Full Guide on LLM Synthetic Data Generation

Large Language Models (LLMs) are powerful tools not just for generating human-like text, but also for creating high-quality synthetic data. This capability is changing how we approach AI development, particularly in scenarios where real-world data is scarce, expensive, or privacy-sensitive. In this comprehensive guide, we’ll explore…

Stylar AI Review: Cut Down Your Design Work with AI by 10X

As someone who went to school for graphic design and has spent countless hours mastering the complexities of Photoshop, I understand firsthand the steep learning curve and the meticulous nature of manual photo editing. As powerful as Photoshop’s tools are, they come with a price: a…

inKonbini: One Store. Many Stories Preview – The Joy Of Japanese Convenience – Game Informer

Two days after returning home from my vacation in Japan, Tokyo-based developer Nagai Industries Inc. released a trailer for its upcoming adventure game, InKonbini: One Store. Many Stories, and I was immediately taken back to my convenience store (“konbini” is Japanese for convenience stores, generally) adventures days prior. From Lawson’s excellent spicy chicken to 7-Eleven’s life-altering egg salad sandos, convenience stores in Japan are incredible, as strange as that is to write. InKonbini is a ’90s love letter to the konbinis of Japan, and after speaking with Nagai Industries founder Dima Shen about InKonbini, I couldn’t be more sold.

InKonbini puts players in the shoes of college student Makoto Hayakawa, who is taking a break from her studies to help her aunt run a small-town konbini. Nagai describes the game, due out on undetermined consoles and PC in 2025, as a “meditative narrative adventure/simulation game,” where, while playing, you discover the joy and wonder hidden behind the daily routine of a konbini worker. The idea began as a “Summer Project,” which is also the working title for InKonbini, between two friends. Shen’s friend was planning to move to Argentina, giving them one last chance to work closely together, “so I offered him to try and make a game in the span of one summer.” Today, Nagai has eight full-time employees and a few others working on the game.

Shen says their conversations led them to develop something “beautiful and cozy, with a positive mood, but also a bit sad,” like mixing the works of Hayao Miyazaki and Makoto Shinkai. Shen tells me Japanese culture describes these mixed sentiments as mono-no-aware, which can be translated as “the sad beauty of mundane things.” After several iterations, Nagai landed on the 1990s konbini, and Shen got goosebumps the second this idea was born. Those goosebumps might have also resulted from Shen remembering the bright and welcoming konbini of Shenmue, one of his all-time favorite games (Nagai Industries is the cover-up name for a Yakuza group in one of the game’s locations).

Shen says Nagai aims to challenge and confront the notion that a developer can’t convert this occupation into a meaningful and exciting gameplay experience. The game’s trailer indicates InKonbini will have the kind of gameplay you’d expect in the shoes of a convenience store employee. But at the same time, Nagai expects players to find joy (and many other emotions) in the meta-gameplay born out of the other element of working at a konbini: talking to customers.

“The game is being built around a traditional Japanese concept of ‘ichi-go, ichi-e,’ which translates to ‘one time, one meeting,’” Shen tells me. “No situation in our life can be repeated; we never get to experience the same thing twice, and that’s what brings nostalgic flavor to some of our memories.”

Makoto Kayakawa will only spend one week working behind the counter, but Nagai thinks the new connections she gains and the stories she hears will resonate with players. However, don’t expect a mystery-driven plot or investigative narrative – InKonbini is about the joy of the seemingly mundane, although there is a connecting throughline.

Ultimately, Shen and Nagai hope players can recognize the power of slowing down in an otherwise fast-paced world, with Makoto Hayakawa standing in for us.

“The main takeaway wouldn’t be a big revelation, though,” Shen adds. “It’s the journey that matters, not the destination. We simply want players to be reminded that all the moments of our life are fleeting, and even the things we get used to, like a convenience store around the corner, won’t be here forever.


This article originally appeared in Issue 366 of Game Informer.

Rajan Kohli, CEO of CitiusTech – Interview Series

Rajan Kohli is the Chief Executive Officer of CitiusTech and is responsible for the strategic direction of the company and further CitiusTech’s mission of accelerating healthcare technology innovation and driving long-term value for clients. Rajan is a highly accomplished technology services industry executive with experience across…

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Preservation Through Play – How Digital Eclipse’s Gold Master Series Brings Video Game History To Life

Introduction

Few types of media hook me like a good documentary. The genre uses the best elements of traditional filmmaking to amplify what will always be the greatest story ever told: reality. Whether it’s an educational look at the natural world, a gripping true crime tale, or an enlightening biography of a noteworthy figure, the best documentaries manage to educate as effectively as they entertain.

