11 September 2023

I was pleased to be invited to give a research talk in my new department’s DM Talks series. I agreed to participate right after I arrived in Atlanta and did not have a solid idea of what I wanted to talk about exactly. Luckily, I have been working on a book chapter that I thought would benefit from some public discussion while I was drafting the first version. I think that the talk went very well and I was able to get some great feedback that helped with the first draft. It was also awesome to get to talk about my research in detail with my new colleagues and our amazing graduate students.

The talk examines the Atelier Ryza trilogy and assesses the games’ attempts at decolonization (both narratively and through game design). While I think that the decolonialization attempts made by the series are not perfect, I argue that the games are significant and interesting from a postcolonial perspective. Please note that this video is rough. The talk was delivered in a hybrid format, so the audio is extracted from the original Microsoft Teams recording. My introduction of my other research and the question period have been cut for the sake of time and avoiding privacy issues. The screen recording has been replaced by still images of the slides from the talk and some limited gameplay from the Atelier Ryza games.

I hope to have the finalized version of this chapter published sometime in 2024.

16 May 2023

In this video I take a brief look at how Koei Tecmo defines “Japanese-styled” in their horror game series Fatal Frame. This was inspired by a quote from the series producer who referred to the most recent release in the series, Fatal Frame: Mask of the Lunar Eclipse, as, “This extremely Japanese-styled title” when the game was being marketed in 2022. I trace Koei Tecmo’s definition of Japanese-ness through an analysis of other yūrei media and the narrative structures of the series. This research is in its early stages but I argue that Koei Tecmo connects to both historical and contemporary yūrei media in the Fatal Frame series and pose some questions about the significance of how Koei Tecmo defines Japanese-ness through Fatal Frame.

I decided to do something a little different for the International Conference on Games and Narrative 2023. While I did give a virtual talk at the conference, I also made a shorter video version of my presentation for my YouTube channel. Ideally, I would like to continue to do this for conference talks that I give that are either in-person or given “live” in a virtual conference format. I will continue to share video versions of my presentations from conferences and public talks that require video versions as well.

On the lighter side, I just wanted to note that I have really been enjoying the Fatal Frame games lately and I was very happy to get the chance to write about them for the first time. I am still mulling how exactly I want to approach my next large project, but I hope that I get to include some more analysis of the Fatal Frame games.

15 July 2021

I recently had my first opportunity to be interviewed about my work. I felt excited and honored that Epoch Xperience reached out to me to discuss my RPG Maker MV game Nagasaki Kitty. Epoch is a company that focuses on historical research (not only in games but also in more traditional mediums) and was interested in talking to me about the design and historical work that went into Nagasaki Kitty. Below is the full hour-plus interview where we cover everything from my academic research to how people who are interested in making their own historical games can get started.

I want to thank Mark LoProto for both organizing/recording the interview and providing me with the completed footage to present here. I should note that the lighting and video issues in the completed interview originated on my end and were the unfortunate consequence of completing the interview remotely during a lockdown. Overall I was quite happy with how the interview went and hope that I get the opportunity participate in more of these types of activities in the future.

13 June 2021

An interesting by-product of the pandemic for me has been an increased amount of time spent learning new software and platforms. I was required to create a video essay version of my talk for the Canadian Game Studies Association and I enjoyed that experience. As a result, I made another video essay based on my International Conference on Games and Narrative 2021 talk. I am lacking in the proper equipment (i.e. microphone, lighting, etc.) so I think that the quality of the video may be slightly lacking, but I still had fun making it. The gameplay clips were captured on a PS4, the audio was recorded and edited using Audacity, and the editing and combing of files was completed using the Microsoft Photos application (which has pleasantly surprised me with its ease of use and number of features).