The Video Game Library Newsletter - Vol. #017
Another PACKED newsletter, with some BIG announcements, an AWESOME Nintendo compendium, and a super FUN interview with Laura E. Hall about Katamari Damacy!
Welcome back to The Video Game Library Newsletter!
Have been out-of-country for most of the week, but think I’ve managed to pull together a really great Newsletter for Vol. 17! I hope you feel the same.
Remember, if you enjoy all the work that goes into these weekly digests, please consider supporting at the Paid tier for some extra content. It really goes a long way.
This week in 📰 News & Highlights, North American publishers delivered a wave of exciting book releases and announcements, while Japan added a fun mix of guidebooks, and educational titles. From cookbooks to comics, there’s something here for fans of all kinds.
In 📚 Behind the Shelves, despite being out of country, the site still saw a wave of updates - including the long-overdue cataloging of Diablo books (huge thanks to Tay!) and the arrival of a very generous donation: NES Endings Compendium Vol. 2, which also takes the spotlight in this week’s 💡 Recommended Read.
In 💾 From the Archives, we look back at the beloved Nintendo Adventure Books series: interactive stories that helped nurture a generation of young reader-gamers.
And in ✨ Community Interview, I catch up with writer and immersive designer Laura E. Hall to talk all things Katamari Damacy, working with Boss Fight Books, and how play continues to shape her creative world.
An exciting issue ahead, so let’s roll 👇
📰 News & Highlights
I only had a few releases listed on the calendar, but this week surprised me with the amount of announcements that came out. Lots to churn through from all corners of the globe, so let’s check them out! (Also - these cover carousels take a bit of time to put together, and are generally the last thing I do - so Comment below if you actually watch them, or if there’s another way you’d prefer to have some color inserted into an otherwise long list of news headlines).
Last week, we saw Boss Fight Books’ latest Season 8 announcements kick off. The news continues this week with Life Is Strange from Kaitlin Tremblay. An intimate close reading of Life is Strange through the lenses of personal history, YA fantasy, identity formation, grief, and most of all, choice.
The hotly anticipated Mastering Community Management: Chaos, Compassion, and Connections in Games from Victoria Tran has just released this week to rave reviews. Very excited to check this one out!
A follow up to A Handheld History and The Console Chronicles, this week saw the release of Joysticks to Haptics from the brilliant team at Lost In Cult. The ultimate compendium of gaming controllers and retro peripherals from the world of gaming.
Titan Comics had a few news items this past week as well. First off, pre-orders are now up for the Bloodborne Graphic Novel Collection Vol. 4-6 which includes The Veil Torn Asunder, The Lady of the Lanterns, and The Bleak Dominion. This slipcase set officially releases later this October.
They also announced Little Nightmares: Descent To Nowhere #1. This comic is set to release at the same time as the hugely anticipated Little Nightmares III in October.
Back in print for the first time since 2013, Dead Space: Liberation is also getting a rerelease from Titan Books. This is the third instalment in a three-volume anthology that’s been getting some great reprints lately.
The folks at Serenity Forge have announced that pre-orders for The Wandering Village have gone live this week, and bundled inside the Collector’s Edition (along with some other amazing swag) is The Art of The Wandering Village.
And while we’re on the subject of pack-in art books, the HUNTER×HUNTER NEN×IMPACT Art Book was released this week as part of the game’s Limited Edition. I don’t know much about this series, but always exciting to get these art books bundled in.
Insight Editions has announced their latest cookbook this week courtesy of Jarrett Melendez. An Unofficial Grant Theft Auto Cookbook: Street Eats and Luxe Treats is set to release this Fall.
Speaking of Jarrett Melendez, crossing the pond over to France, Mana Books has announced they’ll be taking on the French version of his Official Persona Cookbook, scheduled to hit shelves in October alongside the English edition.
In more cookbook news, JobJob LLC’s latest cookbook pre-orders for Fast Food has started hitting fan shelves this week. A retro-futuristic cookbook comic inspired by F-Zero & diner grub.
Rosenfeld Media has been on my radar for a few months, with dozens of design UX books released over the past decade. Surely some of them focus heavily on video games, but I haven’t jumped down that rabbit hole yet. Their latest announcement from this week, The Game Development Strategy Guide: Crafting Modern Video Games That Thrive, has “video game” right in the title, so volunteer Tommy Foo figured it was a safe bet.
Meanwhile, French publisher Third Editions has just announced that they’ll be publishing the French version of both The Art of Death Stranding as well as The Art of Death Stranding 2: On The Beach. Both are scheduled for a December release.
And finally, from Éditions 64K, they’ve just announced this week that their entire collection of publications are now available in eBook format. You can find them all right here.