The video games industry is now old enough to have been subjected to its fair share of documentaries, from The King of Kong to Indie Game: The Movie to Netflix’s High Score. But no matter how good they are, they all generate a tough-to-pin-down anxiety in me I never consciously noticed until recently: By the time the film ends, or, more often, in the middle of it, I just want to stop watching and play the games in question.

It’s a frustration shared by Chris Kohler, the editorial director at Digital Eclipse. And it’s one of the reasons why he enjoys working on the studio’s Gold Master Series. Essentially the gaming equivalent of the Criterion Collection, it consists of two titles, The Making of Karateka and Llamasoft: The Jeff Minter Story. Each game takes players on a playable history lesson of its subjects, be it a single game, a creator, or an entire studio. The result is a new genre Digital Eclipse can call its own: the interactive documentary.

Digital Eclipse’s neon-lit arcade

Built On Preservation

Built On Preservation

Digital Eclipse has led the charge in commercial video game emulation since its early years. Founded in 1992 as Williams Digital Arcade, it specialized in creating arcade-accurate console ports of classic arcade titles via emulation at a time when this was mainly accomplished by replicating an arcade game’s code from scratch.

“It was if you went and bought The Godfather on VHS, and it was just new people trying to recreate the version of The Godfather that was on film instead of somebody coming up with technology that would allow you to take a filmstrip and get that information onto a Blu-ray or DVD or whatever it is,” Kohler explains.

Digital Eclipse is a pioneer in commercial emulation. While the studio’s methods equated to a more enjoyable gaming experience, it also served as an early example of game preservation. Kohler says the company was essentially built on the need to pay retro games the proper respect.

Atari 50: The Anniversary Celebration

The 2000s saw the company undergo a complicated period of mergers and rebrands before reemerging in 2015 as Digital Eclipse once more. This saw the studio shift its focus back towards preservation in the form of retro game compilations such as the Mega Man Legacy Collection, Disney Afternoon Collection, and Street Fighter 30th Anniversary Collection. These titles included bonus features such as long-lost concept art and other development and marketing materials that, with each release, gradually grew from being a sideshow to almost the main attraction.

Teenage Mutant Ninja Turtles: The Cowabunga Collection, released in 2022, is perhaps the most impressive of these game bundles. In addition to packing in 13 old-school TMNT games, it boasts an exhaustive number of forgotten materials such as original magazine ads, scans of the original game boxes and manuals, comic book covers, and never-before-seen concept art. For ’80s babies, they weren’t just revisiting old TMNT games; they were reliving the franchises’ early pop-culture boom while getting a behind-the-scenes look at how these games were brought to life.

While retro collections help keep old games alive, Kohler says they only offer the “What” of a game’s overall history. They don’t provide the “Who,” “Where,” “How,” and, most importantly, the “Why.” To fill those gaps, Digital Eclipse needed a fresh approach.

Llamasoft: The Jeff Minter Story

Creating A Genre

Creating A Genre

Kohler joined Digital Eclipse in July 2020. At the time, the company had licensed the Karateka IP from creator Jordan Mechner to create a new retro collection of sorts. Unlike its previous projects, Digital Eclipse had full control over the Karateka game’s direction since the studio didn’t have to work with a publisher. The Karateka title became Kohler’s first major project, and the team also gained access to years’ worth of Mechner’s personal materials. These included his journals documenting his daily life while developing Karateka, design documents, publisher correspondences, and more. As Kohler pored over decades-old legal negotiations and Mechner’s written insights into creating Karateka and other games, he and the team saw the potential to tell Karateka’s story in a new fashion.

“And just realizing that there was this incredible narrative behind this game, and because we had Jordanʼs journals where he was writing down day by day everything that was happening in his life as he was creating this game, we could really go far beyond the idea of the retro collection,” says Kohler. “We could really tell this in a narrative way, and the story itself can become the main event, as it were.”

The Making of Karateka

The seed for the interactive documentary had been sewn, and the team began brainstorming. What if they could tell a linear story that takes players down the complete timeline of a game’s development? Better yet, what if players could play not only the finished product but also its various prototypes?

It was around this time that Digital Eclipse began a partnership with Atari to create a title celebrating the companyʼs 50th anniversary. Coincidentally, Atari wanted something different than the average retro collection, and Digital Eclipse saw this as the perfect opportunity to implement its nascent documentary game concept. The idea that was originally envisioned for The Making of Karateka would make its debut in Atari 50: The Anniversary Collection.

