japanese rpg
Bold, bizarre, brilliant – Metaphor: Refantazio is everything I adore about Japanese RPGs
What I have always admired about Japanese role-playing games is their unashamed grandiosity. The likes of Final Fantasy, Persona and Shin Megami Tensei don't restrict themselves to the familiar trappings of good v evil, wizards-and-goblins, swords-and-magic; they absorb all of those things, and plenty else besides, from science fiction and mythology and comic books and psychology and classical art and whatever else interests their creators, and construct these absurdly ambitious worlds and narratives out of them. The themes are never small, the playtimes never short. Think of them as the operas of the video game world: a theatrical synthesis of different virtual arts, from storytelling and stagecraft to music and movement. And as something of an acquired taste.
Hitting the Books: How Pokemon took over the world
The impact of Japanese RPGs on pop and gaming culture cannot be overstated. From Final Fantasy and Phantasy Star to Chrono Trigger, NieR, and Fire Emblem -- JRPGs have spanned console generations, bridged the Japanese and North American markets, spawned entire universes of IP and delivered critical commercial hits for nearly four decades. Modern gaming simply wouldn't exist as it does today if not for the influence of JRPGs. In his newest book, Fight, Magic, Items: The History of Final Fantasy, Dragon Quest, and the Rise of Japanese RPGs, Aidan Moher takes a wondrous in-depth look at the history of Japanese role playing games, their initial rise in the East, the long road to acceptance in the West and ultimate cultural impact the world over. In the excerpt below, Moher explores how Pokemon grew from Gameboy screens to become a multi-billion dollar entertainment juggernaut.
- Asia > Japan > Honshū > Kantō (0.05)
- North America > United States (0.04)
- North America > Canada (0.04)
Move Over, Oprah. Video Game Book Clubs Have Arrived
When video games were just abstract concepts on university computers, book clubs were already popular. When Toad told Mario the princess was in another castle, introducing video game narrative to millions of living rooms, readers were already comparing notes on Jane Eyre. So, it's only natural that as video games became more narratively ambitious, they'd take this familiar page from the literary world. So, move over, Oprah--you've got competition. Delivered as multi-episode podcast seasons, these "video game book clubs" earn the moniker thanks to weekly deep dive episodes into narrative-heavy video games, and ongoing, guided discussions among their robust listener communities.