramid, no matter how much Home Secretary Priti Patel tries to gaslight it. 

The book is incisive in its scrutiny of the history and evolution of racism and is essential reading for all who want to be armed with facts. I’ve read certain reviews where some people have criticised Eddo- Lodge of not being critical of the actions (or inactions) of the black community but I believe she discussed the structural and institutional inequalities that made it difficult for many black people and people of colour to move through life as simply as many of their white counterparts quite clearly and fairly. Many may disagree and that is their wont but this will open your eyes to many things we have become ‘normalised’ to. I do wish that the title was different though as I can see that it comes across as quite antagonistic and provocative, enough to get the back up of the audience you are purportedly trying to reach.

That said, Eddo- Lodge delivers a searing indictment of the state of play and I hope that by having this book gain prominence during this turbulent but interesting time, we can finally start to move the race conversation forward and see real change happen for the betterment of everyone, irrespective of race, colour or creed.

LINK- On And On And Colston ( Or, How We Kinda Sort of Learned to Talk About the Legacy of Colonialism and the British Empire)

LINK- ‘Natives: Race and Class in the Ruins of Empire’

LINK: Let’s All Create a ‘New Normal’.

LINK- Ms Marvel Can Change the World

Natives: Race and Class in the Ruins of Empire- Book Review

For those who may be unfamiliar with the name, Akala, real name Kingslee James McLean Daley, has been a very vocal public speaker and fierce intellectual for many years. He has been discussing such issues as class, racism, the Wests foreign policy and the legacy of empire through his music. So far so obvious for rap and poetry, but what has made Akala stand out as a voice for this generation has been the statistically watertight, factually driven discussions which have made people stop and think about what is often stated as fact in the media and public domain as a whole. Most recently, his appearances on Question Time and ‘Good Morning Britain’, where he disarmed and impressed the normally bullish Piers Morgan, garnered him much respect and praise. And so the release of his book, ‘Natives: Race and Class in the Ruins of Empire’, has been hotly anticipated. So, how does it fare? Does it live up to expectations and raise the debate about empire, racism and its legacy?

The book has an interesting structure in that it is part autobiographical with personal events placed in context of key historical facts and data to provide contexts interspersed with polemic, a call to arms to get knowledgeable about key issues and facts. His message is similar to Russell Brand but where Brand often strays into florid flights of fancy with truthiness (things that sound true but without factual basis), Akala is laser focused in breaking down the issues of racism and legacy of Empire with precision facts and documentation to back him up.

Akala speaks about his early life and we learn about the overt racism he experienced at school and at the hands of the police with their racist profiling of stop and search. He breaks down the straw man arguments often used against people who try to discuss race in Britain and I identified many of them from personal experience:

If we don't talk about it (racism) it will go away.
Stop playing the race card.
Why can't you get over it? It's all in the past.
You have a chip on your shoulder.
Why don't you just go back to where you came from?
Well, why don't you go back to Africa then? (even if you are from the Caribbean)
You should be grateful that you have free speech.
You just hate Britain, you are anti-British.
But what about (insert any injustice here)
You're obsessed with identity politics.
You are trying to blame me for what my ancestors did.
Stop making excuses.
You just blame the West for all of the world's problems.
I don't see colour.
It's not about race.

He talks about his 'rise' through the socio-economic classes and how he has still been stopped and searched twice in the last 5 years, because the police don't believe he could drive such an expensive car or live in the 'posh' area that he does now.

In the chapter Linford’s lunchbox, he writes a powerful critique of the British narrative around black sporting achievement. Instead of focusing on Linford Christie's gold medal win at the Barcelona Olympics in 1992 the conversation was turned to his impressive package and eugenics. Much was made about how most 100 metre runners who had won were black and there was even a eugenics based video shown before the finals apparently. What does this say about the portrayal of people of colour in British media? The fact that Raheem Sterling is calling out the racist media shows that this is still going on and has never really gone away.

He shows how in our apparently post-colonial society there is a struggle for people to identify what being English or British means. There is historical amnesia in Britain, which is perpetuated by the powers that be and the education system, that the British empire was benevolent and did much good for the world. The fact that it participated and perpetuated the slave trade and theft of people and goods on an industrial scale is ignored to push the idea that it brought democracy and administration across the world and ended slavery through the man of destiny, William Wilberforce.

Akala also confronts the arguments 'for' slavery, the oft stated 'fact' that Africans were selling their “own people” seems to provide a justification for some. He gets particularly pointed with historians like Niall Ferguson, who say that Britain should feel good about its empire and the fact that its historical conduct was better than that of the Belgians or the Nazis. Akala tears this down by arguing, “It’s true, but it’s a shit boast.'' Godwin's Law asserts that if you mention the Nazis in a conversation to make a point then you lose the argument... He's not wrong is he? To say '' Atleast we weren't as bad as the Nazi's'' should not be a badge of honour or a statement of merit.

