The Aesthetics of Authenticity Wolfgang Funk 2014-03-31 As a concept that increasingly gains importance in contemporary cultural discourse, authenticity emerges as a site of tearing tensions between the fictional and the real, original and fake, margin and centre, the same and the other. The essays collected in this volume explore this paradoxical nature of authenticity in the context of various media. They give ample proof of the fact that authenticity, which depends on giving the impression of being inherent or natural, found not created, frequently turns out to be the result of a careful aesthetic construction that depends on the use of identifiable techniques with the aim of achieving certain effects for certain reasons.
The Windup Girl Paolo Bacigalupi 2015-05-05 Winner of the Hugo and Nebula awards for best novel, the break-out science fiction debut featuring additional stories and a Q&A with the author. Anderson Lake is AgriGen’s Calorie Man, sent to work undercover as a factory manager in Thailand while combing Bangkok’s street markets in search of foodstuffs thought to be extinct, hoping to reap the bounty of history’s lost calories. Emiko is the Windup Girl, a strange and beautiful creature. Emiko is not human; she is an engineered being, grown and programmed to satisfy the decadent whims of a Kyoto businessman, but now abandoned to the streets of Bangkok. Regarded as soulless beings by some, devils by others, New People are slaves, soldiers, and toys of the rich in this chilling near future in which calorie companies rule the world, the oil age has passed, and the side effects of bio-engineered plagues run rampant across the globe. What happens when calories become currency? What happens when bio-terrorism becomes a tool for corporate profits and forces mankind to the cusp of post-human evolution? Bacigalupi delivers one of the most highly-acclaimed science fiction novels of the twenty-first century. In this brand-new edition celebrating the book’s reception into the canon of celebrated modern science fiction, accompanying the text are two novelettes exploring the dystopian world of The Windup Girl, the Theodore Sturgeon Award-winning “The Calorie Man” and “Yellow Card Man.” Also included is an exclusive Q&A with the author describing his writing process, the political climate into which his debut novel was published, and the future of science fiction. Skyhorse Publishing, under our Night Shade and Talos imprints, is proud to publish a broad range of titles for readers interested in science fiction (space opera, time travel, hard SF, alien invasion, near-future dystopia), fantasy (grimdark, sword and sorcery, contemporary urban fantasy, steampunk, alternative history), and horror (zombies, vampires, and the occult and supernatural), and much more. While not every title we publish becomes a New York Times bestseller, a national bestseller, or a Hugo or Nebula award-winner, we are committed to publishing quality books from a diverse group of authors.
Experiencing Columbia
Well Played 1.0 Drew Davidson 2009-01-01 Video games can be "well played" in two senses. On the one hand, well played is to games as well read is to books. On the other hand, well played as in well done. This book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. 22 contributors (developers, scholars, reviewers and bloggers) look at video games through both senses of "well played." The goal is to help develop and define a literacy of games as well as a sense of their value as an experience. Video games are a complex medium that merits careful interpretation and insightful analysis
Rapture Dustin Brubaker 2015-11-24 Arthur Winter, his wife and daughter move to Rapture with the promise of a better life and more importantly a new start. He intends to work hard and one day be wealthy just like Ryan promises everyone who moves to Rapture. He opens a small business. For a few years things are good, almost idyllic. The good life is shattered when one day his daughter mysteriously vanishes without trace. The police of Rapture don't seem to want to help. So Arthur sets out to find her himself. He is lead down into a seedy underworld that exists below the upmarket fa�ade of Rapture. But can he find her in time?
Level Up! Scott Rogers 2010-09-29 Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
Little Sister Patricia Walsh Chadwick 2019-04-02 Imagine an eighteen-year-old American girl who has never read a newspaper, watched television, or made a phone call. An eighteen-year-old-girl who has never danced—and this in the 1960s. It is in Cambridge, Massachusetts where Leonard Feeney, a controversial (soon to be excommunicated) Catholic priest, has founded a religious community called the Slaves of the Immaculate Heart of Mary. The Center's members—many of them educated at Harvard and Radcliffe—surrender all earthly possessions and aspects of their life, including their children, to him. Patricia Chadwick was one of those children, and Little Sister is her account of growing up in the Feeney sect. Separated from her parents and forbidden to speak to them, Patricia bristles against the community’s draconian rules, yearning for another life. When, at seventeen, she is banished from the Center, her home, she faces the world alone, without skills, family, or money but empowered with faith and a fierce determination to succeed on her own, which she does, rising eventually to the upper echelons of the world of finance and investing. A tale of resilience and grace, Little Sister chronicles, in riveting prose, a surreal childhood and does so without rancor or self-pity.
