Breaking down the 40-year history of the world’s most popular art form, one video game at a time
Pong. The Legend of Zelda.Final Fantasy VII. Rock Band.Fortnite. Animal Crossing: New Horizons. For each of the 40 years of video game history, there is a defining game, a game that captured the zeitgeist and left a legacy for all games that followed. Through a series of entertaining, informative, and opinionated critical essays, author and tech journalist Jordan Minor investigates, in chronological order, the innovative, genre-bending, and earth-shattering games from 1977 through 2022. Minor explores development stories, critical reception, and legacy, and also looks at how gaming intersects with and eventually influences society at large while reveling in how uniquely and delightfully bizarre even the most famous games tend to be.
From portly plumbers to armor-clad space marines and the speedy rodents in between, Video Game of the Year paints individual portraits that, as a whole, give readers a stronger appreciation for the vibrant variety and long-lasting impact of this fresh, exciting, and massively popular art form. Illustrated throughout with retro-inspired imagery and featuring contributions from dozens of leading industry voices, including New York Times bestselling author Jason Schreier (Blood, Sweat, and Pixels; Kotaku), Max Scoville (IGN), Rebekah Valentine (IGN), Blessing Adeoye Jr. (Kinda Funny), and Devindra Hardawar (Engadget), this year-by-year anthology is a loving reflection on the world’s most popular art form.
Featured Games: 1977 - Pong; 1978 - Space Invaders; 1979 - Speed Freak; 1980 - Pac-Man; 1981 - Donkey Kong; 1982 - Pitfall!; 1983 - Dragon’s Lair; 1984 - Tetris; 1985 - Super Mario Bros.; 1986 - Dragon Quest; 1987 - The Legend of Zelda; 1988 - Mega Man 2; 1989 - SimCity; 1990 - The Secret of Monkey Island; 1991 - Sonic the Hedgehog; 1992 - Wolfenstein 3D; 1993 - NBA Jam; 1994 - Super Street Fighter II Turbo; 1995 - Donkey Kong Country 2; 1996 - Super Mario 64; 1997 - Final Fantasy VII; 1998 - Metal Gear Solid; 1999 - System Shock 2; 2000 Counter-Strike; 2001 - Halo: Combat Evolved; 2002 - Grand Theft Auto: Vice City; 2003 - The Legend of Zelda: The Wind Waker; 2004 - World of Warcraft; 2005 - Resident Evil 4; 2006 - Wii Sports; 2007 - Rock Band; 2008 - Spore; 2009 - Uncharted 2; 2010 - Super Meat Boy; 2011 - Minecraft; 2012 - Telltale’s The Walking Dead; 2013 - Depression Quest; 2014 - Destiny; 2015 - The Witcher 3; 2016 - Pokémon Go; 2017 - Fortnite; 2018 - Super Smash Bros. Ultimate; 2019 - Sekiro: Shadows Die Twice; 2020 - Animal Crossing: New Horizons; 2022 - The Stanley Parable: Ultra Deluxe
Books about the ever growing gaming market are still - weirdly - a rarity.
Maybe it’s because the medium lends it self much better to be discussed in a video essay format, like on YouTube, due to the very visual nature of it. Still, because (presumably) so many authors nowadays must have grown up with video games now, you would think that the print market would therefore be much more saturated with books about that topic. I’m therefore ever more grateful, when we get one of these rare gems and in this case I liked the elevator pitch from the get-go:
Author Jordan Minor picks one ‘game of the year’ from 1977 to 2022 and discusses its innovations, importance within the gaming industry and wider cultural impact in an essay-like format. He is very good in articulating his respective thoughts and picks for each year, especially given that in some years it is really, really hard to pick one release over the other (see for example 2017 where he chose Fortnite over the - arguably - much more innovativ The Legend of Zelda - Breath of the Wild).
