• As part of Polygon’s Culture Shock package, I spent a long time working through the details of what happened…

  • For years now, I’ve had an idea rattling around in my head about a story or project of some sort on how cultural differences change media. It’s a huge topic that’s tough to narrow down…

  • I love writing about games that reach for the stars but never quite get there, especially when companies throw…

  • As the last branch of my Street Fighter project, I profiled ’90s combo video master Tomotaka “TZW” Suzuki for A Profound Waste of Time’s third issue…

  • I’ve been reading Edge for almost 30 years, so I was excited when I heard they wanted to run an excerpt from my Street Fighter book, and perhaps even more excited…

  • When I started planning my Street Fighter book a few years ago, I thought it would be great if we could get three of the key people behind Street Fighter 2 to contribute…

  • As part of Polygon’s The Next 10 package, looking at where games and entertainment are headed in the future, I worked with some of my favorite illustrators to…

  • 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…

  • Capping off the chapters of the Street Fighter history book appearing as features on Polygon, here’s a game that’s not technically a Street Fighter title, but played…

  • Perhaps Capcom’s least-acknowledged Street Fighter game, Street Fighter: The Movie came from an era when a studio in Illinois could work on a major…

  • From rivals, sort of, depending who you ask, to allies, in theory, once the money dried up, Capcom and SNK gave the ’90s fighting game era an extra…

  • Part three of the big Street Fighter project is a look at the time Capcom tried to start over, which — at least initially — didn’t work out so well…

  • Part two of the big Street Fighter project is a look at Capcom’s detour back in time, when it went the prequel route with the Alpha series…

  • 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…

  • 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…

  • I’ve been a fan of video production team Archipel’s work for years, so we started talking awhile back about collaborating on something. The result: Memories of Play, a 32-minute documentary…

  • Before the launch of Hideo Kojima’s first game since leaving Konami, I looked back at the Los Angeles studio…

  • Seven years in, Oculus has had some success. But it’s burned through a lot of money on the way there, and it still has a long, unpredictable road ahead, so ahead of this year’s Oculus Connect…

  • 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…

  • In 2017, I published a Final Fantasy 7 oral history on Polygon. It was the longest story I’d ever written. Too long for the internet, really…

  • After writing too many words about concept teams back in March, I heard about the team behind The Last Guardian signing a deal with a new investment fund…

  • Here’s a big look at developers who form concept teams to generate designs and oversee projects, then team up with other studios to see those through rather than doing the heavy lifting internally…

  • After Hideo Kojima left Konami, I was curious who developed the next Metal Gear, so once the game shipped I dug through its credits to find out more about the team. The story ended up…

  • A couple months ago, I heard from Microsoft that Cuphead developers Chad and Jared Moldenhauer…