1001 Video Games You Must Play Before You Die Tony Mott 2014 In fewer than fifty years video games have become one of the most popular forms of entertainment. But which are the best games, the ones you must play? Tony Mott, editor of popular gaming magazine Edge, presents 1001 of the best video games from around the world, from Donkey Kong to Doom, and from Frogger to Final Fantasy. Covering everything from old favourites to those breaking new ground, these are the games that should not be missed.
The Infernal City: An Elder Scrolls Novel Greg Keyes 2009-11-24 Based on the award-winning The Elder Scrolls, The Infernal City is the first of two exhilarating novels following events that continue the story from The Elder Scrolls IV: Oblivion, named 2006 Game of the Year. Four decades after the Oblivion Crisis, Tamriel is threatened anew by an ancient and all-consuming evil. It is Umbriel, a floating city that casts a terrifying shadow—for wherever it falls, people die and rise again. And it is in Umbriel’s shadow that a great adventure begins, and a group of unlikely heroes meet. A legendary prince with a secret. A spy on the trail of a vast conspiracy. A mage obsessed with his desire for revenge. And Annaig, a young girl in whose hands the fate of Tamriel may rest . . . .
True Stories of Old Houston and Houstonians Samuel Oliver Young 2010 This volume compiles 105 stories of Houston's history originally written by Dr. Young for his column in the Houston Chronicle. This is history at its most entertaining. He brings early Houstonians to life, describing their personalities, their admirable traits and their many eccentricities. His stories of boyhood in Houston read like something out of Tom Sawyer. There are also stories of early citizens and their day-to-day lives, of the Civil War and Houston's fighting men, of slaves and former slaves, of rigged elections and reconstruction days. Dr. Young gives vivid descriptions of Houston's many saloons and gambling dens. You'll read about what a mischievous undertaker did with the Yankee dead during a Yellow Fever epidemic, about the superstitions of the day, about ghosts and haunted houses. There are stories of gentlemen and of scoundrels, of hangings and jail breaks. Even a little cross dressing.
Prime Deceptions Valerie Valdes 2020-09-08 The lovably flawed crew of La Sirena Negra and their psychic cats return in this fast-paced and outrageously fun science-fiction novel, in which they confront past failures and face new threats in the far reaches of space from the author of the critically acclaimed Chilling Effect. Captain Eva Innocente and the crew of La Sirena Negra find themselves once again on the fringe of populated space—and at the center of a raging covert war. When Eva’s sister asks for help locating a missing scientist, promises of a big paycheck and a noble cause convince Eva to take the job despite lingering trust issues. With reluctant assistance from her estranged mother, Eva and her crew follow the missing scientist’s trail across the universe, from the costume-filled halls of a never-ending convention to a dangerous bot-fighting arena. They ultimately find themselves at the last place Eva wants to see again—Garilia—where she experienced her most shameful and haunting failure. To complete her mission and get paid, Eva must navigate a paradise embroiled in a rebellion, where massive forests and pristine beaches hide psychic creatures and pervasive surveillance technology. Can she find her quarry while avoiding the oppressive local regime, or will she be doomed to repeat past mistakes when her dark deeds come to light?
Atlas Shrugged Ayn Rand 2005-04-21 Peopled by larger-than-life heroes and villains, charged with towering questions of good and evil, Atlas Shrugged is Ayn Rand’s magnum opus: a philosophical revolution told in the form of an action thriller—nominated as one of America’s best-loved novels by PBS’s The Great American Read. Who is John Galt? When he says that he will stop the motor of the world, is he a destroyer or a liberator? Why does he have to fight his battles not against his enemies but against those who need him most? Why does he fight his hardest battle against the woman he loves? You will know the answer to these questions when you discover the reason behind the baffling events that play havoc with the lives of the amazing men and women in this book. You will discover why a productive genius becomes a worthless playboy...why a great steel industrialist is working for his own destruction...why a composer gives up his career on the night of his triumph...why a beautiful woman who runs a transcontinental railroad falls in love with the man she has sworn to kill. Atlas Shrugged, a modern classic and Rand’s most extensive statement of Objectivism—her groundbreaking philosophy—offers the reader the spectacle of human greatness, depicted with all the poetry and power of one of the twentieth century’s leading artists.
