Been a journalist since 1987 and am Editorial Director for the independent GamesBeat. I cover games, chips, hardware, R&D, and more. Wrote two books on Xbox.

Joined March 2008
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Despite its beautiful Ori games, Moon Studios is called an ‘oppressive’ place to work #Ori @GamesBeat #MoonStudios venturebeat.com/2022/03/18/d… via @VentureBeat
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Dean Takahashi reposted
The documentary filmmaker @KenBurns says the American Revolution was the most important event since the birth of Christ. I spoke with him at @aspenideas about the moment, 250 years ago, that launched America's democratic experiment. Part 1 of our conversation:
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Dean Takahashi reposted
From my perspective, Miyazaki is a rather unique, yet extremely serious game developer. His career did not begin in the game industry. In fact, he didn’t become a game developer until he was almost thirty years old. Even among developers of my generation (those of us born in the 1970s), I think it’s remarkable that someone who wasn’t even a game developer during the dawn of the polygon era eventually became one of Japan’s most representative game creators. (In other words, compared to the rest of us from the same generation—including myself—his career path is exceptionally unusual. Most notably, unlike many of us, he was not working at one of the major development studios that held a significant technological advantage during the early polygon era. That, more than anything else, is what makes his path so unique.) Next, regarding my impression of Dark Souls. People often focus on its difficulty as a game, but I believe Miyazaki’s true creativity shines through in the world he created. (By the way, I personally think Dark Souls has fairly simple action mechanics, and I don’t actually consider it to be an especially difficult game.) If you look into my own career, you’ll see that I was personally involved with the Dark Souls series and Elden Ring as the General Manager overseeing both production and marketing (Just to clarify, I wasn't part of the development team itself. My involvement was simply as the General Manager of the publisher-side department overseeing production and marketing). From that perspective, I can say that Dark Souls didn’t suddenly become a massive success overnight. It was the result of everything Miyazaki and his team had built up through their previous titles. Today, he receives offers from all over the world, but when I think back to the days when he and his team were struggling the most, many of those offers seem like they’re coming from people who only know who they are today. Some of them almost feel like complete reversals in attitude. Well, that’s just my personal perspective. Personally, I had grown tired of people who would simply compare games by saying things like, “That title cost X billion yen to make and sold Y million copies,” and then use nothing but those numbers to judge them against other games. There were so many people who couldn’t appreciate the journey or the growth of the developers themselves. Anyone can look at the current numbers—they’re available to everyone. Whenever I heard those kinds of opinions, I always thought, “That’s exactly what you’d expect from someone who’s never actually developed games.” What surprised me even more was that, even if people couldn’t properly evaluate that journey, almost nobody even seemed interested in trying to understand the process of how those developers gradually reached where they are today. (I'm NOT talking about the fan community). Now, going back to Miyazaki, there are two things about him that have always stayed with me. The first was back when I was developing Summer Lesson for VR, around the time it was generating a lot of buzz. One day, he came to try an early build of Summer Lesson along with people from several other game companies. While everyone else was laughing, chatting, and having fun with it, Miyazaki alone played it with incredible seriousness. Then, after everyone had finished and started discussing their impressions, he remained completely silent, staring intently at the preview monitor, deep in thought. Everyone became curious and finally asked him, “Miyazaki, what are you thinking about?” He suddenly smiled and said, “Oh… I got completely absorbed in thinking about what I would do if I were making this, and what kind of game I’d create.” What he talked about after that was, in the best possible sense, completely insane. It was one of those rare moments when I caught a glimpse of what I’d call his “mad scientist” side—his deeply serious, obsessive approach to creativity. The other thing that left a strong impression on me was that he generally dislikes video interviews (including live streaming). I once asked him about it by email, and he replied with quite a long explanation. After reading it, I completely understood where he was coming from. Simply put, he doesn’t like watching himself moving around on video. (Psychologically speaking, it’s actually a bit more complicated than that.) But there was another reason. According to him, there are naturally many people in this industry who know games far better than he does. Whenever he listens to those people speak, he realizes that his own understanding is still shallow, and it makes him feel that he’s not yet in a position to be the one talking about games. I mean… it’s common for well-known developers to say, “I still have a long way to go.” But whenever someone like him says that, my reaction is always, “Come on… if you say you’re still not there yet, then the rest of us won’t feel qualified to talk about games at all.” (laugh) Anyway, that’s one of the reasons why video interviews with Miyazaki are extremely rare. And conversations with him on camera—especially long-form discussions with another developer—are even rarer. They almost don’t exist at all. By the way, the other game developer in that photo is Masahiro Sakurai. If you ask me, he’s basically: “A Saiyan who genuinely believes he’s just another ordinary human.” Every now and then, when the rest of us are struggling with some problem, he’ll say something that sounds exactly like Goku saying, “Well… why don’t you just fly?” And I’ll reply, “Because we humans can’t use Flight Technique.” Then he just stares at me with a completely puzzled look. To put it in terms of Demon Slayer, I’d describe him as: "Like Muzan Kibutsuji casually showing up at a drinking party where all the Hashira have gathered, genuinely believing he's just another ordinary guest". That’s the kind of person he is.