And a few releases out of Japan this week, starting with RAIDOU Remastered: 超力兵団奇譚 超公式完全攻略本 (RAIDOU Remastered: The Mystery of the Soulless Army – Ultra Official Complete Guide) from Kadokawa. The definitive guidebook to the newly revived Devil Summoner title!
Ever want to play Splatoon in Minecraft? How about Werewolf? ゲームまるわかりブック コマンドスペシャル (Ultimate Game Guide Book: Command Special) is filled with powerful and creative commands that let you reshape the world of Minecraft.
Similarly, EIWA Publishing also released their Ultimate Minecraft Strategy: Master Command Collection this week. Instantly erase mobs. Drain the oceans. Recreate iconic anime moves. So many crazy techniques to discover.
And to round out the Minecraft trilogy of Japanese releases, we also have Learn Through Minecraft! The Great SDGs Encyclopedia hitting shelves this week. This book helps children understand the 17 Sustainable Development Goals using Minecraft as a fun and visual tool.
While we’re educating ourselves, let’s not forget the latest in the Learn With The Battle Cats series; Learn With The Battle Cats! The World of Dinosaurs. While watching the battles unfold, readers will discover the traits and strengths of 45 dinosaur species, from Tyrannosaurus to Triceratops.
And finally, the latest Pokémon Children’s Book to hit shelves comes in the form of Pokémon Café Mix: Pikavee’s Mix-Mix à la Mode ~ Sparkling Cooking. We’ve seen new entries come out annually for this lineup over the past 5 years, and it’s great to see them continuing!
Did I miss something cool? Want to see this laid out differently?
Drop it in the comments or swing by our Discord to share it with the community.
Let’s keep this celebration of game-inspired books going strong!
📚 Behind the Shelves
Every week, I take you behind the scenes of The Video Game Library. From surprising discoveries to cataloging challenges, there’s always something new as we dig deeper into this ever-expanding archive of game-related literature.
As I mentioned above, been out-of-country this week, but still managed to spend a bit of time making sure all the latest announcements were catalogued on the site. It’s a bit of a mixed bag, but definitely some stuff in here for everyone.
Also, shout-out to volunteer, Tay, who’s been doing a great job continuing to catalogue the never-ending backlog of Diablo books. These have definitely been weighing on my shoulders since starting the site, as they’re all on my bookshelves and I just keep procrastinating. 3 years later…
Speaking of shelves, another incredibly generous donation arrived this week courtesy of Rey (VGMuseum). The 𝗡𝗘𝗦 𝗘𝗻𝗱𝗶𝗻𝗴𝘀 𝗖𝗼𝗺𝗽𝗲𝗻𝗱𝗶𝘂𝗺 𝗩𝗼𝗹. 𝟮 covers endings for the NES games of 1990, and have inspired this issues Recommended Read of the Week. More below!
This, as usual, is only a small sample of what we worked on this week, so take a peek at the site to see everything! And while you’re at it, drop your thoughts in the comments below. Your feedback helps shape how we deliver these looks behind the curtain.
💡 Recommended Read of the Week
NES Endings Compendium - Vol. 2: 1990
Rey Esteban
Rey Esteban delivers once again with NES Endings Compendium Vol. 2: 1990, a stunning continuation of his celebration of classic Nintendo endings. After thoroughly enjoying Volume 1, I came into this one with high expectations - and it absolutely delivered. Covering 167 North American NES releases, along with 25 Japanese versions and 2 European titles from 1990, this 350+ page book is a comprehensive, beautifully designed treasure trove for retro gaming fans. And the artwork from Greg Melo is truly the cherry on top.
Each game in the book receives a lavish 2 to 6-page spread packed with screenshots, story recaps, and breakdowns of in-game ending text. If a title includes multiple endings, Esteban breaks down the variations in detail, even categorizing them as "Good Ending" or "Bad Ending" where relevant. The inclusion of a “Regional Corner” for select games adds another layer of insight, comparing differences between regional versions. No space is wasted here; every inch of every page is filled with content, making it a true visual and nostalgic delight.
Several thoughtful touches also help enhance the book. A 5-star rating system for each game’s ending - with only six games earning a perfect score (comment below with which ones YOU feel deserve the top spot). A section called “The Pit of Sadness” at the back for titles with anticlimactic or non-existent conclusions. There are even some crowd-source fan memories of favourite (or least-favourite) endings. These additions add personality and structure to what could have easily been just a visual reference guide.
One of my personal highlights was the interview with Ken Lobb, a familiar name from my early days watching Electric Playground here in Canada. It was a wonderful nod to the era and added depth beyond just the ending summaries.