Poems of American Patriotism Brander Matthews 1907
The Fountainhead Ayn Rand 1972 This centennial edition of "The Fountainhead," celebrating the controversial and enduring legacy of its author, features an afterword by Rand's literary executor, Leonard Peikoff, offering some of Ayn Rand's personal notes on the development of her masterwork, and a Reader's Guide to her writings and philosophy.
Video Game Storytelling Evan Skolnick 2014-12-02 UNLOCK YOUR GAME'S NARRATIVE POTENTIAL! With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.
How to Do Things with Videogames Ian Bogost 2011-08-05 In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities. Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience. Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.
Our Lady of the Ice Cassandra Rose Clarke 2015-10-27 The Yiddish Policeman’s Union meets The Windup Girl when a female PI goes up against a ruthless gangster—just as both humans and robots agitate for independence in an Argentinian colony in Antarctica. In Argentine Antarctica, Eliana Gomez is the only female PI in Hope City—a domed colony dependent on electricity (and maintenance robots) for heat, light, and survival in the icy deserts of the continent. At the center is an old amusement park—now home only to the androids once programmed to entertain—but Hope City’s days as a tourist destination are long over. Now the City produces atomic power for the mainland while local factions agitate for independence and a local mobster, Ignacio Cabrera, runs a brisk black-market trade in illegally imported food. Eliana doesn’t care about politics. She doesn’t even care much that her boyfriend, Diego, works as muscle for Cabrera. She just wants to save enough money to escape Hope City. But when an aristocrat hires Eliana to protect an explosive personal secret, Eliana finds herself caught up in the political tensions threatening to tear Hope City apart. In the clash of backstabbing politicians, violent freedom fighters, a gangster who will stop at nothing to protect his interests, and a newly sentient robot underclass intent on a very different independence, Eliana finds her job coming into deadly conflict with Diego’s—just as the electricity keeping Hope City from freezing begins to fail… With the inner workings of the mob combined with the story of a revolution, “Clarke brings novelty and delight to steampunk Antarctica in this complex and lovely mystery” (Publishers Weekly, starred review). Our Lady of the Ice questions what it means to be human, what it means to be free, and whether we’re ever able to transcend our pasts and our programming to find true independence.
Pimp My Airship Maurice Broaddus 2019-05-21 Warning: Don’t Believe the Hype! All the poet called Sleepy wants to do is spit his verses, smoke chiba, and stay off the COP’s radar—all of which becomes impossible once he encounters a professional protestor known as (120 Degrees of) Knowledge Allah. They soon find themselves on the wrong side of local authorities and have to elude the powers that be. When young heiress Sophine Jefferson’s father is murdered, the careful life she’d been constructing for herself tumbles around her. She’s quickly drawn into a web of intrigue, politics and airships, joining with Sleepy and Knowledge Allah in a fight for their freedom. Chased from one end of a retro-fitted Indianapolis to the other, they encounter outlaws, the occasional circus, possibly a medium, and more outlaws. They find themselves in a battle much larger than they imagined: a battle for control of the country and the soul of their people. The revolution will not be televised!
The Sacred & the Digital F.G. (Frank) Bosman 2019-04-18 Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue.