In addition to conducting a staggering amount of research, Digital Eclipse filmed interviews with former Atari employees and industry luminaries. Perhaps most impressively, it included over 100 playable Atari games, from the iconic to the forgotten, via emulation. The result was a robust story of Atari’s founding and golden age told through linear timelines divided by chapters. Players read informative blurbs, viewed development documents and other key materials, watched documentary clips, and, of course, played the games that define a generation. As a bonus, it had even developed modern reimaginings of select titles.

Digital Eclipse CSO and Head of Publishing Justin Bailey summons Karateka’s dreaded hawk at the Portland Retro Expo

The result was a resounding success. Atari 50 earned widespread acclaim as one of the most complete and well-made video game compilations ever created. It also worked as a successful proof-of-concept for the fledgling interactive documentary concept.

“By taking that all the way to the finish line, we were able to kind of work out the structure and the format,” says Kohler. “And as weʼre kind of getting towards the end of Atari 50, it was like, ‘Okay, now itʼs time to take all these learnings that weʼve had by finishing out Atari 50 and then revisit that back on to Karateka.’”

By this time, Digital Eclipse had also signed on with famed UK developer Jeff Minter, creator of hits such as Gridrunner and Tempest 2000, for a title documenting his studio, Llamasoft. Thanks to Atari 50, Digital Eclipse found a winning formula for telling more great stories from video game history. The Gold Master Series was born as a result, and The Making of Karateka and Llamasoft adhered to Atari 50’s blueprint to tell their respective stories and expand players’ appreciation for them.

Reshaping History

Reshaping History

“Nobodyʼs really doing what weʼre doing,” says Kohler. “And maybe for good reason. Maybe weʼre crazy, but weʼre doing our best to try to figure out what this new type of video game is.”

The Gold Master Series team consists of former game journalists like Kohler and Dan Amrich, who handle the lion’s share of researching and crafting the resulting narratives. The games are made using the Eclipse Engine, proprietary software specially designed to easily ingest emulators, either licensed or developed in-house, to run several old games from a plethora of platforms. The Eclipse Engine is the secret sauce of the Gold Master Series, as its ability to juggle emulators alongside sound and video in a fast and responsive manner is the reason why navigating the games’ timelines feels smooth and snappy.

Of course, each game needs a central topic, and everyone at Digital Eclipse, as you might expect, has a personal wishlist of subjects. “Iʼm still waiting for that call from Shigeru Miyamoto,” says Kohler. “He has my number.” I found it hard to think that anyone could top Jordan Mechner. His absurdly meticulous note and record keeping (Kohler: “Nobody’s that organized! Who does that?!”) makes him the gold standard when it comes to providing enough reference material to fill a game. But Kohler tells me that so long as the subject is interesting/important, how much they choose to hold on to isn’t a prerequisite to be considered for a Gold Master Series game. If Digital Eclipse needs something, one way or another, they’ll find it. And whatever they gather will shape the game accordingly. Jeff Minter didn’t have as many design documents as Mechner, so Digital Eclipse leaned more into showing what the actual games looked like. Llamasoft includes models of the cassette tapes along with advertisements and reviews from UK gaming mags at the time. Some materials aren’t found until close to the end of production.

Atari 50, for example, had to be patched to include film footage recorded by a Berkeley University student of Atari back when the company was still called Syzygy. Essentially an amateur documentary capturing the birth of Atari, the footage vanished for decades. While the Atari Museum possessed a copy of the film, Digital Eclipse didn’t have the rights to use it. So, instead, the studio had to track down one of the students who made it, get their permission to use their footage, research the legal rights for its commercial use, and patch it into Atari 50 after it was already finalized. “We did so much legwork to get that little like, two, three minutes snippet of a film in this,” says Kohler.

Battlezone designer Owen Rubin at his controller-laden work station

That effort speaks to the length Digital Eclipse will go to ensure its interactive documentaries are as rich and comprehensive as possible. “We have not had a situation yet where weʼve wanted to tell a story and have not been able to find cool things to tell that story,” Kohler says. “So, I donʼt think we ever will. I think we can find the things.”

The closest comparison I offer for the Gold Master Series is they feel like modern museum exhibits. A museum attendee can breeze through exhibits, giving little more than cursory glances, and walk away with a basic understanding of the history lesson told. Conversely, they can read every card, press every button, and play every video to absorb more details. Kohler says Digital Eclipse wants the Gold Master Series to offer the same range of engagement and that either approach, no matter how shallow or deep, is perfectly okay.