In short, this book is an absolute joy. Whether you’re a NES enthusiast, a collector, or just someone craving a bit of pixelated nostalgia, NES Endings Compendium Vol. 2 is an essential addition to your shelf (or coffee table). It’s gorgeously made, endlessly fun to flip through, and part of what’s shaping up to be a truly legendary series. The wait for the next volume will be tough - but if this one’s anything to go by, it’ll be more than worth it.
You can find details about The NES Endings Compendium Vol. 2: 1990 here.
💾 From the Archives
Each week, I’ll dive deep into the shelves of The Video Game Library to spotlight a hidden gem or forgotten series — with the hope of surprising you with something new, unexpected, or long overlooked. This week, I wanted to share…
…a collection of Nintendo books that let YOU choose the adventure!
The Nintendo Adventure Books were a 12-book interactive series released between 1991 and 1992, perfectly timed around the North American release of the SNES. Modeled after the popular Choose Your Own Adventure format, these books let young readers control the story and solve puzzles.
Ten books starred the Super Mario Bros. crew, while two followed Link in The Legend of Zelda. Each story was written in the second person (“you do this, you do that”), making readers the heroes. They'd encounter challenges, make choices that determined the outcome, and use clues to guide them toward the one “win” ending amid many hilarious Game Over scenarios. The books even had inventory systems and coin tracking, which gave them a light role-playing flavor.
Though the covers credited authors like Clyde Bosco and Matt Wayne, most books were actually written by Russell Ginns, a puzzle designer and children’s writer. Ginns developed the concept, wrote several books himself, and helped steer the rest with the help of other authors like Ritchie Chevat. To reflect Nintendo’s family-friendly image and help encourage reluctant readers to pick up a book, the books were filled with bad puns and slapstick humor.
Behind the scenes, the Nintendo licensors gave the creators surprising creative freedom. Aside from a few small brand guidelines (like using “Bros.” instead of “Brothers”), the writers were left to develop the plots and jokes on their own. Much of the content even pulled from the Nintendo Comics System series published around the same time, resulting in cameos from comic-only characters like Wooster.
The books were sold in stores, available in schools, and even featured in a unique cross-promotion with Pringles. Kids could mail in proof of purchase from chip cans to get a free book. The books also got occasional mentions in Nintendo Power and appeared in Scholastic book fairs, school libraries, and mail-order catalogs, giving them steady visibility without big ad campaigns.
The series wrapped up after 12 entries, but for a generation of young gamers, the Nintendo Adventure Books proved that flipping pages could be just as exciting as pressing buttons.
📚 Want to check out some of these titles? We’ve catalogued them all right here at The Video Game Library.
✨ Community Interview
Laura E. Hall is a creative force whose work spans art, writing, game design, and immersive storytelling. Based in Portland, Oregon, she’s known for her escape rooms, interactive experiences, and her writing on games and culture - including Katamari Damacy for Boss Fight Books
I had the pleasure of meeting Laura years ago at a gaming convention, and it was clear then (surrounded by a crowd of excited fans) that her work resonates deeply with people. In this conversation, we talk about her love for Katamari Damacy, her approach to storytelling, her experience working with Boss Fight Books, and how play continues to shape her creative life.
Hope you enjoy!
For those who might not know you yet, can you tell us a bit about yourself and your background as a writer? How did you find your way into video game literature?
I'm Laura E. Hall, and I'm an artist, writer, puzzle-maker, immersive environment and narrative designer living in Portland, Oregon, where I create video games, immersive experiences, and escape rooms—including one of the first escape rooms in the United States. I wrote Katamari Damacy for Boss Fight Books and Planning Your Escape for Simon & Schuster.
I've always been interested in telling stories, and I've also always been interested in video games. I had written essays about things like my experience playing MUDs, but I hadn't considered doing a full-length book until I saw the open call for Boss Fight Books authors.
What drew you to Katamari Damacy as the subject for your entry into the BFB series? Was there a personal connection to the game?
I love Katamari Damacy! It's my favorite game of all time. The gameplay, the art style, the music... it's still just as charming today as when it was first released.
And I wanted to write about Katamari because, at the time, there wasn't a lot of accurate information online — and in fact, there was a lot of misinformation, which was quoted in articles and repeated across the internet as if it were factual. I knew that the game had an interesting story that hadn't been fully told yet, and I thought I might just be the person to tell it.
Your book includes interviews with Keita Takahashi, which is incredible! What was it like speaking directly with the creator of Katamari Damacy? Did he share anything that reshaped the way you thought about the game?
