I was a little hesitant to read a 600-page autobiography of Tom Kalinske, the marketing guru who reinvented Barbie and shepherded the SEGA Genesis through its release in America, but I dove in because the guy is a genius, right?
...wait. The author is listed as "Blake Harris." This isn't by Kalinske?
So, this book is a disaster. Why is it so long, you might ask? Unfortunately, the answer is not that this book gives the authoritative, comprehensive history of video games. Rather, this book is so long because the author includes thought narratives of all his favorite characters in practically every scene. These internal monologues became insufferable for me as the book wore on. Not only do they stall the story, they are, without fail, completely self-serving and self-congratulatory. To give just one example, Kalinske repeatedly insisted (via thought bubbles) that he was uncomfortable with the violent direction SEGA's video games were going. And yet, at every turn, Kalinske and SEGA embraced violence. Full-blood Mortal Kombat, Sewer Shark, and on and on. Kalinske approves them at every turn, even while wringing his hands mentally.
In line with allowing his interviewees to basically give a voice-over to their actions, the author casts every action by SEGA of America in the most positive possible light. Kalinske did not make a single mistake during his tenure there. His lieutenants were consistently brilliant, hard working, and loved their jobs.
And yet, SEGA flopped. After gaining market share in the early 90s (the period this book is focused on), SEGA flounders with the release of the Saturn and then the Dreamcast, losing first to the second wave of SNES games and then to the consistently superior Playstation, N64, and PS2 consoles. How could this possibly be, if Kalinske and his American compatriots are throwing perfect games? The answer: Japan.
SEGA of Japan is consistently cast in an incredibly negative light throughout this book. And yet, almost unbelievably, there is no evidence that the author was actually able to get an interview with ANY of the principals in Japan (notwithstanding the fact that SEGA, Nintendo, and Sony are all Japanese companies). In my opinion, it is terribly irresponsible to publish a book that purports to be about the battle between SEGA and Nintendo without interviewing any of the top brass at those companies. SEGA of Japan is a complete black box throughout this book. Their motives are impenetrable, and even critical figures (like the inventor of Sonic) are mentioned only in passing. Of course, these are all smart businessmen, and I am absolutely positive they had reasons for, e.g., pushing the Saturn onto the American market when they did. And yet, their point of view is given no airtime. Disgusting.
One last objection. The author is concerned almost entirely with the marketing side of the war between the companies. It should come as no surprise at this point that the author completely buys and recites as truth all of SEGA's marketing hype (much of it meaningless drivel and exaggeration). The worse part, in my opinion, is that the author largely ignores many other aspects of the battle between the companies. Chief among them are the games. One wonders if Blake Harris actually owned an SNES or a Genesis. He certainly doesn't demonstrate any of the loving nostalgia one would expect when discussing these topics. To give just one example, he mentions that Nintendo recently released "Metroid" for SNES. Of course, what he means is that Nintendo released Super Metroid, one of the most popular games of 1994, which went on to become one of the most acclaimed video games of all time, and which is still devotedly played by many thousands of people to this day. None of this historical awareness is present in his sterile accounting of the marketing strategies Kalinske was obviously obsessed with.
This book is about an amazingly interesting topic, but the author sheds practically no new light on the subject. Instead, he slavishly repeats marketing lines and puts forward an extremely biased viewpoint based on an incomplete set of interviews. A major disappointment.