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Aidan Moher - Fight, Magic, Items: The History of Final Fantasy, Dragon Quest, and the Rise of Japanese RPGs in the West

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Fight, Magic, Items: The History of Final Fantasy, Dragon Quest, and the Rise of Japanese RPGs in the West: summary, description and annotation

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Take a journey through the history of Japanese role-playing gamesfrom the creators who built it, the games that defined it, and the stories that transformed pop culture and continue to capture the imaginations of millions of fans to this day.
The Japanese roleplaying game (JRPG) genre is one that is known for bold, unforgettable characters; rich stories, and some of the most iconic and beloved games in the industry. Inspired by early western RPGs and introducing technology and artistic styles that pushed the boundaries of what video games could be, this genre is responsible for creating some of the most complex, bold, and beloved games in historyand it has the fanbase to prove it. In Fight, Magic, Items, Aidan Moher guides readers through the fascinating history of JRPGs, exploring the technical challenges, distinct narrative and artistic visions, and creative rivalries that fueled the creation of countless iconic games and their quest to become the best, not only in Japan, but in North America, too.
Moher starts with the origin stories of two classic Nintendo titles, Final Fantasy and Dragon Quest, and immerses readers in the world of JRPGs, following the interconnected history from through the lens of their creators and their stories full of hope, risk, and pixels, from the tiny teams and almost impossible schedules that built the foundations of the Final Fantasy and Dragon Quest franchises; Reiko Kodama pushing the narrative and genre boundaries with Phantasy Star; the unexpected team up between Horii and Sakaguchi to create Chrono Trigger; or the unique mashup of classic Disney with Final Fantasy coolness in Kingdom Hearts. Filled with firsthand interviews and behind-the-scenes looks into the development, reception, and influence of JRPGs, Fight, Magic, Items captures the evolution of the genre and why it continues to grab us, decades after those first iconic pixelated games released.

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Copyright 2022 by Aidan Moher Interior and cover illustrations copyright 2022 - photo 1

Copyright 2022 by Aidan Moher Interior and cover illustrations copyright 2022 - photo 2

Copyright 2022 by Aidan Moher

Interior and cover illustrations copyright 2022 by Sara Alfageeh

Cover copyright 2022 by Hachette Book Group, Inc.

Hachette Book Group supports the right to free expression and the value of copyright. The purpose of copyright is to encourage writers and artists to produce the creative works that enrich our culture.

The scanning, uploading, and distribution of this book without permission is a theft of the authors intellectual property. If you would like permission to use material from the book (other than for review purposes), please contact permissions@hbgusa.com. Thank you for your support of the authors rights.

Running Press

Hachette Book Group

1290 Avenue of the Americas, New York, NY 10104

www.runningpress.com

@Running_Press

First Edition: October 2022

Published by Running Press, an imprint of Perseus Books, LLC, a subsidiary of Hachette Book Group, Inc. The Running Press name and logo are trademarks of the Hachette Book Group.

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The publisher is not responsible for websites (or their content) that are not owned by the publisher.

Library of Congress Cataloging-in-Publication Data has been applied for.

ISBNs: 978-0-7624-7963-4 (paperback), 978-0-7624-7964-1 (ebook)

E3-20220815-JV-NF-ORI

To Courtenay,
for everything.

This book is a guided experience following my journey as a Japanese roleplaying game (Japanese RPG or JRPG) fan. Its my voice and memories, and those of many fine people I met and spoke with along the way. I am an unreliable narrator, and this story reflects that. When I set out to write the history of JRPGs from a Western perspective, I knew that the most compelling narrative I could tell was one steeped in my own storymy personal history with these video games. This medium encourages us to bring ourselves and our experiences into the games just as they leave their mark on us. I hope this book will help you better understand what it was like starting out as a young JRPG fan in the West in the 90s and watching the genres evolution over the next decades, even if there are paths untraveled or corners important to your own experiences, at the time or since, that are unmarked by my footprints.