I really enjoyed my time with the book for the most part, but can’t help but feeling a little bit let-down by the overall addendums to each game. For example, each year comes with one to three ‘extra lives’ in which guest authors write a few words about some games of their choosing. At first I thought that this would be a great way to discuss the ‘runner-ups’ that didn’t quite make it to Game of the Year, but weirdly, these picks don't fit neither the year, nor the game they are attached to? They also feel a bit unnecessary overall as the compromised space these guest authors were given can never give the games they chose any justice. These segments felt more like name-dropping, just to have these franchises in the book as well and milk the nostalgia a little bit.
Each Game of the Year is also accompanied by a little graphic or drawing relating to said game. I assume that it was down to licensing issues, but I would have of course much more preferred getting some actual screenshots of the games discussed, rather than a rather generic illustration with the ever same art style.
Maybe I am a little bit biased due to being a life-long gamer myself, but still: I enjoyed my time with the book and hope it encourages other authors to follow into Jordans footsteps.
I probably should have checked the reviews on this one as they are very much on the mark.
The Vibes are good
But don’t feel bad or surprised if you bounced off of Sekiro: Shadows Die Twice as hard as I did. Video games can make you feel a lot of things, but never let shame be one of them.
Freed from picking based on sales numbers or critic awards Video Game of the Year goes with vibes. How did the named games affect the public consciousness. Sometimes its transitory. Sometimes it’s a dead end or not what to do. Some do sneak in under the “Extra Life” portion, which does save a few that had good arguments (Civilization for the 4X games particularly).
Minor does have his finger on the pulse in terms of vibes. He identify trends and feelings around the games that match my own experiences and opinions around those games at the time. The chapters do get more nuanced when matched with his own life experiences but even the earlier ones are pretty good in explaining the attraction of those games. The closest I could find to a blind spot were the high-level strategy/map painting games (think anything by Paradox Interactive), which do have a niche but disproportionate impact on certain social media groups. Even then, I would be inclined to conclude that their impact is limited on the wider audience.
I get that Video Game of the Year is sloppy with the connective tissue between the guest contributions for each year and the respective “game of the year.” I would only say one or two of the musings even rise to greatness, but they’re okay enough. The guest contributions do mostly broaden the vibe that Minor is going with for that specific year so I am pretty neutral on them overall.
The Vibes are bad
Video games don’t exist without people playing them. We pour our lives into games, and they become living organisms in response. The path that brought us to Super Street Fighter II Turbo, and the fighting game community that uplifts it, shows us that to keep on fighting is to prove you’re still alive.
Despite my interest in the subject matter, I found Video Game of the Year an incredibly boring read. The problem is that its strength:
Minor is good with vibes,
is also its weakness:
Minor makes vibes his crutch.
For example, Depression Quest makes it in as a way of confronting Gamergate. On the one hand, Minor is correct, Gamergate is a fake scandal made up by misogynists, a hate movement. There is nothing in the section I disagree with, including the echoes of hatred it left. My issue is that Minor primarily deals with it on a vibes basis, mixing personal experiences (which are valid) with vague statements on its impact with the mention of the hurt caused to marginalized groups being the strongest point. What I would have preferred was a solid narrative explaining how it arose and what forces gathered to inflame it. It’s convenient to me that I agree Minor is right but his essay is not overly convincing in explaining why he is right – just trust his vibe.
This is the most obvious example, but it bleeds through to virtually every game. Games are good because the feel good in certain ways. The break down of design choices or innovations are present but mainly from how a consumer experiences them. There are exceptions (he’s not going to miss the mark over a minimum of 50+ game explanations) but it gets dull.
Video Game of the Year is a feelings journal, and the feelings alter every few pages to reflect that it is a new year and a new set of games. There’s no central thread so you have to go through the emotional rollercoaster over and over again. You’d be amazed how exhausting that becomes – there’s only so many times I can feel wonder at a development such as ray-tracing or battle royale style.
The lack of screenshots also adds to the emotional expenditure – you have to stop, look up the subject matter and then try to find something that captures what is being described (in today’s Google, a surprisingly hard task). I know it is ironic to use emotions to complain about emotions in a book but the constant jumps do wear you out – imagine a book where the main character has three joyful marriages to three separate partners in successive chapters.