@Harada_TEKKEN Harada-san, I always wondered your impressions of Miyazaki-san and his Souls series? Both total icons and inspirations I’d be super eager to hear 🥋⚔️ #Tekken #DarkSouls #EldenRing
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Dean Takahashi reposted
Today's peak player count on Steam surpassed 100K - the highest it's been since 2023. This is crazy! 💛 Thank you all for playing Cyberpunk 2077!
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Dean Takahashi reposted
15 million copies of Meccha Chameleon sold in just under a month. This makes it both the fastest selling and highest selling game of the year.
《めっちゃカメレオン》 売上1⃣5⃣0️⃣0️⃣万本達成!ありがとうございます! ❓来週は有名日本人とのコラボが開催されます
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Dean Takahashi reposted
I'm an American exceptionalist, and I think Mamdani actually got this right: the true America is a place dedicated to the idea that nothing is fixed in place, that people are not bound by the past or by their identity, and that we are free to invent ourselves. It's an idea I wish more people today, on the left and right, embraced.
NYC Mayor Mamdani on American exceptionalism: "We are told that America is exceptional because we are richer, stronger, more powerful than everyone else... The truth, my friends is that America is exceptional because here, nothing is fixed into place."
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Dean Takahashi reposted
I used Fable 5 to port Command & Conquer: Generals Zero Hour to the iPhone and iPad! This is the actual 2003 engine compiled for ARM64 natively, no emulator. Campaign, skirmish, Generals Challenge all work with touch controls built for an RTS. Open sourcing it all below!
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A quiet Fourth of July for me today, because of the state of our country. Celebrated with a stroll through China Beach amd Land’s End in San Francisco. Happy Fourth to the people. Happy Fourth to you all.
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Dean Takahashi reposted
Just this shot 😆 Meta Quest. Apple Vision Pro. iPhone. All playing together 🧩
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Calling on America to recommit itself to its founding principles of unity and peace at home and abroad, Pope Leo XIV accepted the Liberty Medal virtually on Friday during a ceremony at the National Constitution Center in Philadelphia. abcnews.link/IG9SLcu
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My argument for why Microsoft shouldn't lay off so many game developers. gamesbeat.com/why-microsoft-…
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Maybe make another Neuromancer game?
We published the Neuromancer game at Interplay back in 1988. I always loved the inventive rich world that Gibson created. My friend is producing this at Apple and I have a high regard for his taste so I'm very excited about this show when it debuts.
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Dean Takahashi reposted
Hello Rebels! Over the last few days, we have received many messages of support and questions about the future of Absolum. We want to reassure the community that the Supamonks' Absolum team has been assigned to another organization to continue working on the game, IP and animated series project. Thank you for your passion and support!
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Dean Takahashi reposted
Wednesday marked one year since the Trump administration dissolved the United States Agency for International Development, or USAID, as an independent agency. What remained of its foreign assistance work was folded into the U.S. State Department. USAID was a central tool of American foreign policy for more than six decades, delivering humanitarian aid, fighting disease, responding to disasters and advancing U.S. interests around the world. The administration called the move a necessary overhaul. Critics called it the dismantling of one of America’s most important instruments of global influence. Geoff Bennett (@GeoffRBennett) discussed more with Samantha Power, the last confirmed administrator of USAID under former President Joe Biden.
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