Broadly, the history covered in this book follows the emergence of JRPGs on Nintendos NES in their homeland during the early 80s and through their golden age as they moved west to great acclaim and fanfare during the 16- and 32-bit eras (the generations of Nintendos Super NES and Sonys PlayStation, respectively). Then we examine the challenges the genre faced during its dark ages at the dawn of the high-definition (HD) era (with the PlayStation 3 and Microsofts Xbox 360), explore its migration to handheld systems, and conclude with a look at its nostalgia-fueled resurgence happening now thanks to popular sequels and new games from young creators inspired by the classics and familiar faces alike.

To tell this story, I referenced my own personal history with some of the important games in the genre, conducted interviews with expertsranging from game developers and writers to journalists, storytellers, and historiansand conducted detailed research of existing essays, reviews, books, and interviews. A list of referenced material can be found at the back of the book.

As a kid in the 90s I fought goblins and demons I learned new magic spells - photo 3

As a kid in the 90s, I fought goblins and demons. I learned new magic spells and traded in old gear for shiny weapons. Raised rebellions, traveled through time, and rode a whale into space. I became the Dragonmaster and the Hero of Light.

Didnt we all?

Besides being a Dragonmaster, I was an otherwise average Canadian teen. Id regularly sequester in a dark bedroom with my friends, drenched in the phosphorous glow of a bulky tube TV, punk rock from The Offspring or NOFX drowning out the games built-in soundtrack, mutually entranced by the latest video game. We werent obsessed with the latest first-person shooter or strategy game. These werent Warcraft 2 LAN parties, and we werent playing DOOM II deathmatches into the wee hours. We were obsessed with Final Fantasy VI and Xenogears .

The creators of these Japanese roleplaying games (Japanese RPGs or JRPGs) handed me upgraded armor and sharper swords, pitted me against those goblins and dragons, and deemed me Dragonmaster. Like Warcraft 2 fanatics, Id haul my game console and trusty computer monitoran already-ancient-at-the-time Commodore 1702to a friends house, where wed set our tubes back to back (to avoid spoilers, naturally) and play these single-player games for hours. If youve got kids or a sibling, youre familiar with the term parallel play, where two young children will play within each others vicinity without necessarily acknowledging each other. Gamers do this, too, and those evenings with my friends have become one of my foundational memories.

Our homework neglected, the bus rides to school the following morning were filled with in-depth discussions of our experiences with the JRPG of the month.

Have you reached that part with Aeris yet Anyone got tips for the Black - photo 4

Have you reached that part with Aeris yet?

Anyone got tips for the Black Dragon?

Hey, dude. Are you done with Xenogears yet? I really want to borrow it.

As creators of some of the most popular video game franchises of all time in - photo 5

As creators of some of the most popular video game franchises of all time in Final Fantasy and Dragon Quest , Hironobu Sakaguchi and Yuji Horii are high on the list of visionaries to have left an immeasurable mark on the world. However, JRPGs like theirs werent always popular, and the genres rise to mega-popularity in the mid-90sas well as their lasting influence on modern games and pop culturewas a long and hard-fought journey.

This book is an exploration of how my experience wasnt unique, that the special coming-together of Eastern and Western design philosophy, storytelling, history, and pop culture in JRPGs is a shared experience among millions of gamers. Fight, Magic, Items is the story of how JRPGs brought a genre to the masses and reached meteoric success thanks to some of the most brilliant and bold creators in gaming history.

My first exposure to JRPGs was during a visit to my friends house. While I chased down Krang in Teenage Mutant Ninja Turtles: Fall of the Foot Clan on my Nintendo Game Boy, he was moving a squat character around a large, multi-screen map on his in a game called Final Fantasy Legend II . I knew The Legend of Zelda , so the adventure game concept wasnt strange. And when he let me give it a go, the maps shattered into a double-diamond pattern and were replaced with the static sprite of a cartoonish tiger and a menu with two options: Fight or Run. I was unimpressed. Who wants to be navigating slow-paced menus when I can be slicing and dicing the Foot Clan with every button press?

The Legend of Zelda
(1986, Nintendo Entertainment System)

Publisher: Nintendo

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