Andrews McMeel, though, does not seem to agree. They have gone out of their way to disguise that the book The Age of Video Games - published in 2024 by Les Arènes, in 2025 by AMcM - is originally - gasp! horror! - French.
They bury their copyright page at the very end of the book, and bury deeply there the credit "translated and lettered by Jen Vaughn" - note that this includes a fairly substantial part of the credits of the book, and I'm just talking about the lettering here. It's all pointless, because this is a book by two people named Jean Zeid (a man named Jean; even the dimmest AMcM executive must realize that screams French) and Émilie Rouge (which also sounds pretty clearly French).
Zeid is a journalist who has focused on video games; Rouge is an illustrator who has done a variety of things (there's a whole section of fake media on her site that I bet is from some single unnamed project, and it fascinates me). Here they appear as themselves to explore the whole global history of video games in a little under two hundred and fifty pages.
The frame story is fun and a bit frivolous: Zeid and Rouge are joined by "Roby," a flying talking robot thingy, who looks like a handheld console, and maybe is supposed to be one, and they have video-game-ish travails several times over the course of the book.
But the core of the book is a detailed, well-sourced overview of video games, in all of its manifestations, starting with Space War! in 1960 and moving forward from there. Well, repeatedly moving forward from there - games had multiple, mostly separate strands, especially in the early decades, so Zeid and Rouge have separate chapters on arcade games, home consoles, and home PCs that overlap in time and occasionally in characters. The later chapters, once the field had professionalized and mostly merged, continues the story forward through the '80s and '90s and so forth, each chapter focusing on one time period or one major change (CD-ROMs and the '90s wave of consoles, casual games on phones, multiplayer games played via networks, etc.)
They find space to show a lot of people; this is a book that credits individuals for their work, and not just faceless corporations. So we see the famous names, like Hideo Kojima and Shigeru Miyamoto, but also a lot of historically-important figures and newer indy-game makers. Zeid and Rogue seem to be trying to be both global and inclusive; they specifically mention a lot of women creators, possibly slightly out of proportion to their impact on the field.
And there is that light overall story, with the avatars of creators Zeid and Rouge, plus the robot/console/AI Roby, who - as required by an AI in anything video-game-related - will need to be defeated in the final level.
It's a fairly big book, with lots of detail, told in an engaging way. Zeid is clearly an expert, and Rouge makes fun pages - colorful but slightly desaturated, somewhat cartoony but not really looking like a video game, which I found very appealing. (I can imagine a version of this book that tried to look like a modern AAA title throughout, or that changed art style every chapter to match the look of the era it's representing - Rouge does a little of the latter, for spice and style, but keeps most of her work consistent, which I appreciated.)
Big comics histories of random things seem to be at least a minor genre in France, and we've been seeing many of them making their way to the US in translation. I prefer it when publishers actually make that clear - unlike Andrews McMeel here - but just having the books is a good thing, especially when they're as amusing and informative as this one.









