Mists of Akuma Mike Myler 2019-06-05 Mists of Akuma is an eastern fantasy noir steampunk campaign setting for use with the newest edition of the world's most popular tabletop roleplaying game. Using new mechanics steeped in eastern lore, the book focuses on providing in-depth urban settings and a diverse array of character options to make truly unique parties of adventurers perfectly suited to survive the decay and desperation in Soburin. Bengoshi (governmental agents) empowered to deputize individuals in service of the Masuto Dynasty are attempting to hold the apocalypse at bay but intrigue and graft are as common and deadly as the corrupting fog, and the ancient threat's influence is spread all the further by the despair of Emperor Hitoshi's subjects. In the 340-page deluxe version of the Mists of Akuma rulebook, you'll find... An overview of the recent history of Soburin and basic information about the world including the dangerous Mists of Akuma, rules for traveling the prefectures, and what rigors maddened explorers must overcome to visit the apocalypse that has become of the other continents. Over 100 NPCs and monsters ranging from foreign generals to eastern dragons, powerful bengoshi and underlings from each of the 24 unique clans, and more than two dozen kami, oni, and tsukumogami! Cultural practices and traditions for Soburin inspired by and drawn from eastern lore. Gorgeous cover artwork by Claudio Pozas, interior scene illustrations by Indi Martin and Sara Shijo, and character illustrations by Jacob Blackmon and Nathanael Batchelor! A chapter each detailing three different cities: the capital of the Imperial Prefecture, Sanbaoshi, the advanced mechanical metropolis of Kyofu, and the traditionalist magic-steeped settlement of Nagabuki. Short stories with gorgeous half page illustrations at the start of each chapter to firmly posit the desperation and diversity inherent to adventuring in Soburin! Details on each of the two dozen clans of the prefectures, including the bengoshi that negotiate on the behalf of each ruling family's lady or lord and how the Kengen Occupation affected each region of Soburin. 7 new character backgrounds and guidelines for adapting existing character backgrounds when playing in Soburin as well as new conditions, the Culture skill, and 6 maps for the continent and its settlements by cartographers Michael McCarthy, Mike Myler, and Tommi Salama! 19 different archetypes that provide exciting theme-appropriate character options for every class! 14 new races to breathe life into Soburin, making it an exotic and unique world that is eager to shrug off the shackles of western imperialism. 32 new character feats, over 10 pages of equipment that ranges from new armor and weapons to steampunk prostheses and vehicles, and 22 new Eastern-themed spells! And more. This anniversary edition includes Revenge of the Pale Master, a 25-page mystery adventure set in Soburin.
Big Guy and Rusty the Boy Robot Frank Miller 1996-09-10 Front and center, America! Here comes action! Here comes adventure! Here comes The Big Guy and Rusty the Boy Robot — a roller-coaster ride through the minds of Geof Darrow and Frank Miller, the tag team that set you reeling with their hard-hitting series, Hard Boiled! Everything you remember about being eight years old and watching monster movies is right here, but with all the magnified detail that you always wanted to see. Geof Darrow was awarded an Eisner for his spectacular artwork on the original hit miniseries, The Big Guy and Rusty the Boy Robot. For all the time and all the care he lavished on those pages, it's an award that was well-earned. When Geof first came into the Dark Horse offices with the finished pages for the series based on Frank Miller's script, we were all stunned by the detail... A gargantuan monster is tearing apart downtown Tokyo and turning its fair citizens into a menagerie of grotesques! Can anyone stop the carnage? Can anyone save the city? Enter Rusty, the Boy Robot, Japan's biggest big gun! If he can't atomize the atomic monstrosity, nobody can!
Street Fighter Tribute UDON 2015-11-17 New Hardcover Edition! Fine art meets martial arts in this collaborative tribute to the undisputed king of all fighting game franchises - Street Fighter! Street Fighter Tribute features hundreds of original illustrations by artists from around the globe, each paying homage to their favorite Street Fighter characters in a dizzying array of styles. This video game art gallery in a book is bursting with inspiration, energy, and a love for all things Street Fighter!
