Above all, this book provides an intimate look into the lives of a group of brilliant and quirky people, and the sometimes serious and sometimes wacky way they ran their business.
Above all, this book provides an intimate look into the lives of a group of brilliant and quirky people, and the sometimes serious and sometimes wacky way they ran their business.
"Ok, we admit we're biased. Like most NEXT GEN readers, we've been waiting for years to get our hands on Kent's opus -- the entire history of the videogame industry, writ large through the words of the men and women who created it. Can such an anticipated book possibly live up to our expectations? In a word, yes.
The result of more than 500 interviews (he failed to bag only Yamauchi, Kuturagi, and Sam Tramiel) and years of research, the book delivers an authoritative yet personal view of the game industry, packed with great quotes and anecdotes. While some of the book will be well known (especially to readers of Next Gen), frequently the book exposes totally new (and fascinating) behind-the-scenes secrets. More than that though, it delivers the personal stories behind the facts, brining you the faces behind the games, and giving you a feel for what it's like to work with those people.
If Phoenix is the game industry's textbook, this is its unauthorized biography. Both books are great on their own, but they also complement each other amazingly well -- reading one makes you want to reread the other immediately.
We did have a few quibbles with The first Quarter. Frequently the text is too wordy, and several times we felt Steve was devoting too much space to minor issues that weren't worth it -- like a multi-page anecdote about Nintendo buying the Mariners --or glossing over bits we wanted to hear more on. (Sega's famous "Sega Scream" campaign gets far less ink than their nearly forgotten "Sega does what Ninten-don't" ads.) Those issues aside, though, this book is a major triumph, destined to stand with Hackers, Game Over, and Phoenix as "must reads" for anyone who cares about the game industry."
--Chris Charla
*
Selected by the DigiPen Institute of Technology, the only school offering degrees in video game creation, as a textbook for the Game150 class.
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Most Helpful Customer Reviews
36 of 36 people found the following review helpful:
4.0 out of 5 stars
A word from the author,
By Steven L. Kent "gamereader" (The GREAT Northwest) - See all my reviews
This review is from: The First Quarter : A 25-year History of Video Games (Paperback)
I want to thank the people who were so kind in their reviews. The First Quarter has been re-released as The Ultimate History of Video Games by Prima Publishing. This new version of the book includes an additional chapter, a time line, the oft-requested index, additional art, and above all--PROFESSIONAL EDITING. As stated in many reviews, The First Quarter suffered from my lack of editing skills. I self-published that book. While my writing skills may be questionable, my editing abilities are indisputably bad. Finally, I want to thank the people who bought my book and read it. I hope you enjoyed it. Thank you for sharing my enthusiasm for video games.
12 of 12 people found the following review helpful:
5.0 out of 5 stars
Great attention to detail, behind-the-scenes secrets !!,
By Ed Boon (Chicago, Illinois (USA)) - See all my reviews
This review is from: The First Quarter : A 25-year History of Video Games (Paperback)
Incredible insight into the creation of some of the biggest video games. What's fascinating about this book are the revealing details behind the creation of these games. Having been in this business for 14 years, I was amazed with the amount of information that was acquired and only wish the book could have been even longer. Highly recommended!
8 of 8 people found the following review helpful:
4.0 out of 5 stars
Very nicely done history of video games.,
By
This review is from: The First Quarter : A 25-year History of Video Games (Paperback)
This is a well researched book on the history of video games, starting from its roots. It is full, and I mean FULL, of anecdotes from the people who were there. The author does a good job of clarifying and expanding upon those stories.I have a few quibbles: In the early '80s the author goes into great detail about Atari and even Coleco but doesn't cover Mattel's contribution enough. And later the Nintendo Game Boy is covered appropriately but the Sega Game Gear is hardly mentioned. There are also some minor formatting errors but my biggest gripe and the reason for 4 rather than 5 stars is the lack of an index. I don't think I've ever seen a nonfiction title like this one without an index. Want to find out who programmed Pac-Man? It's in the book but you won't find it easily. Still, I really enjoyed reading it.
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