For my first big feature in a while, I looked into Niantic’s abandoned collaboration with Punchdrunk — a game about a secret society where you’d meet actors on the street. Art: Sajan Rai
Read MoreOne More Blue Nightmare
For what’s likely the last Street Fighter-related thing I write for a long time, I profiled ’90s combo video master Tomotaka “TZW” Suzuki for A Profound Waste of Time‘s third issue. Image: Arkotype
Read MoreLike a Hurricane in French
Thanks to the folks at Third Editions, my Street Fighter book is now available in French in both regular and special editions. Their versions are thinner too, so a bit easier to read, if you read French. Image: Third Editions
Read MoreChampion’s Road
I’ve been reading Edge for almost 30 years, so I was excited when I heard they wanted to run an excerpt from the Street Fighter book, and perhaps even more excited when I saw it was in an issue with a Cosmic Smash sequel on the cover. I have no idea how Future’s managed to…
Read MoreLike a Hurricane theme
When I started planning the Street Fighter book a few years ago, one of my early ideas was to ask three of the key people who worked on Street Fighter 2 to contribute. I wanted the game’s lead artist to illustrate the cover, the game’s lead designer to write the foreword, and the game’s lead…
Read MoreThe Next 10 art gallery
As part of Polygon‘s The Next 10 package, looking at where games and entertainment are headed in the future, I got to work with some of my favorite illustrators to put together a virtual art gallery. Images: Yasushi Suzuki, Jordan Mechner, Robb Waters, Daniel Warren Johnson, and Tatsuro Kiuchi
Read MoreRed Earth, Capcom’s forgotten CPS-3 classic
I can’t seem to stop writing about Street Fighter-adjacent things. Here’s a short story on Red Earth and the pains of seeing a game once on location test and then never again, with a decent quote from the game’s producer. Images: Capcom
Read MoreX-Men: Children of the Atom: An oral history
Capping off my Street Fighter history series, here’s a game that’s not technically a Street Fighter title, but played a major role in Capcom’s trajectory as a fighting game developer. Image: A. Sparrow
Read MoreStreet Fighter: The Movie: The game: An oral history
The most column inches I’ve written per unit sold, I’d wager. Image: Incredible Technologies
Read MoreCapcom vs. SNK: An oral history
As it turned out, a lot of the Street Fighter series ended up being about the relationship between Capcom and SNK. Image: Felipe Magaña
Read MoreStreet Fighter 3: An oral history
Part three of the big Street Fighter project is a look at the time Capcom tried to start over. Image: Marc Aspinall
Read MoreStreet Fighter Alpha: An oral history
Part two of the big Street Fighter project is a look at Capcom’s detour back in time. Image: James Gilleard
Read MoreStreet Fighter 1: An oral history
Kicking off a big new series of old Street Fighter stories, I talked to a bunch of people about how the series got off the ground in the first place. Image: Darya Shnykina
Read MoreLike a Hurricane
Following the 500 Years Later playbook, I’m working with Read-Only Memory again — this time on a Street Fighter book covering the first 13 or so years of Capcom’s fighting game history. Funded on Kickstarter! Image: Read-Only Memory
Read MoreMemories of Play
I’ve been a fan of video production team Archipel’s work for years, so we started talking a little while ago about collaborating in some form. The result: Memories of Play, a 32-minute documentary looking at the original PlayStation on its 25th anniversary. Image: James Bareham/Polygon
Read MoreWhat it was like working at Kojima Productions Los Angeles
Before the launch of Hideo Kojima’s next game, I looked back at the experimental Los Angeles-based studio behind part of his last one. Image: Jonathan Castillo
Read MoreWhere Oculus games go from here
Seven years in, Oculus has published some great games, but has only scratched the surface of what VR can do. So ahead of this year’s Oculus Connect conference, I talked to Jason Rubin and Mike Verdu about where they see the market going next. Art: Matthew Lyons
Read MoreKen Kutaragi’s complicated legacy, in 24 stories
Everyone seems to have a Ken Kutaragi story. That was the only real premise I had for this one. I’d heard a few Kutaragi anecdotes while working on my Final Fantasy 7 project, and it seemed like there were more out there. So I started asking around. The main challenge came in editing, because by structuring a profile around…