All I wanted to do when the screen cut to black in Soma was sit in the dark and scream. So that’s what I did.
Could you write a more emotionally consistent book covering multiple unrelated games? I do not know. However, this is not it, and I cannot recommend it.
At its core, video games are nothing but interactive programmes that require imputs from the people who play them. This books focuses on the latter group; the people who made videeo games into what they are. Not just genuis programmes, directors and developers but also the people who loved them.
The love that this book oozes for video games and its audience is nothing short of heartwarming. You can tell the author and everyone involved adores the games they were allowed to speak about.
Yes, it's a book full opinions [ the book even begins with that! ] but that too, is part of gaming. Maybe Super Mario 64 was never your game of the year, but the books dedicates about two to four pages on why [ even if it's not yours ! ] a strong contender to be a game of the year. Either it was a first of something, a new direction, something shiny and new that paved the way for others. Cult classics and games that went into the millions of sales are all featured and it'a delight to read about them by people who know what they're talking about and even more important; love what they are talking about.
At times funny and brutally honest Video Game of The Year is a wonderful little book with games [and gamers] from all over the world and backgrounds. Never shying away from the more dark parts of gaming culture, it's honest, warm and all around plain fun.
I think I was expecting this book to be something other than it was. I wanted information and facts about each of the games that won Game of the Year — not opinions. It was very obvious which games that the author liked and which he didn’t. I also didn’t like the “Level Up” section at the end of each chapter that talked about other random games. They felt thrown in or tacked on because most of the time they didn’t have anything to do with the main game mentioned in the chapter and were also written by random people.
A tour of notable video games throughout the decades, with contributions from a number of different games industry writers. Writing quality and impact varied some, as might be expected from a collection like this, and it felt disjointed at times, with the “extra life” picks (essentially honorable mentions) from other writers at the end of each chapter too often seeming to be placed in random years, but overall this was an enjoyable enough experience.
A nice dive into games of the year, according to the author, over time. Scant on detail but engaging all the more for it, this is a book for video game enthusiasts of all kinds.
Good read about the video games we grew up playing, brings back lots of fun memories and this book gives perspective to how each game affected the gaming culture.
Funny enough, despite considering myself a gamer, I've probably only played about half the games in this book. I've never touched Zelda, didn't quite get into Destiny.A lot of the Mario Games elude me. And yet, as someone who games frequently, I could feel those games' presence permeating through a culture with which I identify strongly.
Video Game of the Year is a Video Game history book masquarading as an anthology. On his quest to discuss the most important, if not best, game from each year, Jordan touches on not only how the games we love came to be, but why we love them and essentially, why we play games.
One of my most enjoyable parts of the book were the little asides by guest writers speaking to the games that formed and shaped them. These are smaller sections of the book, but they're a fun window as to how such a simple hobby can unite so many people for so many different reasons.
45 years of video game history, its evolution, and the wonderful memories that have developed across nearly half a century…
Video Game of the Year: A Year-by-Year Guide to the Best, Boldest, and Most Bizarre Games from Every Year Since 1977 by Jordan Minor is a historical breakdown of significant video games…covering one game for each year.
Obviously, any writing about this subject can be highly subjective, but the author picked his list based on historical importance and how it influenced the video game industry. Also, while a majority of the list are console video games, there is coverage of arcade, computer, and phone games when such entries would be relevent for “video game of the year” consideration.
Each chapter is also accompanied by an “extra life” section which covers either innovations that came out that year, notable blunders in the industry, or other games that released that year but managed to not make the number one spot due to the significance of its competition.
I am sure there are those that will disagree with some of these. I myself disagreed with one of the early entries on this list, but I understood what the author was going for as each “video game of the year” includes a few pages of the historic importance and ongoing influence of the chosen game (either in sequels, spinoffs, imitators, or gameplay firsts).
