Experience the dystopian world of BioShock with this finely crafted journal showcasing iconic imagery and brilliant concept art from the game. Since the original game’s debut in 2007, the BioShock series has engaged a legion of fans with incredible worlds, complex characters, dynamic storylines, and exceptional graphics. The first atmospheric game introduced players to Rapture, a city at the bottom of the ocean where the only creatures that dare to roam are the Little Sisters and their Big Daddy protectors. Featuring images and concept art from the first BioShock game, this journal offers players the chance to record their own journeys and adventures.
A unique and extraordinary saga of video games. In just three installments, the BioShock saga made a special place for itself in the hearts of players. These games boast completely unique and extraordinary stories and worlds. The first two installments take place in the underwater city of Rapture. Immersed in the Art Deco style and a 1950s atmosphere, the player advances through an open, intelligent gameplay that encourages creativity and careful use of the resources provided by the surroundings. BioShock Infinite, the third installment, draws us in to explore the floating city of Columbia in a uchronic, steampunk-laden 1912.Third Éditions aims to pay tribute to this hit series—which, despite its short history, has already gained critical acclaim. Dive into this unique volume that explores the games’ origins and provides an original analysis of each installment. Discover a complete analysis of the three installments of the BioSchok Saga! The video game will not have secrets for you anymore ! EXTRACT After years marked by total abstruseness, the early 2000s saw the transition of PC games to the world of consoles. In market terms, game consoles had reached a general-public status, ensuring high popularity—but the PC market put up strong resistance, in particular by selling downloadable games through stores such as Steam. Numerous PC-based developers, such as Warren Spector (Deus Ex, Epie Mickey), Peter Molyneux (Populous, Fable), and of course Ken Levine, began developing for consoles. In the same vein, numerous genres that were typically destined for PC gaming began migrating to consoles. This change certainly had numerous causes, one being Microsoft’s arrival on the console market with Xbox (with architecture close to a PC). In addition, typical inconveniences in PC development were eliminated (games no longer had to be designed for a wide variety of configurations, as a console by nature has a stable internal architecture). Finally, there was the question of pirating—even though it exists on consoles, it is much more common on PCs. ABOUT THE AUTHORS Nicolas Courcier and Mehdi El Kanafi - Fascinated by print media since childhood, Nicolas Courcier and Mehdi El Kanafi wasted no time in launching their first magazine, Console Syndrome, in 2004. After five issues with distribution limited to the Toulouse region of France, they decided to found a publishing house under the same name. One year later, their small business was acquired by another leading publisher of works about video games. In their four years in the world of publishing, Nicolas and Mehdi published more than twenty works on major video game series, and wrote several of those works themselves: Metal Gear Solid. Hideo Kojima’s Magnum Opus, Resident Evil Of Zombies and Men, and The Legend of Final Fantasy VII and IX. Since 2015, they have continued their editorial focus on analyzing major video game series at a new publishing house that they founded together: Third. Raphaël Lucas - Raphaël has over fifteen years of experience in the world of video game writing. A reader of Tilt and a fan of a renowned French video game journalist AHL, he first pursued a university éducation. After obtaining a master‘s degree in history from the University of Paris 1, he then became a freelancer for PC Team before working for Gameplay RPG and PlayMag. In October 2004, he joined the group Future France and worked for Joypad, PlayStation Magazine, Consoles + and Joystick, not to mention a few other contributions to film magazines. Today, he writes for Jeux Vidéo Magazine as well as the magazine The Game. He is also the co-author of The Legend of Final Fantasy IX.
“Intelligent and entertaining.” —Kirkus Reviews (starred review) “Even better than the first book.” —School Library Journal (starred review) Rowan and Citra take opposite stances on the morality of the Scythedom, putting them at odds, in the chilling sequel to the Printz Honor Book Scythe from New York Times bestseller Neal Shusterman, author of the Unwind dystology. Humans learn from their mistakes. I cannot. I make no mistakes. The Thunderhead is the perfect ruler of a perfect world, but it has no control over the scythedom. A year has passed since Rowan had gone off grid. Since then, he has become an urban legend, a vigilante snuffing out corrupt scythes in a trial by fire. His story is told in whispers across the continent. As Scythe Anastasia, Citra gleans with compassion and openly challenges the ideals of the “new order.” But when her life is threatened and her methods questioned, it becomes clear that not everyone is open to the change. Old foes and new enemies converge, and as corruption within the Scythedom spreads, Rowan and Citra begin to lose hope. Will the Thunderhead intervene? Or will it simply watch as this perfect world begins to unravel?