Computer Games and New Media Cultures Johannes Fromme 2012-06-14 Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
Chilling Effect Valerie Valdes 2019-09-17 “Jam-packed with weird aliens, mysterious artifacts, and lovable characters... a tremendous good time and an impressive debut.” -- Kirkus Reviews (starred) A hilarious, offbeat debut space opera that skewers everything from pop culture to video games and features an irresistible foul-mouthed captain and her motley crew, strange life forms, exciting twists, and a galaxy full of fun and adventure. Captain Eva Innocente and the crew of La Sirena Negra cruise the galaxy delivering small cargo for even smaller profits. When her sister Mari is kidnapped by The Fridge, a shadowy syndicate that holds people hostage in cryostasis, Eva must undergo a series of unpleasant, dangerous missions to pay the ransom. But Eva may lose her mind before she can raise the money. The ship’s hold is full of psychic cats, an amorous fish-faced emperor wants her dead after she rejects his advances, and her sweet engineer is giving her a pesky case of feelings. The worse things get, the more she lies, raising suspicions and testing her loyalty to her found family. To free her sister, Eva will risk everything: her crew, her ship, and the life she’s built on the ashes of her past misdeeds. But when the dominoes start to fall and she finds the real threat is greater than she imagined, she must decide whether to play it cool or burn it all down.
Laputa: castle in the sky (Motion picture) 1986
Kaiju Rising Tim Marquitz 2017-04-18 Kaiju Rising: Age of Monsters is a collection of stories focused on strange creatures in the vein of Pacific Rim, Godzilla, Cloverfield, and more. Opening with a foreword by Jeremy Robinson--author of Project Nemesis, the highest selling Kaiju novel in the United States since the old Godzilla books--the collection features work from New York Times bestsellers to indie darlings.
Research Methods for the Digital Humanities lewis levenberg 2018-11-04 This volume introduces the reader to the wide range of methods that digital humanities employ, and offers a practical guide to the study, interpretation, and presentation of cultural material and practices. In this instance, the editors consider digital humanities to include both the use of computing to understand cultural material in new ways, and the application of theories and methods from the humanities to interpret new technologies. Each chapter provides a step-by-step guide to cutting-edge methodologies so that students can make informed decisions about the methods they use, consider ethical practices, follow practical procedures, and present their work effectively. Readers will develop practical and reflexive understandings of the software and digital devices that they study and use for research, and the book will help new researchers collaborate and contribute to their scholarly communities, and to public discourse. As contemporary humanities work becomes increasingly interdisciplinary, and increasingly permeated by and with digital technologies, this volume helps new researchers navigate an evolving academic environment. Humanities and social sciences students will find this textbook an invaluable resource for assessing and creating digital projects.
The Art of Bioshock Infinite Julian Murdoch 2013-04-09 In The Art of BioShock Infinite, delve deeper into the city of Columbia—the fabled floating metropolis that serves as a beacon of technology and achievement for the early 1900s! This deluxe hardcover features production designs and concept illustrations focusing on main characters Booker DeWitt, Elizabeth, and Songbird from the BioShock Infinite video game. See the evolution of Sky-Hooks, Heavy Hitters, the populace of Columbia, Vigors, airships, and much more! * BioShock Infinite won over 75 video game awards, including Best Original Game and Best of Show! * Introduction by creative director Ken Levine.
Cushie and Friends Sayjai Thawornsupacharoen 2017-07-16 Cushie and Cushionette live on Dream Island with their friends Jinco, Chickalee and Inky. But then, somebody steals all the dreamberries! What will happen to them? The story is suitable for children aged 1 to 8. Includes crochet patterns for: Cushie, Chickalee, Cushionette, Jinco, Inky, Ooble and the Bunnies.
Tomb Raider: The Beginning Rhianna Pratchett 2015-08-05 In this prelude to the exciting new entry in the _Tomb Raider_ video game saga, lead game writer Rhianna Pratchett reveals the untold story behind Lara Croft’s earliest adventure. Join Lara and the crew of the _Endurance_ as they prepare for a thrilling journey to uncover the lost kingdom of Yamatai. For over fifteen years, the _Tomb Raider_ adventures have been some the most enduring and popular in the world of video games. Now, Lara Croft’s bold new re-imagining is further explored by some of comics’ most talented creators in this exclusive volume.
The CRPG Book: A Guide to Computer Role-Playing Games Felipe Pepe 2019-09 Reviews over 400 seminal games from 1975 to 2015. Each entry shares articles on the genre, mod suggestions and hints on how to run the games on modern hardware.