Additionally, Digital Eclipse is always looking for ways to add interactivity beyond just playing an emulated game. One great example is The Making of Karateka’s rotoscope theater, where players can watch a short clip of the game while toggling each animation layer, almost like Photoshop filters. In fact, Kohler cites the rotoscope theater as an example of how Digital Eclipse has only scratched the surface of what the interactive documentary can evolve into. That leads to the million-dollar question: Does he consider these types of experiences to be true video games?

‘Yes, I think itʼs a video game,” Kohler explains. “I think itʼs a video game as much as [a] documentary film is a film. And I think that in the same way that filmmakers and film critics back in the ’70s kind of started looking at film and saying, ‘We should be talking about film by making films about film,’ we should be talking about video games by making video games about video games.”

Writing The Next Chapter

Writing The Next Chapter

Kohler says Digital Eclipse regularly receives feedback that players unfamiliar or unattached to the subject of the Gold Master Series are less willing to give them a shot. It’s a constant challenge to communicate that not only has Digital Eclipse made these games with such people in mind, but you’ll likely walk away with a newfound appreciation or even fandom for the games being discussed.

“I think it all goes back to the fact that video games are just such a new medium,” he says. “And weʼre only sort of just scratching the surface of what could be done with that interactive medium.”

Despite this, Kohler says he believes that if Digital Eclipse keeps doing the work, eventually, they’ll attract enough attention to break through to a wider audience. At the end of the day, he believes people do enjoy being educated, as evidenced by the popularity of more traditional documentary-style programs and podcasts. In his eyes, the Gold Master Series isn’t just about teaching – he refers to the term “edutainment” as being “tainted” – but also about bringing more nonfiction into the medium of video games.

The Making of Karateka exhibit at the San Francisco Museum of Modern Art

The Gold Master Series titles have unintentionally been released at a cadence of one per year (Llamasoft in 2024, Karateka in 2023, and their spiritual predecessor Atari 50 in 2022). Kohler says not to expect this pattern to continue, but the team has various projects in the works. Atari’s acquisition of Digital Eclipse in the fall of 2023 has presumably provided a stronger financial safety net, so I only hope we have many more Gold Master Series games to come. And while Kohler is hopeful, he also doesn’t want Digital Eclipse to monopolize the genre. He hopes their work creates enough of a demand to inspire other studios to pursue similar projects.

“We should be telling our own stories,” he says. “We shouldnʼt be letting books and films or a Netflix series tell the stories of video games. We should be looking at that ourselves because itʼs all part of the video game industry needing to treat video games with more respect.”


This article originally appeared in Issue 366 of Game Informer

The Past, Present, And Future Of Hip-Hop In Video Games

In December 2023, Epic Games launched the next chapter of Fortnite, one of the most popular games of all time, with a huge virtual performance featuring Eminem, his avatar landing on a stage in front of fans in a far-off world. Who thought hip-hop would take it this far?

Eminem in Fortnite (2023)

As we celebrated the 50th anniversary of hip-hop last year, it’s now a good time to look back at how ingrained hip-hop music is in gaming, from NBA2K (remember that 2K13 soundtrack curated by Jay-Z?), Mortal Kombat, and Need for Speed, to Cyberpunk 2077 and, of course, Fortnite.

Mortal Kombat 11 came out of the gates in 2018 with a fiery trailer featuring music by 21 Savage, and later Megan Thee Stallion live-streamed an MK11 match on Twitch. The lore of Grand Theft Auto continues to grow, powered by recent GTA Online updates featuring Dr. Dre and Snoop Dogg. Time will tell how hip-hop will be used in Grand Theft Auto VI, which at long last stopped playing hard to get and finally gave us a trailer to chew on in December.

ToeJam & Earl (1991)

But while rappers might have quickly penetrated into the suburbs with their music in the early 1990s, that wasn’t going to happen as easily with a Genesis cartridge. One of the earliest hip-hop-infused games, ToeJam & Earl (1991), centers on two alien rappers who have crash-landed on Earth, desperate to return to their home planet. Other games followed, with varied success, including 1996’s PaRappa the Rapper. By the early aughts, Def Jam Vendetta, NBA Street, and GTA San Andreas signaled hip hop was here to stay in gaming. Today, while hip-hop is regularly featured in games, we still haven’t seen the genre make its way on a large scale to the RPG, strategy, or sci-fi genres.