The fact that over the past few decades the British government have systematically destroyed records, files and any accounts of its atrocities and crimes committed during its empire show that Operation Legacy has tried to purposely keep private the evil things done in the name of empire. They say history is written by the victors and this is certainly the case here; it was written, rewritten and edited by the British government, which is why there is seemingly a historic amnesia about Britain's empire and what it contributed, especially during World War II.

Akala investigates the British foreign policy and discusses how many wars are still being fought by Britain, and this is being supported by propaganda from the British media. In our apparently post-colonial Britain, our foreign policy is sold as us being the policeman of the world alongside the USA and advocates for democracy, yet we have invaded many countries for 'humanitarian' reasons, for citations see Libya, Afghanistan, Iraq and much much more.
Akala argues that Britain still feels like it should rule the world, abetted by the USA. The Anglo-American foreign policy is a danger to the world and the constant attacks against China, Russia and India are a reflection on the waning of power in the West.

Natives: Race and Class in the Ruins of Empire is an eloquent and articulate read, it places in context much of the what has occurred in the past but also its profound impact in the current world. Akala wants people to get armed with facts and move forward but with Brexit and the current wave of populism he isn't too optimistic. The book is an essential read and will impact the way many will see current race relations and foreign policy. It is a high recommend.

LINK- On And On And Colston ( Or, How We Kinda Sort of Learned to Talk About the Legacy of Colonialism and the British Empire)

LINK- Why I No Longer Talk To White People About Race

LINK: Let’s All Create a ‘New Normal’.

LINK- Disenchantment- Complete Series 1 Review

LINK- Gravity Falls Complete Series Review

LINK- Ms Marvel Can Change the World

Bollywood Posters- Book Review

Bollywood is the largest film industry in the world. Every year over 1000 films are made, more than triple that of Hollywood. The colourful and often vibrant posters pervade the streets of India, becoming more than just a form of entertainment; films are often a tool to bring warmth, comfort, escapism and real social change in the country.
The posters have changed over time but the classic film posters from the 1950s to early 1990s show a glorious explosion of color, form, and typography. The appeal of books like Bollywood Posters by Jerry Pinto is that, as well as appealing to the Bollywood fans, its appeal also extends beyond that to graphic designers and artists who will find much to inspire them as well.

This book has some great scans and photos of Bollywood posters through the ages. Whilst in no way a comprehensive look into the subject, how could it be? The book provides a wide and varied compilation of posters, categorised by genres. Some of the posters only have Hindi wiring and so it is occasionally difficult to ascertain what some films are titled as but as a look into the often underappreciated art-form, this book presents a brilliant collection. There are some rare posters shown and often next to each poster the merits of each film is explored with a short synopsis.

The modern film posters are more photo based and utilise tools like Photoshop, which are both fine, but I like the artistry shown in the hand painted posters of the bygone era. This book is a wonderful look at the evolution of  Bollywood posters and as a niche product is essential for Bollywood, graphic artists and simply fans of art.
 

Shadow of the Colossus- Book Review

I'm a habitual podcast listener and have been following a couple of gaming podcasts for over 7 years. Whilst listening to Retronauts, a retro gaming podcast, Nick Suttner discussed his book Shadow of the Colossus which he stated provided an analysis of how Shadow of the Colossus (and Ico) helped reshape the video game industry and influenced the direction of many games that followed it.
I purchased the book based on his insight of the games during the podcast, hoping it would be an in depth study of the game and its history. When it arrived I was surprised to see how slight it was, yet having read it the length seems just right for the subject matter.

A slight but essential book for fans of the game.

The book has a distinct structure, the chapters start with Suttner talking about his life at the time of playing the game in a memoir format, he then talks about his playthrough and then he reflects upon what the game and its creators are telling us. The book had me thinking about the Shadow of the Colossus and how it has been, retrospectively, a formative game for me.

I remember, waited with bated breath for the release of Shadow of the Colossus. Ever since I had played Ico, the stunningly beautiful puzzle platformer that had been released 4 years beforehand I knew that Team Ico were special and Studio Director Fumito Ueda was a true auteur.
I owned an N64 and also a PS2, but I pretty much only bought Sony's machine for Ico to be honest. Obviously, I loved the PS2 and its amazing catalogue of games but Ico was my impetus to pick the machine up in the first place.

I picked up Shadow of the Colossus on the day of release from my local Game store as soon as it opened at 9:30am. I remember vividly walking home with that special feeling that comes from buying a sealed game and I wasn't disappointed. As I opened the shrink wrap I was pleasantly surprised to see that, like Ico, the game box was a cardboard one and postcards were contained within. I still have my original copy of the PS2 game that I bought all those years ago, unable to part with it even when it had quite a high resale value.