Read More500 Years Later: An Oral History of Final Fantasy VII
In 2017, I published a Final Fantasy 7 oral history on Polygon. It was a big thing! The longest story I’d ever done. Too long for the internet, really. So we ended up teaming up with Read-Only Memory to turn it into a book. A Kickstarter campaign, a hundred or so emails and some great…
Read MoreMeet Kowloon Nights, the group funding Fumito Ueda’s next game
After writing about concept teams earlier this year, I heard about GenDesign’s plan to work with a new investment fund and decided to follow the team’s next steps. I didn’t end up getting quite as much meat out of it as I’d hoped, but we ended up with one of the best illustrations we’ve run on…
Read MoreDirecting from the sidelines
Here’s a big look at developers who form small concept teams to generate designs and oversee projects, and then team up with other studios to see those through, rather than doing the heavy lifting internally. It’s basically an extreme version of the sort of outsourcing done in most games today. And it happens to be quite…
Read MoreWho made Metal Gear Survive
After Hideo Kojima left Konami, I was curious who developed the next Metal Gear game, so after the game shipped I dug through its credits to find out more about the team. The story ended up with more caveats and speculation than I like to include. So it goes. Art: Ollie Hoff
Read MoreCuphead artists illustrate the game’s five-year dev cycle
A couple months ago, I heard from Microsoft that Cuphead developers Chad and Jared Moldenhauer were coming to San Francisco to do interviews. I didn’t have much of an angle in mind, so I figured I’d ask for something weird and if they said yes, great, and if they said no I’d be off the hook.…
Read MoreThe story behind Arika’s mysterious fighting game
After following-up with the main character from the Final Fantasy story, it seemed only right that I do the same with Street Fighter. So just before the 2017 Tokyo Game Show, I met with Akira Nishitani to learn more about his return to fighting games. Image: Michael Firman
Read MoreHironobu Sakaguchi’s six-year, eight-game plan
I followed-up the Final Fantasy 7 story with a look at what its main character is doing now. Image: Michael Firman
Read MoreWhat it costs to run an independent video game store
Independent retail is in trouble. Here’s why. Image: Jonathan Castillo
Read MoreYoshitaka Amano’s Final Fantasy 7 art
We crammed everything we could into the Final Fantasy 7 oral history, such as this video on illustrator Yoshitaka Amano’s art. Image: Jonathan Castillo
Read MoreWhat Final Fantasy 7 marketing plans looked like in 1996
A little time capsule. Photo: Jonathan Castillo
Read MoreFinal Fantasy 7: An oral history
Three years after I did this for Street Fighter 2, here’s my oral history of Final Fantasy 7. Photos: Jonathan Castillo, Irwin Wong
Read MoreA former Last Guardian artist’s second try at a spiritual successor
After leaving Sony’s Last Guardian team, Rui Guerreiro set out to make a game with a similar look — twice. Image: Irwin Wong
Read MoreThe making of PlayStation VR
It takes a lot of people to make a headset. Image: Irwin Wong
Read MoreThe secret developers of the video game industry
Last year, I bumped into someone who used the term “white label” to describe his work. I hadn’t heard of it, so I asked and heard about developers who make games but don’t appear in the credits and don’t publicly acknowledge the work. More recently, I decided to look into the idea to see how common it…
Read MoreThe case for weird Mario
Shortly after the release of Mario Maker, I did a quick story on how Nintendo embraced Mario’s weird side in it. Image: Nintendo
Read MoreStreet Fighter 2 album essay
I had nothing to do with Brave Wave’s phenomenal Street Fighter 2 soundtrack, but the team was nice enough to ask me to write an essay for the booklet, so that counts for something. Image: Cory Schmitz/Brave Wave
Read MorePolygon’s Indie Developer Science Fair
My latest weird idea, Polygon’s Indie Developer Science Fair, is a package of 17 projects that we asked developers to make to show their games in creative ways. An augmented reality app, a Twine game, screenshots that work with cardboard 3-D glasses, etc. Bonus: I got to hire PaRappa the Rapper artist Rodney Greenblat for the cover art.…
Read MoreTwo hours in Yu Suzuki’s kitchen
As part of Polygon’s Life in Japan cover, I talked to the man behind Shenmue about game ideas that never got off the ground and what he wants to do next.
