Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Monday, September 25, 2017

Crazy as a Video Game

Tetris by Box Brown
New York : First Second, 2016.
253 p. : chiefly ill. ; 22 cm.

Is there anyone who has never seen or played Tetris?  I'm sure there are, but for the rest of us this book is a fascinating retelling of the story of Tetris' creation and eventual conquest of the world of handheld game devices.

Things that surprised me were the fact that the game was developed in the Soviet Union by a programmer who was especially interested in human behavior around gaming, that the inventor of Tetris never realized the income he deserved, and how corrupt and complicated the development and acquisition of rights to the game were in the West (including Japan).

The convoluted and competing and high stakes plays and theft of the game by the big game companies of the time is interesting.  Involved were Sega, Nintendo and Atari.

It was a fun book to read since I so vividly remember the first time I played Tetris was in the late 1980s and it was on a Gameboy device that a coworker had.  I recall that because, as this graphic novel so truthfully conveys - the game was irresistible once you started playing it.

It's a fun, fast read that I would definitely recommend to students, especially those interested in computer gaming and in programming.
    

Sunday, November 2, 2014

Geeky Greatness

Ready Player One by Ernest Cline
New York : Broadway Books, c2011.
374 p. ; 21 cm.

This is a great book, one that should appeal to a wide variety of readers.  I'm not a videogamer, but I loved how Cline creates a thrilling, realistic sci-fi adventure story that seamlessly weaves videogaming and videogaming allusions into the text and texture of his novel. Ready Player One is a dystopian adventure, a love story, a paen to geekdom, an homage to 80s pop culture, and frankly a fun and smartly plotted novel.  Not bad!

I found the novel a pleasure to read. It wrestles with the evils of corporatism, the alienation of virtual reality, the pleasures of camaraderie and romance, and the basic human struggle between good and evil.  There is just enough real violence (not much) in the book to keep the reader on edge, and a plot that moves smartly along.  Even for non-geeks, the book has many moments of recognition where the reader thinks, "Ah ha, I know what ______________ he's talking about!" (Fill in the blank with book, movie, videogame, TV show or song depending on the situation.

Cline somehow manages to convey the reality on the online experience, while always the maintaining the more final reality of the actual world - while at times having them almost (almost, but not quite) dreamily/nightmarishly blur closely together.

I'd definitely recommend this book to anyone looking for an unusual, creative, and thrilling read.