Game Informer recently spoke with some of the architects and rappers involved with the hip-hop games of the past few decades, including Josh Holmes, co-creator of NBA Street & Def Jam Fight for NY, ToeJam and Earl creator Greg Johnson, rapper Saigon, and former Rockstar leads. How did these game designers go about fashioning games that incorporated hip-hop at a time when the genre was coming of age? How did they get rappers – sometimes legendary ones – to lend their voices, their likenesses, and their stories? Why did some games fall short? We then asked these hip-hop stars and game developers about the future. What role do they see hip-hop playing in gaming in the coming years? What will it take for hip-hop to be the soundtrack for a sci-fi game as much as it is for an NBA2K game? And how do video game developers make sure the culture remains authentic? This is the story of the past, present, and future of hip-hop in games.

ToeJam & Earl (1991)

The Early Days

Greg Johnson’s sleeper hit ToeJam and Earl came out the same year the whiny synths of N.W.A.’s opus Alwayz Into Somethin’ were unleashed on the world. Born to a white mother and a Black father, Johnson describes going to an ethnically diverse Los Angeles high school in the mid-1970s and listening to the kind of music that served as a forebear to rap – funk, R&B, and jazz. Specifically, Johnson recalls listening to artists like Stevie Wonder, Parliament, and Herbie Hancock. Johnson initially wanted to get into biolinguistics (“I was going to be the one to talk to the dolphins and the whales”), but in the early 1980s, he tried his hands at games during a time when Tandy, an early computer that could play games, and Space Invaders in bowling alleys were king. “I got really intrigued at the idea of what a game might be. It was wide open. You could do magic,” Johnson says.

Johnson says gaming machines couldn’t really handle complex music in those days, so putting in great music, including hip-hop, wasn’t yet in the cards. But with the Sega Genesis arriving in North America in 1989 and Johnson now consuming the music of rappers like Young MC and Heavy D, he linked up with programmer Mark Voorsanger to start work on ToeJam and Earl. As the story goes, while still working on his first game, Starflight, Johnson, long obsessed with alien life, had a dream about two aliens with hip-hop inclinations.

ToeJam & Earl (1991)

The offbeat Sega Genesis game definitely leaves an impression. Titular characters ToeJam and Earl, alien teenage rappers from a musical planet dubbed Funkotron, crash land on Earth. In each island world, our two red and orange heroes amble about, avoiding hostile humans while picking up pieces of their ship in the hopes of ditching Earth and getting back to their homeland. “I thought it would be really fun to flip things on its head and do some satire. [ToeJam and Earl are] the sane ones. They’re cool and funky. It’s the Earthlings who are the crazy ones in this insane world,” Johnson says.

Other Early Creators

The early days of hip-hop games were a wild west with no enduring franchises and many one-offs. Not all games are remembered as fondly as others, either. 1995’s Rap Jam: Volume One for SNES features character models of rappers like Coolio, Yo-Yo, and Warren G facing off in games of street basketball. NBA Street it was not. Besides a barebones hip-hop beat in the menu, the actual in-game action is devoid of music entirely, hip-hop or otherwise. Not even a DJ scratch. Then there’s the graphics and perplexing controls.

Rap Jam: Volume One (1995)

Pascal Jarry, calling in from Bordeaux, France, is well aware of how his game turned out. But the 20-year industry veteran, who has designed games in three languages and on three continents, was just a young game developer back then.

Jarry and his business partner already had a finished game, which focused on street culture, having come up with friends who were into graffiti and skateboarding in France. But the game needed a distributor. One day in the early 1990s, Jarry says he received a call from someone representing “Motown,” offering up the licenses for well-known rappers. Motown Games was a spin-off of the storied Motown Records and had just come off of Bebe’s Kids, an ill-fated video game version of the 1992 film by the same name.

PaRappa the Rapper (1996)

Soon, Jarry and his partner landed in the United States to promote the game. During a video game show on the west coast, Jarry recalls running into Coolio and inadvertently leaving him hanging after the rapper gave him a high five. “My friend Marco, the guy doing the art, said, ‘Man, you left him hanging!’” Jarry recalls with a laugh. He had half a mind to go back and complete the handshake, but Marco advised him that would be even worse.

Regarding the many critiques of the game, Jarry emphasizes that he definitely wanted to record music and sound from the featured rappers but describes his hands being tied. “At the time, I was just a subcontractor in the corner,” Jarry says. “The game was not the best game we have ever made. I like the journey of finishing that game much more than the game itself.”

Hideyuki Tanaka, character designer and art director of Bust a Groove, a 1998 cult classic hip-hop rhythm game, continues to stay connected to his game today. He has two Instagram accounts full of artwork and merchandise and a website.

Tanaka said he began drawing at a young age, primarily influenced by manga. That work eventually landed him on a kid’s television show, where he designed characters using 3D computer graphics, which caught the attention of a Square Enix producer. “They considered this to be a rhythm game and incorporated elements of fighting games to enhance the entertainment value as a game,” Tanaka explained.