Presents a series of short science-fiction stories that tells of encounters between humans and the intelligent, self-aware death machines known as the Berserkers.
"In a world where disease has been eliminated, the only way to die is to be randomly killed ('gleaned') by professional reapers ('scythes'). Two teens must compete with each other to become a scythe--a position neither of them wants. The one who becomes a scythe must kill the one who doesn't"--Provided by publisher.
Transmedia Marketing: From Film and TV to Games and Digital Media skillfully guides media makers and media marketers through the rapidly changing world of entertainment and media marketing. Its groundbreaking transmedia approach integrates storytelling and marketing content creation across multiple media platforms – harnessing the power of audience to shape and promote your story. Through success stories, full color examples of effective marketing techniques in action, and insight from top entertainment professionals, Transmedia Marketing covers the fundamentals of a sound 21st century marketing and content plan. You’ll master the strategy behind conducting research, identifying target audiences, setting goals, and branding your project. And, you’ll learn first-hand how to execute your plan’s publicity, events, advertising, trailers, digital and interactive content, and social media. Transmedia Marketing enlivens these concepts with: Hundreds of vibrant examples from across media platforms – The Hunger Games, Prometheus, The Dark Knight, Bachelorette, The Lord of the Rings, Despicable Me 2, Food, Inc., Breaking Bad, House of Cards, Downton Abbey, Game of Thrones, Top Chef, Pokémon, BioShock Infinite, Minecraft, Outlast, Titanfall, LEGO Marvel Super Heroes, Halo 4, Lonelygirl15, Annoying Orange Real-world advice from 45 leading industry writers, directors, producers, composers, distributors, marketers, publicists, critics, journalists, attorneys, and executives from markets, festivals, awards, and guilds Powerful in-depth case studies showcasing successful approaches – A.I. Artificial Intelligence, Mad Men, Lizzie Bennet Diaries, Here Comes Honey Boo Boo, and Martin Scorsese Presents the Blues Extensive Web content at www.transmediamarketing.com featuring a primer on transmedia platforms – film, broadcast, print, games, digital media, and experiential media; expanded case studies; sample marketing plans and materials; and exclusive interviews With Transmedia Marketing, you’ll be fully versed in the art of marketing film, TV, games, and digital media and primed to write and achieve the winning plan for your next media project.
Immerse yourself in the world of Fallout with this deluxe hardcover journal and pen set featuring iconic imagery from the hit series. Bethesda Game Studios’ award-winning Fallout series has enthralled fans with dynamic visuals, thrilling story lines, and a darkly humorous take on an apocalyptic future. This deluxe hardcover journal features striking art and iconography from the series. Featuring a collectible Fallout pen, this deluxe journal lies flat when open and includes 192 ruled pages, a ribbon placeholder, an elastic closure, and a back pocket for storing keepsakes and useful vault maps.
Bring the world of the Caped Crusader to life upon the pages of Batman: The Official Coloring Book, filled with ready-to-color, detailed illustrations. The Dark Knight. The World’s Greatest Detective. The Defender of Gotham City. Bring your unique creativity to this official coloring book featuring DC Comics’ iconic superhero, the one and only Batman. 60+ COLORING PAGES: Detailed pages offer hours of coloring fun, featuring iconic scenes from the streets of Gotham City, to the Batcave, and beyond. ACTION-PACKED: Fan-favorite characters like Batman, Robin, and the Joker explode off the ready-to-color pages. HEROES AND VILLAINS: Help the Dark Knight bring peace to Gotham City, and witness his iconic struggle against foes like The Penguin and Harley Quinn. CREATIVE EXPRESSION: Enjoy hours of creative fun and relaxation through coloring with one of the world’s mightiest of heroes.