Street Fighter: the Novel Takashi Yano 2018-10-09 The World Warrriors take center stage in the first ever Street Fighter novel! Featuring Ryu VS Akuma, Chun-li VS Elena, Guile VS E.Honda, Sagat VS M.Bison, and many more classic fighters colliding in their most epic encounters yet. It's all described in Shoryuken-smashing, Sonic Boom-throwing, Psycho Power-pulsing detail! The action is only enhanced with bonus manga pages and artwork in every chapter by manga legend Yusuke Murata!
Collecting the Art of G. I. Joe R. Carson Mataxis 2015-07-15 This 62 page 8"x11" celebration of the painted art of G.I.Joe: A Real American Hero features every carded figure, vehicle, playset, poster and peripheral product featuring painted art released from 1982-1983. This soft cover book features 100# paper and an epic card stock AccuFoil 11"x16" wraparound cover!
Street Fighter World Warrior Encyclopedia Matt Moylan 2010 Enter the world of Street Fighter, where fighters of every size, shape, and color collide in a global battle for supremacy. Combatants fight for reasons as diverse as their nationalities, each which their own unique moves and fighting style. Now you can learn the whole story behind the world's greatest fighters in The Street Fighter World Warrior Encyclopedia! Inside you will find detailed profiles of every Street Fighter character, including their histories, strengths, allies, enemies, and more! Each profile is accompanied by pulse-pounding artwork by top UDON artists like Alvin Lee, Jo Chen, Arnold Tsang, Jeffrey Cruz, Joe Ng, and Omar Dogan.
The Brave and the Bold (1955-) #28 Gardner Fox 2016-09-13 Featuring the first appearance of the Justice League of America! When Starro the Conqueror arrives on Earth intent on enslaving humanity, it's up to the superheroes of the world to band together and defeat the evil alien! Also featuring the first appearance of Lucas 'Snapper' Carr.
Unit Operations Ian Bogost 2008-01-25 In Unit Operations, Ian Bogost argues that similar principles underlie both literary theory and computation, proposing a literary-technical theory that can be used to analyze particular videogames. Moreover, this approach can be applied beyond videogames: Bogost suggests that any medium—from videogames to poetry, literature, cinema, or art—can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of "game studies." The richness of Bogost's comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato, Badiou, Zizek, and McLuhan, and in his analysis of numerous videogames including Pong, Half-Life, and Star Wars Galaxies. Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. His extended analysis of freedom in large virtual spaces examines Grand Theft Auto 3, The Legend of Zelda, Flaubert's Madame Bovary, and Joyce's Ulysses. In Unit Operations, Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology.
Game Feel Steve Swink 2008-10-13 "Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.
The Art of Street Fighter - Hardcover Edition Capcom 2021-07-06 The king of fighting games gets the ultimate art book with The Art of Street Fighter(TM), collecting over 25 years of classic Street Fighter artwork! Covering the eras of Street Fighter I, II, III, IV, and Alpha, this 448-page behemoth of a book collects pin-ups, character designs, crossover artwork, rare sketches, tribute art, interviews and creator commentary.
Street Fighter Ken Siu-Chong 2006-12-01 Featuring the beginning of Ryu's journey around the world, Cammy's quest to discover her past, Chun-Li's investigation into the Shadaloo-controlled Hong Kong underworld, and the first appearance of fan-favorite characters like Adon and Fei Long, this is a story no "Street Fighter" fan should be without!
AI Game Engine Programming Brian Schwab 2009 This text is written for all levels of game AI developers who wish to further their knowledge of the myriad AI games used in various genres. It provides the knowledge and techniques needed to create an AI engine
The Culture of Digital Fighting Games Todd Harper 2013-11-26 This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming, community, and identity? Informed by observations made at one of the biggest fighting game events in the world – the Evolution Series tournament, or "EVO" – and interviews with fighting game players themselves, this book covers everything from the influence of arcade spaces, to the place of gender and ethnicity in the community, to the clash of philosophies over how these games should be played in the first place. In the process, it establishes the role of technology, gameplay, and community in how these players define both themselves and the games that they play.