Bust a Groove is not just influenced by hip-hop music but also dance, with different characters drawing from different dancing styles. Piping hot character Heat moves around a subterranean stage with the swagger of Usher as his platform shoes skate across the floor. Tanaka explained that the game’s dance choreography draws inspiration from many sources including Saturday Night Fever (character Hiro), MC Hammer, and even Spike Lee. Bust a Groove was produced with the expectation of being released in Japan, but he is heartened that the game was embraced in the U.S. and Europe as well.

The Big Leagues

The early aughts were big years for hip-hop video games. The Tony Hawk’s Pro Skater series, in addition to punk, also had artists like Nas. And finally, entire video game franchises were being built with hip-hop, including EA’s Def Jam Vendetta, which arrived in 2003 with a roster of fighters including Ludacris, Method Man, and DMX.

Co-creator Josh Holmes says building the roster of hip-hop legends was a collaborative effort, and his team had a quick turnaround – nine months – to pivot from an intergalactic wrestling game to what became Def Jam Vendetta. Holmes personally met with each rapper to pitch them on the game and outline their role.

NBA Street (2001)

The initial game did not have all the artists the team originally wanted. Some were on tour, while others weren’t sold on the project. But with sequels Def Jam: Fight for NY and Def Jam: Icon, Holmes says rappers really started to trust the franchise’s intentions. “To this day, I continue to receive messages from fans who express how much these games meant to them and how they wish for another sequel,” Holmes says.

Mark Jordan, a.k.a. DJ Pooh, in addition to being a legendary LA-area hip-hop beatmaker for songs like Ice Cube’s “Today Was a Good Day,” joined the Grand Theft Auto franchise as a writer for San Andreas and later provided the cosign that convinced Dr. Dre to feature in GTA Online. Pooh brought a lot of other hip-hop talent to Rockstar, including Julio G (née Julio Gonzalez), the veteran voice of 93.5 KDAY radio in Los Angeles, who has worked with the likes of Eazy-E and Snoop Dogg. Julio G ended up also being the voice of Radio Los Santos, the in-game radio station that plays the same West Coast ’90s hip-hop that Julio G helped beam across SoCal.

Def Jam Vendetta (2003)

“Myself and DJ Pooh, we’ve known each other since the ’80s,” Julio G tells Game Informer. He clarifies that he’s not even a gamer, but that one day in 2003, he received a call from Pooh asking him to come down to talk about this new video game he was putting together. Julio G agreed without a second thought – and without fully understanding that he was about to be in one of the biggest games ever.

At a Los Angeles studio, Pooh asked Julio G to read from a script. Some Rockstar staff were also present. It was in this setting that Julio G delivered hilarious lines like “We got a shout out from Denise in Ganton for her man. Give her a call, man!” a reference to one of CJ’s girlfriends. And later, when a riot erupts all across Los Santos, Julio G gets on the airwaves to urge calm. He recorded his segments in about two to three hours, with 90 to 95% of those coming on the first take, he says. “I’m just reading and flipping it my way.”

Grand Theft Auto: San Andreas (2004)

While every other DJ on the game goes by an alias, Julio G says Pooh insisted that Rockstar use the radio veteran’s real name because he wanted it to be authentic to LA and the legacy of West Coast rap.

As far as the range of tracks on Radio Los Santos, including Chicano rapper Frost’s “La Raza,” Julio G clarifies that that was “all DJ Pooh.” Julio G says he didn’t even hear the full recording of all of his work until someone showed him a compilation of his segments on YouTube last year.

He also had some surprising things to say about Eazy-E, who, in addition to being a gangsta rap pioneer, was also working on a video game concept before dying of HIV in 1995. The idea is something Julio G says Eazy would talk a lot about with him. “The whole concept of [his] game was getting your lowrider to a supershow, and in the process, you had to go rob somebody… go hydraulic hopping against this dude in a different neighborhood. It was like a Grand Theft Auto in its own way. He was working on it when he passed in ’95. He was working on it all through ’94,” Julio G says.

