A Gaming/Memoir hybrid tale. Pop-culture look at the video-game industry by a game-writer. This is an interesting book w/lots of specific gaming references, that fan-readers may appreciate. The author presents himself in a somewhat deviant way, which can be off-putting; but eventually he becomes more accessible & guides us through the steps of his young adult life, w/its various milestones: taking steps to secure a job, build his credit-rating, etc. He has a pleasingly gritty, gnarly, self-effacing sense of humor, which lifts the story up out of its technical shell in a much needed way. He's inclined to go on philosophical flights of fancy: pondering his loneliness & other personal concerns at times. This adds some balance to the book. Insidiously, we begin to realize that the author has some type of a depressive condition. The content becomes darker as the story goes on, to a point where it's demoralizing; almost demonic (Ie; "Repulse your players. Seduce them. Leave them so ashamed they want to vomit & touch themselves at the same time."). We hear his own accounts about how he dives headfirst into addiction, w/his work & gaming, utterly abusing his body & health in the service of his self-confessed compulsions ("Adderall, a bottle of water & the half-eaten remains of a large bag of peanut M&M's & can of paprika flavored Pringles. That was my breakfast, seven days a week." "The only things that gave me a warm, fuzzy glow were watching porn & eating half a jar of peanut butter in one sitting."). His many eerie rantings completely bely the book's subtitle of "Heroes, Villains, and the Fight for Art and Soul in Video Games" because the author makes clear that he's an A$$ who really doesn't give a $H1T. He seems to be searching for the exact opposite of heart & soul; instead dishing up raw, depraved nihilism. He's definitely opinionated (tho often incorrect). Reading the book imparts a negative, cynical, downbeat feeling. I hope Williams isn't portraying the general state of gaming now; if so, it's really a sad reflection on our culture. The last time I was actively gaming, I had an avatar who was a heroic crusader w/a band of loyal companions, who managed to laugh & have whimsical fun while completing their quests. According to Williams, games are militaristic, degenerate arenas of unrelenting aggression & violence, which seems to reflect his outlook on life, that people are unredeemable jerks (project much?) - ("You, as the player, are an A$$H0LE"). He's unapologetic (even defensive) about what he does, justifying it relentlessly ("You created something monstrous; let that mother roar."). Sad, that this is the state of entertainment today, at least as Williams sees it. At the end of the book, Williams purportedly has a (partial) epiphany, w/the guidance of his girlfriend (who ultimately becomes his wife), finally realizing his need for balance & social connection.