Street Fighter Swimsuit Special Collection Udon 2020-06-23 The lovely ladies and lads of Street Fighter take a break from fist fights and tournaments to hit up the world's hottest beaches, pools, volleyball courts, and more! Everyone from Chun-Li to Poison to Guile shows off their favorite swimwear, plus guest appearances from the cast of Darkstalkers, Rival Schools, and Final Fight! This beautiful hardcover tome gathers four years of UDON's Street Fighter Swimsuit and Pin-up specials in an over-sized art book format, including rare covers and never-before-seen rough concepts.
Romulus Daniel Way 2009 "For decades he treated Logan like an animal, a feral beast tied to a leash and forced to do his bidding. He stole Logan's child, ripping him from his dead mother's womb and raising him as a savage. He twisted that child into a killing machine even more lethal than his father. He formed a band of feral champions, ready to kill on command. And now the time has come. The time when Wolverine finally meets the man who made him who he is! And there shall be a reckoning! This is it! Logan finally lays eyes on the man who made him the best there is at what he does: Romulus!"--P. [4] of cover.
Famous Artists' Cats David Stone 2015-11-23 Many famous artists, from Klimt to Picasso to Matisse, loved cats. They posed for photographs with them and allowed their feline friends to wander around the studio. Sadly, not enough of them allowed their cats to participate in the art. That is, the artists never let their cats get inside the pictures. As every cat lover knows, the cats must surely have tried. Famous Artists' Cats, inspired by cat artist Deborah Julian's popular images, aims to correct this historic deficiency. Partnering with her own cats, George, Billy and Sam, in 17 full color works of digital art, she has swung open the studio doors and let them get inside the frames at last. Enjoy multiple feline explorations within the imagination of Matisse and Van Gogh. See what happens when a vain young woman in front of a mirror is replaced by a cat. See if George, Billy or Sam can out-parody Lichtenstein. David Stone puts the pictures in perspective comments about he artists and the art being invaded. Deborah Julian's cat art is often funny, sometimes insightful and always respectful of both the artists and the cats.
Super Mario Encyclopedia: The Official Guide to the First 30 Years Nintendo 2018-10-23 Power Up! Super Mario Bros. Encyclopedia: The Official Guide to the First 30 Years is jam-packed with content from all seventeen Super Mario games--from the original Super Mario Bros. to Super Mario 3D World. Track the evolution of the Goomba, witness the introduction of Yoshi, and relive your favorite levels. This tome also contains an interview with producer Takashi Tezuka, tips to help you find every coin, star, sun, and mushroom--even explanations of glitches! With information on enemies, items, obstacles, and worlds from over thirty years of Mario, Super Mario Bros. Encyclopedia is the definitive resource for everything Super Mario!
Play Redux David Myers 2010-06-02 "Play Redux excels in tying together intellectual traditions that are rooted in literary studies, cognitive science, play studies and several other fields, thereby creating a logical whole. Through this, the book makes service to several academic communities by pointing out their points of contact. This is clearly an important contribution to a growing academic field, and will no doubt become important in many future discussions about digital games and play." ---Frans Mä yrä , University of Tampere, Finland "David Myers has researched video games longer than anyone else. Play Redux shows him continually relevant, never afraid of courting controversy." ---Jesper Juul, IT University of Copenhagen, Denmark Play Redux is an ambitious description and critical analysis of the aesthetic pleasures of video game play, drawing on early twentieth-century formalist theory and models of literature. Employing a concept of biological naturalism grounded in cognitive theory, Myers argues for a clear delineation between the aesthetics of play and the aesthetics of texts. In the course of this study, Myers asks a number of interesting questions: What are the mechanics of human play as exhibited in computer games? Can these mechanisms be modeled? What is the evolutionary function of cognitive play, and is it, on the whole, a good thing? Intended as a provocative corrective to the currently ascendant, if not dominant, cultural and ethnographic approach to game studies and play, Play Redux will generate interest among scholars of communications, new media, and film. David Myers is Reverend Aloysius B. Goodspeed Distinguished Professor at the School of Mass Communication, Loyola University New Orleans.