Read MoreNinja Gaiden developer reunion
In the late 1980s, Hideo Yoshizawa, Masato Kato, and Keiji Yamagishi worked as part of a small team developing NES action game Ninja Gaiden. As part of Polygon’s Life in Japan cover (which also features the debut of Yamagishi’s first single from his new album, and the reveal of a game he’s composing music for), I…
Read MoreLife in Japan
For Polygon’s third cover story, I put together an online magazine about Japan’s game industry. The format is, in part, an homage to EGM and Edge’s Japan theme issues from years back, where they lined up various interviews and stories on games made in Japan. So I did a bunch of that, and folded it into a…
Read MoreHollywood talent agency CAA’s game industry history
A story in two parts. First, CAA’s history with games where a handful of agents began to represent game developers. Second, how the CAA team operates differently in 2014.
Read MoreHow to dig up a landfill: The search for E.T.
This is one of those ideas that I heard a lot over the years: “We should dig up the Atari landfill in New Mexico.” So when Fuel Entertainment and a group of partners managed to do it, I went along for the ride and put together a story on the hurdles they had to clear. Image: Tyson Whiting
Read MoreStreet Fighter 2: An oral history
About two years ago, Vanity Fair ran an oral history of The Sopranos and I realized I hadn’t seen much of that for games. So I copied the approach to look back at the best game ever made. Image: Mick McGinty
Read MoreMaking Tearaway: Start to finish
Part two in my Lionhead/Media Molecule series, I suppose, is this look at the development of Tearaway — a game that went the opposite direction of Milo and was able to focus its wild ideas. Bonus: Tearaway director Rex Crowle designed a papercraft version of himself for the story. Image: Rex Crowle
Read MoreHow Milo met Kate: The story behind Lionhead’s virtual boy
Lionhead’s attempt at building a virtual boy was bold, ambitious, and as it turned out, a little ahead of its time. Image: Scott Hassell
Read MoreData entry, risk management and tacos: Inside Halo 4’s playtest labs
In 2007, Wired published a cover story on Microsoft Labs’ high tech data crunching and analysis used to support the development of Halo 3. Five years later, I visited to see how the setup had evolved, spending a day with Microsoft’s Eric Schuh during the final campaign playtest for Halo 4. Somehow we ended up discussing tacos.…
Read MoreMortal Kombat’s Johnny Cage, 20 years later
Lawsuits and a falling out with Midway: the story of what happens when a game becomes a phenomenon and not everyone gets paid. Bonus: Incredible Technologies dug up outtake photos from the infamous 1994 “Daniel Pesina, who starred as Johnny Cage in Mortal Kombat has switched to BloodStorm” print ad. Image: Scott Morrison/Incredible Technologies
Read MoreTherapy, alcohol and chickens: The story behind PSN’s Papo & Yo
It’s a lot easier to write a story about someone who make games when he puts himself in the game. Weirdest moment: Going to a Sony press event, seeing a PlayStation-themed alcoholic drink menu with a “Papa & Yo” on it and thinking it was a strange fit for a game about an abusive alcoholic father.…
Read MoreThe prototypes behind Journey
This is one of those stories I bothered Sony about for a year before it came together, and then once it came together I had to turn it around in about a day. Just the way it works sometimes, but I was happy we were able to show Journey‘s evolution through a series of prototype videos just before…
Read MoreThe man who created Street Fighter
Before Street Fighter 2 snowballed the arcade industry, Takashi Nishiyama and his team created a predecessor remembered more for awkward pressure sensitive controls than the game itself. Nishiyama hadn’t done an interview in 12 years, so I took a shot and reached out. Image: Matt Leone
Read MoreHow Japan’s earthquake changed its developers
At the 2011 Tokyo Game Show, Jeremy Parish, Thierry Nguyen, and I scheduled interviews with game developers affected by the 2010 Tohoku earthquake and tsunami to see how things had changed a year later. Katsuhiro Harada discussed a scene that his team adjusted in Tekken Tag Tournament 2, Hirokazu Tanaka showed hard hats purchased for his staff…
Read More1UP Presents #3: The Sketch Issue
When I had a chance to produce an issue of 1UP‘s short-lived print magazine, I went with a sketch theme, putting a Fumito Ueda doodle on the cover and filling the pages with original sketches from game industry illustrators. Bonus: I got Minority Media to design a flipbook of two characters from Papo & Yo, which we printed in the upper-right…
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