Ico and SOTC games and soundtracks.

Ico and SOTC games and soundtracks.

I played Shadow of the Colossus over the next week. I sat immersed in my bedroom night after night until I finally beat the game. This involved defeating 16 huge colossi in a boss rush before that was a thing. After finishing the game I knew that it was a classic and it went straight into my top 5 gaming list. I realised at the time that this was a singular visionary game quite unlike anything that I had played before but I didn't know that it would remain that way almost 15 years later. I find that moments from the game or the music drift back to me and I am transported to a university me, transfixed in front of the screen cross-legged on my blue carpeted bedroom floor.

At that time, my thought was that, while it was perhaps not my favorite game ever, it was probably one of the best I'd ever played. As the months went by I found that my mind would often drift back and that it had become a formative part of who I was. At the time I thought Shadow of the Colossus would lead to a different genre or way of making games but this didn't come to fruition until years later, with the game cited as influencing Journey, The Last of Us, Dark Souls and many indie games too.

When the PS3 remaster of the Team Ico Collection came along I avoided it. I very rarely visit games from the PS2 era as so few stand the test of time and I didn't want to ruin my wonderful memories of the game. However, when it was announced that the PS4 would be receiving a ground up remake of the game I became intrigued. A lot of the mechanics of the original SOTC were great for the time but now would seem archaic, so hearing that there would be the option of the original as well as a new control scheme had me intrigued. Plus Blue Point is an amazing studio with an excellent pedigree at remakes. I bought the game on pre-order and it has joined my gaming pile of shame but I hope to get to it within the next couple of months. I look forward to revisiting the Forbidden Lands and reflecting upon the game Suttner style.

Overall, the book is an interestingly structured text that works because I have a deeply personal connection with the game and reading Suttner's memoir sections had me reflecting on how the books, comics, anime, manga, music and video games in my life have affected me similarly to how Shadow of the Colossus affected him.

Let's Go Dizzy: The Story of the Oliver Twins- Book Review

Like most children of the 80's I had a huge love of the micro computers scene that was thriving. I had my first real experience with computers in the mid 80's with the ZX Spectrum and Amstrad CPC 464. The first real games that blew me away were Robin Hood and later Fantasy World Dizzy. Both games were created by the Oliver Twins and at the time they became almost mythical figures, creating the best games including the iconic Dizzy. I used to love reading about the twins but in an era before the Internet there were only occasional snippets or features in magazines so they remained unknowable, unfathomable.

Luckily, I met the twins a couple of years ago at the Centre for Computing History and listened to them as they orally discussed their history and Dizzy games but this book, Let's Go Dizzy: The Story of the Oliver Twins, is a detailed account of their life and game making history.

Over 232 pages, Chris Wilkins, discusses their childhood, early interest in coding and rise to video game super stardom. The book is heavy in interviews and quotes from the twins themselves and so isn't just anecdotal but actually from the mouth of the twins. There are a large amount of photos from the time which help to provide context and the screenshots help to break up the large amount of text. Of all the sections, I found their evolution from the micro computers to the 8 and 16 bit era especially interesting as they discuss the Nintendo vs Code Masters Game Genie lawsuit and why certain Dizzy games weren't released on the platforms. The book is honest and covers the highs and the lows of their careers and for anyone interested in the life and works of the pioneering Oliver Twins, this is a must read.

LINK- Play the Dizzy Game In-Browser Now

The Unofficial SNES/ Super Nintendo Visual Compendium- Book Review

Gamers like me have an affinity for pixel art as we grew up with it, nostalgia is a wonderful thing and we don't need to apologise for it. Pixel art itself was born out of necessity, this economy of design came about due to the various technical limitations but often where there are limitations that is where creativity prospers and thrives.

Over the last few years there has been a boom in quality books celebrating retro video game culture, including pixel art. Bitmap Books, one of the most profilic and consistently excellent producers of such books, have just released what is arguably the console which showcased the peak of pixel art... we are, of course, talking about the might Super Nintendo Entertainment System (the Super Famicom as it was known in Japan or the SNES to Brits like me who like to abbreviate everything). 

I kickstarted the softcover edition of the book for £25 and for this I got:

  • a softcover book
  • a scan line bookmark
  • a multimedia version of the PDF, which I was able to download
  • my name in the book
  • access to the backer updates

However what of the book itself? Well, the entire package is a thing of beauty as it comes coming protected in a tough slipcase with a snazzy lenticular cover. The book itself is a snug fit and has a spot varnish cover which gives it a feel of real class. The pages themselves are vivid and brightly coloured and make no mistake, this is a weighty tome with high quality paper that feels great to the touch.