Kobe Bryant in NBA 2K24 (2023)

Rockstar’s Hip Hop Nerds

Several Rockstar brass also had a passion for hip-hop and took the task of weaving the genre into their games very seriously. One of Rockstar co-founder Sam Houser’s idols is Rick Rubin, the founder of Def Jam Recordings. Another is Greg Johnson, longtime Rockstar Games senior researcher, not to be confused with the ToeJam game developer. This Greg Johnson, now at Lightspeed LA, is a veteran hip-hop journalist for publications like Spin, Complex, and XXL. In the early 2000s, Johnson’s editor friend told him about a new opportunity at Rockstar Games, which wanted to build out a dedicated research team to gear up for the development of San Andreas. “Especially for that game, having a potential hip-hop journalist that could make the leap to game design was one thing that they were strongly considering,” Johnson says. Rockstar and Johnson quickly connected during a series of interviews, and he was soon reporting directly to Rockstar co-founder Dan Houser on the job.

Adam Tedman, former Rockstar vice president of new media and global head of digital marketing, who now works at Dan Houser’s new Absurd Ventures, was particularly keen to talk about Rockstar’s use of hip-hop in The Warriors, its 2005 beat ‘em up adapting the 1979 movie of the same name, and in Grand Theft Auto IV. Tedman helped bring producer Statik Selektah to GTA IV’s expansions, where Selektah produced tracks for Talib Kweli and Freeway. Selektah tells Game Informer he met Tedman in 2008 right after GTA IV dropped. “They asked me to come out and produce a couple of records and do the radio station and all that. It was like a dream come true,” Selektah says.

Grand Theft Auto IV (2008)

Sometimes when hip-hop comes together to create music for games, there are unintended consequences. Rapper Saigon, maybe best known for his recurring role in HBO’s Entourage Season 2, says that when he went over to record “Spit” at Selektah’s house specifically for GTA, the two ended up with an entire album, All in a Days’ Work. “If I didn’t go there to do that song, that album never gets made,” Saigon said.

As a rapper early to moving between television, music, and video games, Saigon is impressed with the current generation of rappers, who are taking things to a whole new level. “They’re making songs solely for Rockstar Games and NBA2K and all those big games,” Saigon says. “It feels good to know I had some kind of influence to the generation who went on to become the most successful generation of the culture ever.”

The Future of Hip-Hop and Gaming

Several of the hip-hop stars who spoke to Game Informer are serious gamers. Saigon has been playing games for decades (“I was the one who learned how to warp [on Mario]”). Selektah speaks about unwinding with Call of Duty and GTA as a single father after his daughter goes to bed.

These days, Johnson thinks the gaming industry is starting to recognize the sheer creative talent in the hip-hop world. “When you get to know them, you find a whole bunch of comic book fans, you find anime nerds, a whole bunch of dudes who used to compete to see who could draw comic book heroes better in the third grade, you know?” Johnson says.

Cyberpunk 2077 (2020)

For sports games, it’s almost inevitable that hip-hop found itself there because the music made a huge impact on several generations of NBA and NFL athletes. But now the question isn’t just about artists appearing in a game as a one-off but about actually having true equity from a business standpoint. He mentions musician Raphael Saddiq, a cofounder of independent game publisher IllFonic. Johnson expects more stars to think more about the business side of video games down the line.

He’s unsure exactly how hip-hop will be used next and if games will use hip-hop more heavily in sci-fi and other genres. But he calls rap “outlaw” music and thinks it can serve as the sound of many different stories and worlds. This is something game developers should keep in mind. “Whether you’re sampling or replaying, that’s a very hip-hop mentality and sensibility. If you’re interested in representing any outlaw vibe, any rebel culture, it could be rastas, it could be bikers, it could be smugglers, hip-hop is always a good soundtrack for that.”


This article originally appeared in Issue 363 of Game Informer.

MIT engineers find a way to protect microbes from extreme conditions

Microbes that are used for health, agricultural, or other applications need to be able to withstand extreme conditions, and ideally the manufacturing processes used to make tablets for long-term storage. MIT researchers have now developed a new way to make microbes hardy enough to withstand these extreme conditions.

Their method involves mixing bacteria with food and drug additives from a list of compounds that the FDA classifies as “generally regarded as safe.” The researchers identified formulations that help to stabilize several different types of microbes, including yeast and bacteria, and they showed that these formulations could withstand high temperatures, radiation, and industrial processing that can damage unprotected microbes.

In an even more extreme test, some of the microbes recently returned from a trip to the International Space Station, coordinated by Space Center Houston Manager of Science and Research Phyllis Friello, and the researchers are now analyzing how well the microbes were able to withstand those conditions.

“What this project was about is stabilizing organisms for extreme conditions. We’re thinking about a broad set of applications, whether it’s missions to space, human applications, or agricultural uses,” says Giovanni Traverso, an associate professor of mechanical engineering at MIT, a gastroenterologist at Brigham and Women’s Hospital, and the senior author of the study.

