I experienced some of my first RPGs as a child: specifically, I adored Earthbound and Super Mario RPG as Super Nintendo classics. A little later, when the world of emulation opened my world, I think I first got drawn into the vibrant colour of Final Fantasy V and the joy of job changes, which changed the look of the sprites in fun and engaging ways. I think I got distracted partway through the game and started Final Fantasy VI and was literally astounded by its gorgeous artistry and lively cast of characters. In grade 8, I bought Final Fantasy VII and joined the ranks of the kids that became obsessed.
I’m in good company with Aidan Moher, who sounds like he had a similar experience as a Canadian teenage boy wrapped up in the world of RPGs and punk rock. Fight, Magic, Items: The History of Final Fantasy, Dragon Quest, and the Rise of Japanese RPGs in the West is a love letter to that experience. Part of what makes the project work is that Moher takes a few paths when describing these games, allowing personal memory and experiences parallel to reviews, historical notes, and commentary. Drawing from both his voice and the voices of others gives the text a well-rounded and complete view of the history of RPGs—or at least as complete as a survey can be.
There’s an episode of The Simpsons in which the children have a diorama competition. Principal Skinner reveals Ralph Wiggum’s diorama, which is a collection of in-package Star Wars figures. He exclaims: “Why, it’s Luke! And Obi-Wan! And my favourite: Chewie!” The enthusiasm in his voice is palpable and reading Fight, Magic, Items was a little like that for me: “Why, it’s Chrono Trigger! It’s Terranigma! It’s Eternal Sonata!” Even lesser-known titles get a place in his history. For the games I played, I felt that swell of nostalgia. For the games I hadn’t, I felt a curiosity to see how it fit in with the trajectory of the genre.
When it comes to describing this trajectory, Moher goes through a few threads that give the text a richness of detail. In describing the entries into the genre, Moher sometimes goes into detail about the development of technology to explain why games took the shape they did. Simultaneously, Moher includes details about the features or mechanics of games themselves and how they fit into, pushed, evolved, or revolutionized the genre. The title of the book highlights the rise of Japanese RPGs in the West, and I would say the book partly delivers on its promise to explain why cultural shifts empowered the Japanese aesthetic to ‘go global.’ It serves as a pretty compelling social and cultural history, so even if you’re not interested in JRPGs in particular, if you’re interested in video games there’s probably still enough here to latch onto—heck, even if you’re into anime, there’s some explanation of how it helped to push for Japanese culture in the West.
Like the journalist and author Jason Schreier, who is cited several times in the book, Moher weaves some pretty compelling narratives by drawing on particular figures in the world of game development. Moher provides brief profiles of game developers and tells some interesting anecdotes of their ups and downs. The creators of Dragon Quest and Suikoden and Fantasian Neo Dimension and Kingdom Hearts all get their due. Also, here’s a weird and wild fact that somehow makes perfect sense: author Haruki Murakami is connected to Earthbound because the creator of Earthbound Shigesato Itoi co-authored a short story collection with Murakami. The book is full of fun little tidbits like that.
Moher’s book does critique very well. He has a knack for highlighting what is best in these games. He explains why different games work—or, when the games are sub-par, at least aspects of why they work or what makes them significant. He comments on tone, characterization, plot, mechanics, immersion, music, and other hallmarks of good game design. For games that flopped, Moher identifies some reasons that they failed but still finds some reasons for praise. He’s got a generous, appreciator’s eye.
If there’s an area I’d like more of, it’s the analysis and interpretation of games. Granted, that’s not really what this book is. We’re dealing with history here, not philosophy or criticism. Still, when discussing Nier Automata’s multiple endings, repetition, and humanity, I would have loved to have gone more in-depth with the philosophical implications. There is some social commentary, like when discussing the all-male party of Final Fantasy XV and, rather than bemoaning the lack of representation of women in gaming, takes a moment to appreciate a game that shows male friendship, vulnerability, and connection. It’s maybe a bit generous, but nonetheless it gives some considerations for the impact of different game features.
Fight, Magic, Items is a gentle, informative non-fiction read. I’m tempted to think of it as a beach read, even. It inspires the nostalgia of childhood and a curiosity for the games I’ve missed. It gives me an appreciation for the underdog story JRPGs have had in the West and makes me really appreciate the diversity of the genre that’s out there. Guess I gotta get gaming.
Happy reading gaming reading!