Over the course of 529 pages the SNES/ Super Famicom: A Visual Compendium showcases the very best pixel art and box art. The book features over 100 classic games, with articles from leading developers, interviews with key figures in the industry and mini-features on subjects such as homebrew games, unreleased games (including the very recently released Starfox 2) and company profiles.

This all sounds great, and it is, but a real highlights are the occasional fold-out sections on games such as Street Fighter 2, Super Mario World and Chrono Trigger which showcase the beautiful pixel art in all its stunning glory.

The interviews with creators, programmers and various people involved in the industry gives real insight in small 200 word mouthfuls that break up the artwork nicely, offering a look inside the industry at the time.

The compendium is another excellent addition to the Bitmap Books roster of video game art books and it well worth the price. Buy it now as you won't be disappointed!

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.

How Games Move Us- Book Review

Reading through my copy of Edge I came across an advert for three books which look at various aspects of gaming. I am always looking for books that look at the impact of gaming on society and so purchased a copy of How Games Move Us.

Katherine Isbister's How Games Move Us is an interesting critique of the current conversation surrounding video games and how the talk has not really moved on, even there have been some amazingly profound and deep games created over the last few years that require a higher level of thought and conversation to be had.

The first part of the book titled A Series of Interesting Choices: The Building Blocks of Emotional Design looks at the strategies and techniques used to create an emotional experience. Isbister examines the role of NPC's, avatars and the meaningful choices presented within games that invest you in the worlds. It's an interesting look at why humans can attach meanings to inanimate objects and illusory 'real-world' choices. I found the examination of 'Love Sims' particularly insightful as this is a real example of the real world being affected by video games which depend on emotions. In Japan there are many men who 'date' their virtual girlfriends at the cost of getting real world girlfriends. The trend is so worrying that Japan is the only country in the world with a contracting and aging population.


Avatars, NPC's and meaningful choices encourage rich emotional experiences and Isbister covers this well in her first chapter. She looks at how there has been a move to allow customisation of avatars but also how there are characters with no discernible characteristics that could be anyone, this universality calls to mind the points made by Scott McCloud.

The second chapter, Social Play: Designing for Multiplayer Emotions looks at what happens when gamers play with other people. It does away with the idea that gamers are solitary players who engage in video games in isolation but rather that most gamers are social and play with others either online or from within the same room. It looks at research that corroborates anecdotal data that people like playing games against real people rather than the computer, there is a need for human interaction and intimacy occurs through social play and having active experiences. It delves into the building blocks designers use to provoke an emotional response: coordinated action, role-play, and social situations. The chapter is fascinating and especially when discussing the changing world of MMO's when new rules are introduced but players have a sense of etiquette and do not abide by the new rules but follow the collective older orders.

Chapter 3, Bodies at Play: Using Movement Design to Create Emotion and Connection, looks at how physically moving creates a connection between the avatar and the individual. The Nintendo Wii is discussed here and so are the Kinect and Move, all ways to get people moving in their sedentary hobby of video games. Dance based video games are discussed and DDR is talked in the context of creating lots of social connections and groups. There are a variety of indie games cited and they all look suitably wacky. The international senior citizens Wii competition, which allows people in old people homes to compete against one another is wonderful inventive. The results of the research show that people who share physical activity and have a mutual gaze have a longer positive social effect, in short people bond easier when they are together physically. In an age of wearables and movement based controllers the social and emotions connections forged can be deep. However it could lead to issues with identity and who is the real you?

The penultimate chapter; Bridging Distance to Create Intimacy and Connection, looks at the changing face of connection. Initially connection meant that players would be in the same room playing together, humans are designed to not be alone but rather a part of a community. With networked connections and online play connections can be created in different ways. The chapter considers Words With Friends, people challenging each other over potentially long distances without any bonding but the through the act of playing together bonds can be formed. In the game Journey your character collaborates with a random person on the Playstation Network and through in game sounds you can communicate but it is not any language that could be expanded to have a meaningful conversation.  Together you head towards the light at the top of the mountain and only together can you do some of the activities or see the wonders. At the end of the game as both avatars are reaching the zenith of the peak the snow falls heavily and it is only through the use of each others' body heat that you can ascend, and even then you don't make it. Journey is a profound experience and is better shared, the connection formed with the people who joined you has been said to be spiritual for a lot of gamers including me. The chapter looks at how games like Journey are creating intimate bonds between random strangers on a network.

The book finishes with Endgame: A Few Last Thoughts in which Isbister provides a fitting conclusion about why videogames should be talked about on a higher academic level than they currently are.

How Games Move Us is a well written and well researched book which attempts to present new ways to think about and appreciate video games. Isbister tries to move the conversation forward and that can only be a good thing. This is an enlightening and interesting read for anyone interested in the power of games and I recommend it for anyone who is engaged in gaming but also wants to think about the impact it has culturally and socially in our lives.