The Terror Dan Simmons 2007-03-08 The "masterfully chilling" novel that inspired the hit AMC series (Entertainment Weekly). The men on board the HMS Terror — part of the 1845 Franklin Expedition, the first steam-powered vessels ever to search for the legendary Northwest Passage — are entering a second summer in the Arctic Circle without a thaw, stranded in a nightmarish landscape of encroaching ice and darkness. Endlessly cold, they struggle to survive with poisonous rations, a dwindling coal supply, and ships buckling in the grip of crushing ice. But their real enemy is even more terrifying. There is something out there in the frigid darkness: an unseen predator stalking their ship, a monstrous terror clawing to get in. “The best and most unusual historical novel I have read in years.” —Katherine A. Powers, Boston Globe
We Happy Few Imogen Stubbs 2004 Superb dialogueexcellent sense of comedy
All Your Base Are Belong to Us Harold Goldberg 2011-04-05 Through the stories of gaming's greatest innovations and most beloved creations, journalist Harold Goldberg captures the creativity, controversy--and passion--behind the videogame's meteoric rise to the top of the pop-culture pantheon. Over the last fifty years, video games have grown from curiosities to fads to trends to one of the world's most popular forms of mass entertainment. But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth? Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium. Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!
The Cambridge History of Science Fiction Gerry Canavan 2018-12-31 The first science fiction course in the American academy was held in the early 1950s. In the sixty years since, science fiction has become a recognized and established literary genre with a significant and growing body of scholarship. The Cambridge History of Science Fiction is a landmark volume as the first authoritative history of the genre. Over forty contributors with diverse and complementary specialties present a history of science fiction across national and genre boundaries, and trace its intellectual and creative roots in the philosophical and fantastic narratives of the ancient past. Science fiction as a literary genre is the central focus of the volume, but fundamental to its story is its non-literary cultural manifestations and influence. Coverage thus includes transmedia manifestations as an integral part of the genre's history, including not only short stories and novels, but also film, art, architecture, music, comics, and interactive media.
Blacksad: the Collected Stories Juan Diaz Canales 2020 "Collects Blacksad, Blacksad: a silent hell, and Blacksad: Amarillo published by Dark Horse Comics in 2010, 2012, and 2013."
Thinking about Video Games David S. Heineman 2015-08-03 The growth in popularity and complexity of video games has spurred new interest in how games are developed and in the research and technology behind them. David Heineman brings together some of the most iconic, influential, and interesting voices from across the gaming industry and asks them to weigh in on the past, present, and future of video games. Among them are legendary game designers Nolan Bushnell (Pong) and Eugene Jarvis (Defender), who talk about their history of innovations from the earliest days of the video game industry through to the present; contemporary trailblazers Kellee Santiago (Journey) and Casey Hudson (Mass Effect), who discuss contemporary relationships between those who create games and those who play them; and scholars Ian Bogost (How to Do Things With Videogames) and Edward Castronova (Exodus to the Virtual World), who discuss how to research and write about games in ways that engage a range of audiences. These experts and others offer fascinating perspectives on video games, game studies, gaming culture, and the game industry more broadly.
Serious Games Bobbie Fletcher 2021-10-04 This book constitutes the refereed proceedings of the 7th Joint International Conference on Serious Games, JCSG 2021, as virtual event, in January 2022. The 17 full papers presented together with 3 short papers were carefully reviewed and selected from 28 submissions. JSCG 2021 is dedicated to serious games and its interdisciplinary characteristics combining game concepts and technologies required in the different application domains.
BioShock: Rapture John Shirley 2012-06-26 A prequel to the video-game franchise explains how the technologically advanced undersea city called Rapture came to be and how it eventually devolved into a chaotic dystopia.