This book is worth checking out even if you disagree as it creates a chance to debate what you feel should be in a certain year.
A fun, quick read that you don't necessarily need to be a hardcore gamer to understand. Its written in a funny, conversational tone that makes it you want to keep reading.
I imagine the book, when it's released, will work really well as a coffee table book. My fear was that the format was going to make for a very strange read on my Kindle, and while it mostly works, the short blurbs and graphics are probably better suited for an oversized hardcover.
The book needs at least one more pass-through from a proofreader. The small typos become unavoidable, particularly in the second half of the book where they appear on almost every page. The chapter on Resident Evil cuts off mid-sentence. "Grand Theft Auto: Vice City" remains the title in the footer long after that chapter ends. 1977-2022 is a forty-five year span, not forty. Most alarmingly, entire chapters advertised earlier in the book (2009-2011, 2014, 2015, 2017-2022) are missing from my copy entirely. You can't charge people money for the book in its current state, honestly.
The book is a fun concept with strong bones that isn't quite ready to be released yet.
I want to thank NetGalley and ABRAMS for my advanced copy.
A bit of a mixed bag - lovely art (which is how I found out about the book), good writing (if a somewhat wavering mix between video game history and personal opinion, though at least this was made clear up front), and questionable design choices (multiple pages of text where the text color itself was a left-to-right gradient forcing your eyes to repeatedly adjust on every single line, multiple different "section formats" with different typographic styles that rotated every few pages). Issues with this particular publication aside, I'd happily read something more in-depth by the same author, as many subjects touched on here deserve histories of their own.
Sweet Nostalgia!! As a 45 year old woman, this book covering 45 years of the best, boldest and most bizarre games was a wonderful trip down memory lane and a snapshot of core memories of my youth. This book was clever and fun to look at and DID NOT MISS. Every game that I thought would be respresenting in this book was. The commentary and look back at video games that help so many captive at different points in time in history was thoughtful and poignant. Enteratining read for sure and so easy to devour on my day off.
It wouldn't feel fair to give this a star rating, because Goodreads has you rate your experience with a book rather than the book itself, and I would probably give it two stars. But that's mostly due to the gap between the book I expected and the book I actually got.
The book I expected: A collection of eloquent and thought-provoking essays about video games by dozens of people in the industry, offering a fresh take on games you're already familiar with and an exploration of some deep cuts and forgotten gems.
The book I got: A series of chapters by one guy explaining the history and basic concepts of dozens of famous video games, as well as why they're famous and occasionally ways in which they're bad or the author doesn't like them. After each of these are a paragraph or two each about three or four other games, each written by a different person in the games industry.
I'll own up to having come in with assumptions due to hearing Scott Benson of Night in the Woods fame(?) had a section where he called Demon's Souls "a mouthful of corpses game for a mouthful of corpses year". (This did end up being the highlight of the book, despite being a rework of a Twitter thread from 2019.) But the quality of the writing, in terms of prose and composition, ranges from serviceable to the headache-inducing
The pressure of Activision's dramatic creation led to quite the diamond with Pitfall!, a game where you collected diamonds along with gold, silver, and cash.
Thankfully the writing is never as annoying as it is in the first few chapters, or maybe I just got used to it. But I think the book's bigger problem is that it can't decide whether it wants to be something you give your mom to get her to understand what this "video games" thing is about, or a critical work for people who already love video games. Minor takes the time to explain really basic stuff, like what a JRPG is or what Minecraft is like, but then he'll throw out references or terminology that would be incomprehensible to a newcomer. Despite devoting three gorgeous pages to each game's introduction, the book doesn't contain a single actual screenshot, and even the small guest sections will often sing a game's praises without even mentioning what kind of game it is.
This book is explicitly an attempt to memorialize gaming history, and I guess it succeeds insofar as you'd be able to read this a century from now and come away with a basic understanding of trends and innovations in video games over a 45-year period. I even learned a couple new things, and I consider myself pretty knowledgeable about this subject. I'm just left wanting to read the book I thought this was.