Game Usability Katherine Isbister 2008-08-12 Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending these ideas to games. Game companies are now trying to take games beyond the 'hardcore' gamer market--the people who love challenge and are happy to master a complicated or highly genre-constrained interface. Right about now (with the growth of interest in casual games) game companies are truly realizing that usability matters, particularly to mainstream audiences. If it's not seamless and easy to use and engaging, players will just not stay to get to the 'good stuff'. By definition, usability is the ease with which people can emplo a particular tool in order to achieve a particular goal. Usability refers to a computer program's efficiency or elegance. This book gives game designers a better understanding of how player characteristics impact usability strategy, and offers specific methods and measures to employ in game usability practice. The book also includes practical advice on how to include usability in already tight development timelines, and how to advocate for usability and communicate results to higher-ups effectively.
SF25 Capcom 2014-08-12 The king of fighting games gets the ultimate art book with SF25: The Art of Street Fighter, collecting over 25 years of Street Fighter artwork! This 448-page behemoth of a book collects pin-ups, character designs, crossover artwork, rare concept art, and more. SF25 features over 100-pages of new material, including tribute art from top Japanese artists, never-before-collected sketches and game art, and all-new interviews with the people who created the legend that is Street Fighter!
The Art of Game Design Jesse Schell 2008-08-04 Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
Fighting Chess Colin Crouch 2013-03-19 What separates the best chess players from the rest? What gives them the edge over their rivals? Chess legend Vladimir Kramnik believes it’s their fighting skills and the ability to continuously find ways to keep a game alive. Colin Crouch agrees, and is fascinated that the world’s strongest players seem almost unbeatable, even when games appear sharp and double-edged. In this book Crouch examines the tremendous fighting qualities of today’s top grandmasters. Analysing key games from 2012, Crouch demonstrates how they give nothing away to opponents but are always alert to punish any slight errors, and crucially, how we can apply these lessons to help us in our own games. Move by Move provides an ideal platform to study chess. By continually challenging the reader to answer probing questions throughout the book, the Move by Move format greatly encourages the learning and practising of vital skills just as much as the traditional assimilation of knowledge. Carefully selected questions and answers are designed to keep you actively involved and allow you to monitor your progress as you learn. This is an excellent way to improve your chess skills and knowledge. *Learn from the world’s best chess players *Important ideas absorbed by continued practice *Utilizes an ideal approach to chess study
Game Design Workshop Tracy Fullerton 2014-03-05 Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. The book puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. It provides you with the foundation to advance your career in any facet of the game industry, including design, producing, programming, and visual design.
Udon's Art of Capcom Arnold Tsang 2014-10-07 - Collecting over 10 years of UDON's Capcom artwork in one epic 600-page hardcover volume! UDON's Art of Capcom: Complete Edition gathers more than 80 UDON artists' renditions of the cast of Street Fighter, Darkstalkers, Rival Schools, Mega Man, Strider, and other classic Capcom franchises. Included are comic covers, toy designs, video game sprites, game box art, tribute art, and much more!