BioShock and Philosophy Luke Cuddy 2015-04-27 Considered a sign of the ‘coming of age’ of video games as an artistic medium, the award-winning BioShock franchise covers vast philosophical ground. BioShock and Philosophy: Irrational Game, Rational Book presents expert reflections by philosophers (and Bioshock connoisseurs) on this critically acclaimed and immersive fan-favorite. Reveals the philosophical questions raised through the artistic complexity, compelling characters and absorbing plots of this ground-breaking first-person shooter (FPS) Explores what BioShock teaches the gamer about gaming, and the aesthetics of video game storytelling Addresses a wide array of topics including Marxism, propaganda, human enhancement technologies, political decision-making, free will, morality, feminism, transworld individuality, and vending machines in the dystopian society of Rapture Considers visionary game developer Ken Levine’s depiction of Ayn Rand’s philosophy, as well as the theories of Aristotle, de Beauvoir, Dewey, Leibniz, Marx, Plato, and others from the Hall of Philosophical Heroes
Overwatch: The Official Cookbook Chelsea Monroe-Cassel 2019-10-01 Cook up more than ninety recipes inspired by the heroes of Blizzard Entertainment’s hit game with Overwatch: The Official Cookbook. Based on Blizzard Entertainment’s global phenomenon Overwatch, this official cookbook is packed with scores of authentic recipes inspired by the game’s diverse heroes hailing from all corners of the universe. Building from the game’s compelling narrative and variety of characters, this cookbook features international food and drink recipes from each hero’s homeland. Each recipe includes straightforward step-by-step instructions, mouthwatering full-color photos, pairing suggestions, and more. Overwatch: The Official Cookbook is the ultimate compendium of Overwatch delicacies and is sure to satisfy even the hungriest gamer with fun and delicious recipes.
How Star Wars Conquered the Universe Chris Taylor 2015-10-06 In 1973, a young filmmaker named George Lucas scribbled some notes for a far-fetched space-fantasy epic. Some forty years and 37 billion later, Star Wars -- related products outnumber human beings, a growing stormtrooper army spans the globe, and "Jediism" has become a religion in its own right. Lucas's creation has grown into far more than a cinematic classic; it is, quite simply, one of the most lucrative, influential, and interactive franchises of all time. Yet incredibly, until now the complete history of Star Wars -- its influences and impact, the controversies it has spawned, its financial growth and long-term prospects -- has never been told. In How Star Wars Conquered the Universe, veteran journalist Chris Taylor traces the series from the difficult birth of the original film through its sequels, the franchise's death and rebirth, the prequels, and the preparations for a new trilogy. Providing portraits of the friends, writers, artists, producers, and marketers who labored behind the scenes to turn Lucas's idea into a legend, Taylor also jousts with modern-day Jedi, tinkers with droid builders, and gets inside Boba Fett's helmet, all to find out how Star Wars has attracted and inspired so many fans for so long. Since the first film's release in 1977, Taylor shows, Star Wars has conquered our culture with a sense of lightness and exuberance, while remaining serious enough to influence politics in far-flung countries and spread a spirituality that appeals to religious groups and atheists alike. Controversial digital upgrades and poorly received prequels have actually made the franchise stronger than ever. Now, with a savvy new set of bosses holding the reins and Episode VII on the horizon, it looks like Star Wars is just getting started. An energetic, fast-moving account of this creative and commercial phenomenon, How Star Wars Conquered the Universe explains how a young filmmaker's fragile dream beat out a surprising number of rivals to gain a diehard, multigenerational fan base -- and why it will be galvanizing our imaginations and minting money for generations to come.
Guinness World Records: Gamer's Edition 2020 Guinness World Records 2019-08-27 Gamer’s 2020 is bursting at the seams with the characters our readers love and the games making the biggest splash in gaming right now! Gamer’s 2020 features characters and legends such as Super Mario, Spider-Man, Pikachu, Link, Master Chief, Solid Snake, Batman, Mickey Mouse, Lara Croft and Crash Bandicoot will all have their own page... and that’s just the start! And, if that wasn’t enough, this year a special section is dedicated entirely to the gaming sensation that is Fortnite. We’ve worked closely with the game’s publisher, Epic, to obtain the most accurate facts on the best players, the most popular equipment and the biggest in-game events. We’ve also crafted specially designed Reader Challenges to put our readers to the test and crown all-new record holders! The book’s features will transport our readers to more legendary gaming franchises – whether they visit a galaxy far, far away in Star Wars, get up-to-speed on gaming’s debutant heroes, catch-up on a year’s worth of eSports tournaments, or explore the history of Assassin’s Creed’s locales. Gamer’s 2020 has something for every gamer on the planet and remains the ultimate guide to gaming!

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