I came of age with video games, arriving in the world around the same time as Mario, and have enjoyed their maturation into a genuine art form, with sophisticated storytelling that makes most Hollywood offerings look like a middle school play by comparison. Video Game of the Year takes us through their development, beginning with Pong and continuing to 2022. The format is simple: there���s a brief write-up on each game, which varies in quality, followed by a section called “Extra Life” which has a briefer blurb on a game that followed in the highlighted game’s footsteps, followed by blurbs from other authors on other games that appear utterly random.How do you connect Mega Man and Madden? Or Sid Meier’s Civilization and Sonic the Hedgehog? (For that matter, the only mention of Civ is a blurb? This aggression will not stand, man.) The book is enjoyable enough if you’re a fan of videogames — well, tolerable — but it’s not impressive — not for its preachy writing or its selection. I was absolutely astonished that games like Civilization, Starcraft (STARCRAFT!), and Half-Life weren’t given their own chapters, but instead treated with little blurbs at the end of other chapters, or shoehorned in elsewhere. Another odd oversight is that games’ sound design and music is never referenced, which is frankly bizarre. It’s not “Hey, I’m going to write a book about video games and never mention Everquest or Ultima Online” bizarre, but still — pretty frickin’ weird. Beyond the games that are forgotten or dealt with shallowly despite their importance, Minor also has some games that are inexplicable. Spore, game of the year? Even as a Maxis-that-was fanboy I have to shake my head. Another game is included that no one has heard of beyond its role in a controversy that only reddit trolls care about, but it gives Minor the opportunity to fully mount his soapbox and dispensing the same shallow, boring takes as everywhere else on the internet. Given the repeated slights to PC games, I imagine a console gamer would enjoy this collection more.
Related: Replay: The History of Video Games The Nostalgia Nerd’s Retro Tech, which highlights games that dominated particular systems. Masters of Doom, Prepare to Meet thy Doom, and Jacked, David Kushner. Histories of id software, Rockstar, etc. Sid Meier’s Memoir, Sid Meier
3.5 stars. The layout of the book is great with blurbs from all kinds of people in the gaming industry. The art is fantastic as well.
I have a problem with some of the "facts" that the author presents. He claims that the Sega Mark III was a "failed 8-bit Master System" even though it sold more than 10M units. Some sources say that number might even be 20M due to the strong sales in Europe and Brazil. This was a time in gaming history when every electronics company was releasing a console and many of them dropped out quickly after less than 100K units sold. The author also states "no one had fun playing the first Street Fighter." The arcade machine in Japan spent many months during the late 80s in the top 5 (even peaking at #1) hence why we received a sequel in 1991. Pushing opinions as fact is something journalists do often unfortunately.
The latter half of the book is filled with the author's views on race and politics. Which is fine, he can write about whatever he wants and the reader can decide if they want to indulge or not. However, what I find problematic, is that he devotes an entire page to criticizing the founder of Minecraft for views on issues such as privilege and race. I don't support the views of that founder, but when the author uses phrases like "boring straight white men" it leaves a sour taste in the mouth of negative and hateful speech that is unwarranted. We know the industry is dominated by white / asian men and that the tech world in general has had issues with bro culture. Many of us in the industry are still fighting to help change that. But using inflammatory language doesn't help anybody change their views on anything. It just continues a toxic cycle of "us vs them" culture. Building bridges of understanding is going to change a lot more minds than engaging in that cycle.
