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38 of 39 people found the following review helpful:
5.0 out of 5 stars Something about Japan by someone who understands Japan
Kohler has done a very, very good job of surveying the Japanese video game industry.
Unlike other writers who have written game histories, Kohler speaks Japanese and lived in Japan. He covered the Japanese video game market for international publications. Frankly, the depth of his understanding shows throughout this book.
Kohler's interviews are...
Published on October 15, 2004 by Steven L. Kent

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6 of 8 people found the following review helpful:
3.0 out of 5 stars Too short and too shallow, but basically worthwhile
I enjoyed this book, mostly. Within its scattershot set of chapters about Japanese games in general, there's a fascinating, albeit sketchy, history of Nintendo that contained many small revelations for me, despite that I've been playing video games incessantly since 1987 or so. But the rest of the material was less compelling for me. The chapter about music games and...
Published on September 14, 2005 by some dude


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38 of 39 people found the following review helpful:
5.0 out of 5 stars Something about Japan by someone who understands Japan, October 15, 2004
This review is from: Power-Up: How Japanese Video Games Gave the World an Extra Life (Paperback)
Kohler has done a very, very good job of surveying the Japanese video game industry.
Unlike other writers who have written game histories, Kohler speaks Japanese and lived in Japan. He covered the Japanese video game market for international publications. Frankly, the depth of his understanding shows throughout this book.
Kohler's interviews are direct and insightful. He managed to get access to many of Japan's leading game designers. As somebody who has read many books about the video game industry, I noticed that Kohler's knowledge of the Japanese language resulted in a more direct style of interview.
Kohler managed to get his hands on the creators of such games as ICO, Parapa, and, of course, Mario.
One thing I will say about "Power-Up" is that it is a specialized book. If you are looking for a general survey of gaming, or a picture book with glossy full-color art, this is not the book. This is NOT a book for folks who want to read about the games they played as kids.
"Power-Up" is a highly-specialized book. I believe that it belongs on the top shelf of ANY collector who considers himself/herself a serious student of video games. This is a resource, like Lenny Herman's "Phoenix," that will be appreciated by hardcore gamers for a very long time.
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8 of 9 people found the following review helpful:
5.0 out of 5 stars For fans, by a fan., October 25, 2004
This review is from: Power-Up: How Japanese Video Games Gave the World an Extra Life (Paperback)
I've read a number of video game books over the years, and while most are well researched and informative, they seem to take a cynical or flat out negative tone most of the time. Possibly because they are more focused on the business side of the industry. Not so with this book. A labor of love by a fan who actually speaks and reads the language in which Japanese video games are created, he takes us on a journey from the beginnings of Nintendo in the late 1800's to the modern era without missing a beat along the way. The author also examines aspects of the industry that have gone unexamined in other texts, such as game music and Akihabara. It also includes a number of interviews with leading members of of various aspects of the Japanese gaming world. All in all, it's a wonderful example of what these inds of books can be, and I truly hope to see moreon this subject, both from this author and others, in the near future.
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2 of 2 people found the following review helpful:
4.0 out of 5 stars narrow scope, but an interesting read., April 11, 2006
This review is from: Power-Up: How Japanese Video Games Gave the World an Extra Life (Paperback)
other people have commented thoroughly about the generalities of this book, and i by-and-large agree. i'd like to add, however, that some of the most interesting parts of this book are the omissions.

for example, they author segues straight from talking about Ninja Gaiden to NOJ/NOA's localization process and standards for content. he mentions that religious iconography, drug use, etc, are all prohibited from being portrayed in Nintendo software, and the list of prohibited content includes cigarette smoking.

the author fails to note the irony, however, that in the aforementioned game there's a bad guy leaning against a light post smoking a cigarette he throws aside before dashing at you. i can only assume it slipped past the censors without them catching it, but my friends and i had noticed it years ago and marvelled that it had been made it through the review process intact.

it's these kinds of things that make me feel like this book is a good general source, but anything deeper than a surface look at the topics covered would require some additional reading/sources.