Street Fighter: The Official Street Food Cookbook Victoria Rosenthal 2021-06-01 Street Fighter™: The Official Street Food Cookbook brings together your favorite challengers in this global collection of recipes. Inspired by the diverse nationalities of the iconic characters in Capcom’s Street Fighter™ video game franchise, Street Fighter: The Official Street Food Cookbook offers easy-to-make recipes that are perfect for your next party or one-on-one showdown. Sakura Kasugano: High school student, martial artist, and world traveler. Join her as she embarks on a trip around the globe, training, fighting, and trying out delicious new street food snacks. In this book, she shares the stories of her encounters with other fighters and their favorite recipes from their hometowns. This cookbook features delectable treats found in food stalls on the streets of Japan, Spanish tapas from a flamenco tavern, snacks on a pier in the Amazon River basin, and much more. With easy-to-follow step-by-step instructions, this cookbook features recipes and characters from every iteration of Capcom’s hit Street Fighter series. Packed with vibrant photography as well as information about each fighter and the dish they inspired, this book will level up your skills in the kitchen, making it the ultimate culinary companion for everyone from skilled cooks to new challengers.
Wolverine Daniel Way For over a century, he's been hiding in the darkest shadows of Wolverine's life, controlling the beast and destroying the man. But now, finally, the tide is turning... and Wolverine's vengeance is within reach! Introducing: ROMULUS! Collects Wolverine: Origins #37-40.
Teens at Play Rebecca 2007-04 Oh, those naughty, naughty high school girls! Talk about spoiled! The rambunctious raconteuse of raunch Rebecca takes a vacation from her horny Housewives and Hot Moms to throw a VERY explicit spotlight on the younger generation of female flesh and, oh my! Knees and other body parts are kissed, girls are forced to act like dogs and babies (and Thanksgiving dinner), strap-ons are given a workout, friends meet enemas, nipples squirt milk, and those cute little teenagers do things to each other's per little butt holes that you have to see to believe (did you know why it was called corn holing? Well?).
The Nature of Computer Games David Myers 2003 Offering one of the first fully articulated theories of computer games based on game play rather than game texts, The Nature of Computer Games mounts a serious challenge to literary critics, cultural theorists, and others who might assume computer game play is best understood with reference to preexisting social contexts.
Street Fighter Classic Volume 1 Ken Siu-Chong 2018-05 Chun-li and Guile uncover the secrets of Shadaloo, while Ryu and Ken hunt down the murderous master of the fist -- Akuma! It's a whirlwind tour across the globe with all your favorite World Warriors! Collects the original Street Fighter #0-6, plus cover art and bonus stories from some of the hottest names in comics!
Programming Machine Learning Paolo Perrotta 2020-03-31 You've decided to tackle machine learning - because you're job hunting, embarking on a new project, or just think self-driving cars are cool. But where to start? It's easy to be intimidated, even as a software developer. The good news is that it doesn't have to be that hard. Master machine learning by writing code one line at a time, from simple learning programs all the way to a true deep learning system. Tackle the hard topics by breaking them down so they're easier to understand, and build your confidence by getting your hands dirty. Peel away the obscurities of machine learning, starting from scratch and going all the way to deep learning. Machine learning can be intimidating, with its reliance on math and algorithms that most programmers don't encounter in their regular work. Take a hands-on approach, writing the Python code yourself, without any libraries to obscure what's really going on. Iterate on your design, and add layers of complexity as you go. Build an image recognition application from scratch with supervised learning. Predict the future with linear regression. Dive into gradient descent, a fundamental algorithm that drives most of machine learning. Create perceptrons to classify data. Build neural networks to tackle more complex and sophisticated data sets. Train and refine those networks with backpropagation and batching. Layer the neural networks, eliminate overfitting, and add convolution to transform your neural network into a true deep learning system. Start from the beginning and code your way to machine learning mastery. What You Need: The examples in this book are written in Python, but don't worry if you don't know this language: you'll pick up all the Python you need very quickly. Apart from that, you'll only need your computer, and your code-adept brain.
Screenplay Geoff King 2002 Hollywood film franchises are routinely translated into games and some game-titles make the move onto the big screen. This collection investigates the interface between cinema and games console or PC.