This review is for an ARC copy received from the publisher through NetGalley. This is a very interesting take on the history of video games. Rather than just list the most popular or award-winning game of a given year, the book lists what is deemed the most important, influential, revolutionary or otherwise transformative game that came out year. The nostalgia for the early games of the 70s and 80s made for some of the best chapters, and those of the 90s on provided many details I would never have known otherwise. Each chapter is pretty short, so you could easily choose to sit down and just read about one or two years in a few minutes. In addition to the main games listed, most chapters include secondary entries intended on being further informative about that game and others not included as a game of the year. However, while some of those subsidiary entries relate directly to that chapter's title, or at least its theme, many of the secondary columns seem randomly placed. The one big drawback of this book is, it was obviously imagined as being a hardbound coffee table-like volume. For the copy I read on Kindle the text was ridiculously small, and it wasn't really text, it was an image, so you can't adjust the size of the text. The secondary entries are even worse, with smaller print and on a puke-green background making them even harder to read. My biggest disappointment came when I discovered that the chapter I most wanted to read, Resident Evil 4, abruptly ended mid-paragraph - there was definitely a page or more missing, as there appeared to be in the chapter on The Walking Dead game. Hopefully those missing pages will be corrected before publication. Because of these issues, I would rate this 3.5* rounded up to 4.
I like to play video games but, I don't keep up with the new games as much as I would like to and I am not that knowledgeable about video game history so most of the games on the list of video game of the year from 1977 to 2022 were new to me.
I had heard of pong, space invaders, super Mario Bros, pac-man, and other games on the list. Also I have not played vary many games on the list.
My favorite part of the book was the extra life page after the game of the year where different people wrote about their favorite video games. I was not familiar with any of the people who wrote about their favorite games but, I am sure they are well know to someone.
One of the reasons I picked of the book was because of its colorful color cover. It sure stands out. When I first started reading the book I did not realize that the object on the front cover was a video game controller. And I also liked the illustrations for each game.
So after reading Video game of the year I know about a lot of new to me video games. And now I want to play them all.
I suppose I do wish that the book had a page listing all the games talked about in the book so I would not have to flip through it to see all the games mentioned in the book. There is the the table of contents at the front when I can look to see the game of there year but, there is no page listing the games mentioned in the extra life sections.
I love video games, and I very much enjoy reading about them. I struggled with this book for a few reasons. 1. It was kind of boring. The way the facts were presented felt so dry, and I overall did not enjoy the author’s voice. 2. I have no idea how these games were chosen. He says they’re chosen for a lot of different reasons, but that’s a bit arbitrary. And maybe it’s okay to be arbitrary. 3. The Extra Life segments (written by guest authors) were some of my favorites, and I generally enjoyed them more than the actual yearly choices. The problem with the Extra Life is that they felt like an afterthought; unless I missed something, I didn’t see how they correlated with the yearly choices at all. I’m not sure how difficult it really would have been to have those segments hit on other games of the same year, or from the same developers, or same franchise, or literally anything to make it cohesive.
I don’t know. Something was off on this one. I mean, there were times when Minor couldn’t even fill up a page for the games he chose! Overall, it’s probably worth having on your shelf if you love books and video games.
It's a lovely collection of essays and art - and the art (one big illustration per year/game, with the occasional smaller separate one) is really fun. The essays are fine, but mostly too surface-level, IMO. Maybe I wasn't quite the target audience for this book? But then, for who else would it be, if not nerds who have been deep into video games for years? I feel like the more "casual" readers would be not interested enough to dig in, while folks like me are disappointed that it doesn't dig deeper.
Still, it's an enjoyable read, perfect for picking up for the five minutes or so it takes to go through one year/game and then putting it back down again... or going for another one. I'd definitely recommend going for the physical version over an e-book as the illustrations are such a highlight.
If I could, I'd be generous and give it 3.5 stars, but I'll be harsh at the moment and round down.
A neat time capsule, I particularly enjoyed the early history of the 70s and 80s. One of my favorite things about reading books dedicated to games is I'll learn about a few I've never even heard of. It's exciting and surprising!
I think Minor is a good writer, and I appreciated how he interjected historical perspective and key players with each game's writeup, rather than simply "this game was good." The original art dedicated to each game was a nice touch and some of the font colors/text choices added a brilliant flair, making it a quick read.
But some of the ordering choices were really strange. Some games I disagreed with, sure, but then the green pages featuring random quotes from gaming personalities didn't seem to fit all that much. It felt like Minor was trying to have his cake and eat it too. Plus, he bashed Geno from Super Mario RPG. Hell no!