Miguel Jimenez, a former MIT research scientist who is now an assistant professor of biomedical engineering at Boston University, is the lead author of the paper, which appears today in Nature Materials.

Surviving extreme conditions

About six years ago, with funding from NASA’s Translational Research Institute for Space Health (TRISH), Traverso’s lab began working on new approaches to make helpful bacteria such as probiotics and microbial therapeutics more resilient. As a starting point, the researchers analyzed 13 commercially available probiotics and found that six of these products did not contain as many live bacteria as the label indicated.

“What we found was that, perhaps not surprisingly, there is a difference, and it can be significant,” Traverso says. “So then the next question was, given this, what can we do to help the situation?”

For their experiments, the researchers chose four different microbes to focus on: three bacteria and one yeast. These microbes are Escherichia coli Nissle 1917, a probiotic; Ensifer meliloti, a bacterium that can fix nitrogen in soil to support plant growth; Lactobacillus plantarum, a bacterium used to ferment food products; and the yeast Saccharomyces boulardii, which is also used as a probiotic.

When microbes are used for medical or agricultural applications, they are usually dried into a powder through a process called lyophilization. However, they can not normally be made into more useful forms such as a tablet or pill because this process requires exposure to an organic solvent, which can be toxic to the bacteria. The MIT team set out to find additives that could improve the microbes’ ability to survive this kind of processing.

“We developed a workflow where we can take materials from the ‘generally regarded as safe’ materials list from the FDA, and mix and match those with bacteria and ask, are there ingredients that enhance the stability of the bacteria during the lyophilization process?” Traverso says.

Their setup allows them to mix microbes with one of about 100 different ingredients and then grow them to see which survive the best when stored at room temperature for 30 days. These experiments revealed different ingredients, mostly sugars and peptides, that worked best for each species of microbe.

The researchers then picked one of the microbes, E. coli Nissle 1917, for further optimization. This probiotic has been used to treat “traveler’s diarrhea,” a condition caused by drinking water contaminated with harmful bacteria. The researchers found that if they combined caffeine or yeast extract with a sugar called melibiose, they could create a very stable formulation of E. coli Nissle 1917. This mixture, which the researchers called formulation D, allowed survival rates greater than 10 percent after the microbes were stored for six months at 37 degrees Celsius, while a commercially available formulation of E. coli Nissle 1917 lost all viability after only 11 days under those conditions.

Formulation D was also able to withstand much higher levels of ionizing radiation, up to 1,000 grays. (The typical radiation dose on Earth is about 15 micrograys per day, and in space, it’s about 200 micrograys per day.)

The researchers don’t know exactly how their formulations protect bacteria, but they hypothesize that the additives may help to stabilize the bacterial cell membranes during rehydration.

Stress tests

The researchers then showed that these microbes can not only survive harsh conditions, they also maintain their function after these exposures. After Ensifer meliloti were exposed to temperatures up to 50 degrees Celsius, the researchers found that they were still able to form symbiotic nodules on plant roots and convert nitrogen to ammonia.

They also found that their formulation of E. coli Nissle 1917 was able to inhibit the growth of Shigellaflexneri, one of the leading causes of diarrhea-associated deaths in low- and middle-income countries, when the microbes were grown together in a lab dish.

Last year, several strains of these extremophile microbes were sent to the International Space Station, which Jimenez describes as “the ultimate stress test.”

“Even just the shipping on Earth to the preflight validation, and storage until flight are part of this test, with no temperature control along the way,” he says.

The samples recently returned to Earth, and Jimenez’ lab is now analyzing them. He plans to compare samples that were kept inside the ISS to others that were bolted to the outside of the station, as well as control samples that remained on Earth.

“This work offers a promising approach to enhance the stability of probiotics and/or genetically engineered  microbes in extreme environments, such as in outer space, which could be used in future space missions to help maintain astronaut health or promote sustainability, such as in promoting more robust and resilient plants for food production,” says Camilla Urbaniak, a research scientist at NASA’s Jet Propulsion Laboratory, who was not involved in the study.

The research was funded by NASA’s Translational Research Institute for Space Health, Space Center Houston, MIT’s Department of Mechanical Engineering, and by 711 Human Performance Wing and the Defense Advanced Research Projects Agency.

Other authors of the paper include Johanna L’Heureux, Emily Kolaya, Gary Liu, Kyle Martin, Husna Ellis, Alfred Dao, Margaret Yang, Zachary Villaverde, Afeefah Khazi-Syed, Qinhao Cao, Niora Fabian, Joshua Jenkins, Nina Fitzgerald, Christina Karavasili, Benjamin Muller, and James Byrne.