How to Make Capcom Fighting Characters Capcom 2020-08-18 Take a deep dive into the design process behind the iconic characters of the Street Fighter franchise. This includes a detailed showcase of the raw concept art behind Street Fighter V, as well as a look back at classic Street Fighter and Final Fight games
Vintage Games 2.0 Matt Barton 2019-05-08 Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.
Anime Interviews Takayuki Karahashi 1997-09-22 In this book, the first collection of its kind, you will hear insights directly from the mouths and minds of the anime and manga creators themselves, in interviews with are often the only ones on record in English. some of these creators are larger-than-life legends in their native Japan, some are up-and-coming young talents, but all have a lot to say on the subject of their work.
Art of Mana Square Enix 2020-02-11 Celebrating the first twenty-five years of Mana adventures! Since the first game's release in 1991, Square Enix has been dazzling fans worldwide with the fantastical and action-packed world of Mana. More than twenty-five years later, the magic of Mana still lives on and now Dark Horse Books and Square Enix are proud to present The Art of Mana. The first official art book of Square Enix's hit Mana video game series, The Art of Mana collects more than twenty-five years' worth of memories with over 200 pages featuring more than 400 illustrations from the original creative team along with detailed explorations of every character, original sketches, world designs, and much more. Presented in English for the first time, this beautiful collection is not to be missed.
The Spire #1 Simon Spurrier 2015-07-01 From the celebrated creative team behind Six-Gun Gorilla, The Spire is a sprawling fantasy noir that Vulture called one of the "Ten Best Comic Books of 2015." At the Spire, a sprawling mountain of metal and stone in the middle of a radioactive desert, Sha, the Commander of the City Watch, is tasked with keeping the hodgepodge of forgotten technology and new biology safe. When a string of grisly murders is committed just as a new Baroness of the Spire is about to be sworn in, Sha will have to find the killer and bring them to justice. Collects all eight issues of the Eisner Award-nominated limited series. "...packed with unique character designs and visual charm...readers will discover a world rich with ideas"¦" - Comic Book Resources
Undisputed Street Fighter Steve Hendershot 2017-11-07 Since its inception 30 years ago, the Street Fighter(TM) video game series from Capcom has thrived based on a lethal combination of innovation, style and technique. From first-of-their-kind advances such as selectable characters and secret combo moves, to imagination-capturing characters such as Ryu, Chun-Li, and Akuma, Street Fighter has stayed a step ahead of the competition en route to becoming one of the most enduring and influential franchises in video game history. Undisputed Street Fighter(TM) features in-depth interviews and exclusive, behind-the-scenes looks into the making of the Street Fighter games, and the iconic art, design, and imagery from across the Street Fighter universe
Videogames James Newman 2004 James Newman's lucid and engaging introduction guides the reader through the world of videogaming, providing a history of the videogame from its origins in the computer lab to its contemporary status as a global entertainment industry, with characters such as Lara Croft and Sonic the Hedgehog familiar even to those who've never been near a game console. Video games explores: Why study videogames? What is a videogame? A brief history of videogames, from Pacman to Pokémon; The videogame industry; Who plays videogames? Are videogames bad for you? The narrative structure of videogames; The future of videogames. - Back cover.
Midnightman Icemanblue 2010 Yeah! Midnightman has all the advantages comic hero needs: He's good looking, muscular and has quite a bulge in his pants. By the way: He's never tired of adventures and happens to stumble from one breathtaking story into the next. We don't know why he always has to fight against hunky sex maniacs who evoke greedy, well hung demons with their fully loaded sperm cannons. But honestly: Do we care? The important thing is that IcemanBlue's comics are an awful lot of fun, damned horny and make you want more. What more could we ask?
Street Fighter Classic Volume 2 Ken Siu-Chong 2018-05 New challengers enter the arena of battle! Meet the high-kicking Cammy, the kung fu master Fei Long, the monstrous Blanka, the ancient and mysterious Gen, and more of your favorite World Warriors! Collects the original Street Fighter #7-14, plus cover art and bonus stories from some of the hottest names in comics!

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