there are quite a few nuggets of interesting trivia in here - more than enough to make a gamer smile (dragon quest being legally prohibited in Japan from selling on any day except Sunday or a holiday, for example). my copy was a gift; i can attest that it makes a fine one.
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4 of 5 people found the following review helpful:
5.0 out of 5 stars Interviews with industry movers and shakers, February 12, 2005
This review is from: Power-Up: How Japanese Video Games Gave the World an Extra Life (Paperback)
Power Up examines video games in general, and Japanese video games in particular, as an interactive storytelling medium. But video games were not always regarded as art - Japanese influence pioneered cinematic techniques that transformed games from primitive, non-story plaything such as the classic Pong to sweeping epic sagas such as the hero's complex journey in role-playing games like Final Fantasy 7. Though non-Japanese games are included in the discussion, Power Up especially examines how storytelling ideas in Japanese videogames have so thoroughly permeated the gaming world, from the first-ever game cutscenes in Donkey Kong onward. Author and dedicated game fan Chris Kohler presents his research of and personal interviews with industry movers and shakers such as Shigeru Miyamoto (creator of Mario), Hideo Kojima (designer of Metal Gear Solid), and many more. The impact of classic series on game storytelling and narrative include discussions of specific series such as a Mario games, Pokemon, Final Fantasy, and Grand Theft Auto among others. Black-and-white photographs and screenshots illustrate this fascinating exploration of everything from how videogame music evolved from bleeps and boops to full-symphony orchestras to the adventures that might await any truly hardcore gaming fan who dares to shop in Akihabara. Though Power Up concentrates especially on video game history, references to modern developments up through 2004 keep this survey current. A highly recommended treat for gamers in particular, and a valuable resource for students and researchers seeking to better understand the cultural shifts in video games as a communicative, interactive, expressive artistic medium as vibrant (and popular!) in its own right as books and movies.
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6 of 8 people found the following review helpful:
3.0 out of 5 stars Too short and too shallow, but basically worthwhile, September 14, 2005
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This review is from: Power-Up: How Japanese Video Games Gave the World an Extra Life (Paperback)
I enjoyed this book, mostly. Within its scattershot set of chapters about Japanese games in general, there's a fascinating, albeit sketchy, history of Nintendo that contained many small revelations for me, despite that I've been playing video games incessantly since 1987 or so. But the rest of the material was less compelling for me. The chapter about music games and music in games actively frustrated me--it gave only a brief survey of either topic, and seemed to spend most of its words on a tedious, obsessive examination of Final Fantasy albums. A chapter about Akihabara, Japan's premier consumer electronics marketplace, pushed the trivia-to-insight ratio similarly high. In his effort to treat video games as if they deserve the attention of artists, Kohler concentrates too much on material that is only interesting to fans.

Still, on the whole I'm glad I read this book, and I hope Kohler's stated desire to encourage further such works is satisfied; there is clearly much more to say.
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8 of 11 people found the following review helpful:
3.0 out of 5 stars Historical correctness isn't enough, October 29, 2004
By 
Imad Hussain (Alexandria, VA USA) - See all my reviews
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This review is from: Power-Up: How Japanese Video Games Gave the World an Extra Life (Paperback)
I'm a rather even-tempered kind of guy -- except when I see falsehoods bandied about like truths. I see that all the time in videogame journalism. Not an issue of EGM or Gamepro goes by without me going into a rage at the ignorance of the editors. And the less said about G4techTV, the better.

I stayed calm throughout Power-Up. Chris Kohler certainly knows his stuff. But his writing left me feeling empty -- there's no soul to it nor any brilliant (or even not-so-brilliant) insights. Power-Up is dry to the point of reading like an instruction manual, as another reviewer mentioned, or an assigned class report. When Kohler does digress, he tends to toss in entirely irrelevant and boring trivia (for example, he spends a full page on the installation of FF XI, noting how the PS2 version works with any USB keyboard, not only the overpriced official Sony product).

