This is an excellent book.
The first thing that will strike the reader is the fact that this is VERY well researched. I would argue that this is one of those books that for folks in media studies or other academic fields is a noteworthy resource. The writer does a solid job of putting together a clear and coherent timeline without hyperbole or exaggeration. Lest one think this faint praise, it is not. Having read a fair number of books that are billed as histories of various figures in the gaming community (video games and tabletop), I've seen too many books where the author has taken on the role of somehow interpreting the major players' innermost thoughts or even conjectured dialogue without supporting material.
By this, I mean that rather than writing:
"According to John Jones, Glen was livid: 'You are trying to destroy my (expletive deleted, adjective) company you (expletive deleted, plural) " he shouted in front of several employees before kicking over a table full of prototypes. Glen would later claim that this argument never happened."
A number of writers instead will simply write "Glen was devastated. All of his work, destroyed by a cabal of people he had considered friends. "How can you do this?" he cried, heartbroken.."
While the latter passage may capture the emotional feeling of the battle, at least from the perspective of a sympathetic view of Glen, what is lost is the sense of historical accountability. This is why a book written from a clearer perspective like this one is so refreshing.
I am pleased that this book is much more comprehensive in detailing the timeline of video game development without the jarring jumps I have seen in other books. In some cases, I've see histories of video games (and tabletop games ) dwell with an almost fetishistic focus on the early seventies and eighties, only to pick up speed until they reach the mid 2000s out of breath, having neglected most of the mid- late 90s with only a few touchstones. This account thankfully gives a much better balanced retrospective.
This book does an excellent job of distinguishing the crucial role of design process in the Japanese culture. Some of the most interesting passages have to do with the way in which many of the Japanese engineers and designers would embrace the limitations of the media, and then use the tools with sensitivity to their capability, rather than beginning with unreasonably ambitious goals and then having to compress them to the hardware. Considerable discussion is given to how both visual and musical elements are built from the ground up to work within the framework, rather than being brutally stripped down to accommodate technical limitations. I was particularly struck by an account of one designer considering how a game might be framed around a single action verb.
There are a few sections that do not flow as smoothly. A chapter having to do with the music of video games becomes a very lengthy discography that I suspect is best suited to the more devoted Otaku, and begins to read like a Wikipedia article. A chapter having to do with the locales for purchase and sales of used video games has the feeling of a magazine article that was somehow incorporated. That said, these are very minor criticisms, and do not impinge on what is an otherwise very substantial book.
Overall, I believe that this is a very substantial and well researched volume, and will find a welcome in the hands of anyone who is sincerely interested in understanding the role of how Japanese culture has been a crucial part of video game history.