The story of Katamari Damacy is really the story of Keita Takahashi. I had met him at conventions before and knew that he was a nice and interesting person, and I admired his philosophy and vision as an artist. He was trying experimental things in the world of video games, and that came from being in tune with humanity and nature, how we're all connected, and how that can be a joyful, playful thing to experience. If I hadn't been able to interview him, there wouldn't have been a book. So I'm very grateful that he was willing to speak to me about it.
Katamari almost didn't exist, multiple times. But thanks to Keita's persistence and vision — and a lot of people who believed in his vision — we all get to enjoy it. It's a work of art that continues to live on.
I'm the proud owner of a signed copy of your book, having met you years ago at a gaming convention; and I recall a notable gaggle of fans around your table. Have you been surprised by the passionate Katamari fanbase over the years?
I think the great thing about Katamari is that it's timeless. The core idea is very simple and playful, which is something that anyone can identify with. I always compare it to the kind of play you have on a playground, or the joy of building up a tower of blocks just to knock it down again. And there continue to be versions of the game released so that new generations can keep discovering it. I think a lot of people are also finding it through the soundtrack (by Asuka Sakai) first, which is really cool.
Speaking of “play”, you explore themes of Japanese culture, contemporary art, and play in the book. Were there any surprising discoveries during your research that you didn’t expect to uncover when you started?
Before I wrote the book, I hadn't deeply considered the familial relationship in the game. The King destroys the cosmos in a drunken stupor but then berates you for doing a poor job cleaning up the mess. It's presented as comedy, but if you think about it more, it's also quite melancholy! I think that duality is an example of how the game does contain sharp edges and salty tastes that keep it from being too saccharine. It's a well-balanced dish.
Writing for Boss Fight Books means entering into a very respected niche of video game literature. How did you find the experience of working with them, and what do you think makes their approach so special?
I loved working with Boss Fight Books and am so proud to be a part of the BFB family. The books include personal reflections, developer experiences, and interviews that show cultural impact. I love that people can buy a book about a game they already know and love, but if they pick up an unfamiliar title, they're guaranteed to learn something interesting. I think there's something in the Boss Fight Books collection for everyone to enjoy. That's been my own personal experience with the series, and it's why I get excited every time there's a new season!
What advice would you give to someone hoping to write about games, whether for Boss Fight Books, zines, or other publications?
Try to think of a story that only you can tell. And be specific — the personal is universal. The more personal and specific you are, the more people will be able to understand and relate to what you're writing.
You wear many creative hats — puzzle designer, artist, writer. Did working on this book influence your own creative practice in any unexpected ways?
Understanding the playful, playground-style philosophy behind Katamari helped me to better understand my own approach to work and art. I admire Keita as an artist, and the way he thinks about the world is special and unique. He designs everything from playgrounds to games to alternate controllers, and a lot of his concepts are designed for in-person play or specific environments. For example, he designs alternate controller games like Tenya Wanya Teens, which is an arcade-style game with sixteen buttons for two players. That isn't always "commercial", as in selling thousands of units. But it is capital-F Fun. And that is just as important and wonderful.
I think many artists struggle with this (I know I do), and I always try to remember it when I'm creating my own work.
Do you have any upcoming projects you’re excited about that you’d like to share?
I've been working on the Center for Immersive Arts, a project to collaboratively preserve the history of immersive theater, escape rooms, Alternate Reality Games (ARGs), theme parks, art installations, XR/VR, and more. You can check out the blog or support the project on Patreon.
We have some fun in-person games coming up here in Portland, Oregon, including a crime scene investigation game:
And finally, where can people find your work, connect with you online, or pick up a copy of Katamari Damacy from Boss Fight Books?
Thank you so much for reading and supporting the Katamari Damacy book, I'm so grateful I was able to write it and that people enjoy reading it!
Katamari Damacy (Boss Fight Books) is available here and you can follow me online at lauraehall.bsky.social and http://lauraehall.com
Thanks for your time, Laura!
🙏 And THANK YOU for Reading
That’s a wrap for this week’s deep dive into all things video game literature. I hope you discovered something new, surprising, or just plain fun.
As always, your feedback helps shape this project - so don’t be shy! Drop a comment below, join the conversation on Discord, or just reply to this newsletter and share your thoughts.
And if you’re enjoying these weekly roundups, please consider supporting The Video Game Library with a paid subscription or forwarding this to a fellow fan. Every little bit helps us keep preserving and celebrating these incredible works - and the passionate people behind them.
Until next week — happy reading,
Dean (Founder, The Video Game Library)















Great stuff, as always! Will definitely be picking up the Life Is Strange book, loved that game so much.