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This book is bafflingly designed and written. It has full page color animations of people playing the games, but no actual pictures of the games to reference what the author is discussing. There's just a wall of text for the discussion, which isn't helpful for a visual medium. A couple of pics here and there would go a long way towards illustrating what he's saying. The "extra lives" section is just useless info by people no one has heard of that adds nothing at all. The author can't help but self-insert his talking points all over the place, and he frequently gets a lot of details very incorrect. The game selection is very bizarre...there's no Doom, Mass Effect, Starcraft, Goldeneye, BioShock, the Last of Us, God of War, any Pokemon games before Pokemon Go, and the list goes on and on.
I love that this book exists, but I'd be lying if I said it didn't also let me down.
Naturally, there were quite a few games chosen that I didn't agree with, but that didn't affect my enjoyment. My biggest complaints are that there are no screenshots from any of the games, and a lot of the "history" was just not that interesting. I was also confused why the end of each chapter had other people chiming in about games. At first I thought this was a place for, say, the 2nd and 3rd runner up games to be mentioned, but the years never matched at all, and some of the reviews were actually about the very game that was already highlighted in the chapter! It just seemed edited very oddly.
Jordan Minor takes us on a nostalgic journey through video game history. We loved the artwork throughout each chapter that lovingly painted a portrait of each game for each year that was chosen. We also loved how detailed and thorough the author was with his selections and the reasonings behind them. If you are a fan of videogames you owe it to yourself to pick this book up!
With as popular as video games are, it’s mind boggling that there aren’t more great books that dive into their history. This is why I always pick up any video game book that looks interesting when it comes out.
This is a very entertaining book that goes into the author’s game of the year choice from 1977-2022. It also has input from a lot of other video game reporters/creators/other people you may have heard of. You may disagree with some of his choices, but they are still fun to read and the artwork that accompanies each entry is great.
Video Game of the Year is the best video game history book.
More than just a list of notable titles from gaming's relatively-young history, Author Jordan Minor takes a holistic approach in analyzing how games are constantly in conversation with each other and with the cultural zeitgeist of any given year. Complete with an impressive suite of guest excerpts and lovely illustrations, Video Game of the Year is an easy purchase for any gamer's book shelf and a fun read for anyone trying to better understand the medium.
La gran mayoría de ensayos contenidos en este libro son muy buenos y suelen enfocarse en los elementos más interesantes de cada juego, incluso si son realmente externos a este como el escenario cultural en que emergieron o como influenciaron juegos futuros.
El problema es que no me dijo nada nuevo. Eso no es culpa del libro, es que yo vivo tan metido en el mundo de los videojuegos que prácticamente ya sabía todo esto y eso causo que, en ciertos momentos, me resultara aburrido.
10/10 a su presentación, color y maquetación. Eso sí.
This book is certainly not frilled and filled with pictures of your favorite games from the past; it is wall to wall information and many of it is rather opinionated. That being said, the book had a lot of thought put into it and I think anyone who is a long time video game fan will enjoy it. My video game knowledge is good from 2000 and before and then from 2015 and after, thus leaving the middle of the book to be an area I didn't follow. If you like video game history, this is a book that may strike your fancy.
It's definitely a coffee table book, the chapters are fairly short with some nice art. There's some stuff that feels like filler, or just the opinions of various writers without many compelling observations. But there's also some great fun facts and stories and lovely art as well. It's not mindblowing, but it's a nice book to leaf through for anyone curious about video games. I really like the author's voice and will enjoy having this in my apartment.
This is an official list, it's the author's opinions on what should be the "game of the year" for each year. But that's the fun, you can agree or not. What's most interesting is that the author provides an explanation for why he chose each one. I enjoyed reading about games I hadn't heard of and why they're significant. One small quibble is that the author seems to young to have lived through all these years so he's looking back historically when he discusses games of the 70s and 80s.