I've found many of Chris Kohler's articles in Wired (et al) to be both informative and well written, so it's a real pity that Power-Up doesn't make itself deserving of shelf space by Steven L. Kent's The First Quarter. Power-Up's not a bad book, just mediocre.
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1 of 1 people found the following review helpful:
5.0 out of 5 stars Great reading, but touches only the mainstream games, February 9, 2007
By 
Sandro Massarani (Rio de Janeiro, Brazil) - See all my reviews
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This review is from: Power-Up: How Japanese Video Games Gave the World an Extra Life (Paperback)
This is a good book about japanese videogames and their impact in the western world. The problem, and I agree with the other reviewers, is that the focus deals only with the mainstream and most popular games like Mario, Zelda, Final Fantasy. Sure it talks about Dragon Quest(relatively unknown in America until recently) and ICO, but still left many open holes.

But if you forget this flaw, it's really a great and satisfying reading, and the author constructs the text very well. Worth your time. It's a four star book, but I'll give four and half stars (five in Amazon) because it's a good and very little explored theme.

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5.0 out of 5 stars A Serious Look At Games., July 3, 2011
This review is from: Power-Up: How Japanese Video Games Gave the World an Extra Life (Paperback)
This is the most intelligent book on any aspect of the video game industry, that I have yet had the pleasure of reading. This is written by someone who knows, who cares, and who enjoys what he does. The aspect of gaming covered in this particular book is, the role of Japan in the history of gaming. It starts at the early days like, stuff you would never even guess at, and progresses through the years, to this generation. This book is from 2004 so, it doesn't cover how the tsunami impacted the Japanese people but, it has everything else you could want to know and that's a promise!
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5.0 out of 5 stars Great Read., May 12, 2007
This review is from: Power-Up: How Japanese Video Games Gave the World an Extra Life (Paperback)
This book was an excellent read. Kohler does a terrific job of showing the culture links video games have created between Japan and the Western world. It also shows the stark cultural contrasts. It made me reflect on how much Japanese culture I've been exposed to without knowing it.
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5 of 8 people found the following review helpful:
4.0 out of 5 stars Excellent book--some flaws, April 13, 2005
This review is from: Power-Up: How Japanese Video Games Gave the World an Extra Life (Paperback)
This is an excellent book. However, it's a bit too short and has some issues.

Firstly, as mentioned in other reviews, this book is really dry. It's written in an academic fashion--and is loaded with unncessary scene-by-scene analysis of classic Japanese games that I largely skipped over. The author seems to desperately want to be taken seriously in an acadcemic sense---which leads to some dry reading.

Also, the author is an EXTREME Nintendo and Square fanboy. In a short book like this, it's impossible to cover the rich history of Japanese games--but there's hardly a mention of other Japanese giants such as Sega, Hudson, Capcom, Konami, etc. And apparently Nintendo can do no wrong as the author gushes over every single Nintendo product. To the point where he's giving valuable pages to Silicon Knights--a rather unremarkable western game developer--simply because of their tight relationship with Nintendo. Silicon Knights is a mere footnote in Nintendo's history--while there's not a single mention of Rare anywhere.

Anyway--the Akihabara shopping guide is great. I'm going to use that when I go to Japan, no doubt. Also he makes a lot of observations about the Japanese game industry that I haven't seen anywhere else. He's also managed to get some decent access to various Japanese developers for interviews--which makes for much better reading than other books which simply cull from old magazine interviews.

In the end, it's an interesting but very tiny slice of Japanese game history. It's also a raging love letter to Nintendo and Square--which makes the author unable to grasp the depths to which Nintendo has fallen. (Squares downfall is nicely detailed though)

I'd like to see him write a few more volumes on the subject, this time focusing on the greater history of Japanese games. But as it is, I highly recommend this book. It's one of the few video game history books that offers new insights.
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Power-Up: How Japanese Video Games Gave the World an Extra Life
Power-Up: How Japanese Video Games Gave the World an Extra Life by Chris Kohler (Paperback - September 14, 2004)
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