A reconnaissance mission gone wrong may escalate into large scale war, unless Submarine officer Jerry Mitchell and the crew of the USS Seawolf can convince the Russian authorities that they can help locate and rescue the crew of a new Russian attack submarine.
Following the events Jerry Mitchell encountered in Dangerous Ground, the pilot-turned-submarine officer is now a department head, the navigator, aboard USS Seawolf. Now on a mission deep in the Barents Sea, north of Russia, Seawolf explores the sea floor, part of a sophisticated reconnaissance plan that will watch the Russian navy as it trains for battle. Although well outside Russia's territorial waters, Seawolf is ambushed by Russia's newest submarine, Severodvinsk. Although it doesn't fire any weapons, its aggressive new captain, Alexi Petrov, harasses the intruder with dangerously fast, insanely close passes by the American boat. The two subs collide, with the Russian boat crippled and trapped on the bottom. Only Seawolf knows where she is, and the rest of the Russian fleet is too angry to listen. Mitchell and his shipmates have to keep their own damaged boat afloat, figure out a way to make the Russians listen, and keep the trapped Russian submariners alive until they can be saved - if that is even possible. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Springtime in Styria. And that means war. There have been nineteen years of blood. The ruthless Grand Duke Orso is locked in a vicious struggle with the squabbling League of Eight, and between them they have bled the land white. While armies march, heads roll and cities burn, behind the scenes bankers, priests and older, darker powers play a deadly game to choose who will be king. War may be hell but for Monza Murcatto, the Snake of Talins, the most feared and famous mercenary in Duke Orso's employ, it's a damn good way of making money too. Her victories have made her popular - a shade too popular for her employer's taste. Betrayed, thrown down a mountain and left for dead, Murcatto's reward is a broken body and a burning hunger for vengeance. Whatever the cost, seven men must die. Her allies include Styria's least reliable drunkard, Styria's most treacherous poisoner, a mass-murderer obsessed with numbers and a Northman who just wants to do the right thing. Her enemies number the better half of the nation. And that's all before the most dangerous man in the world is dispatched to hunt her down and finish the job Duke Orso started... Springtime in Styria. And that means revenge.
A deeply researched international history and "exemplary study" (New York Times Book Review) of how a divided world ended and our present world was fashioned, as the world drifts toward another great time of choosing. Two of America's leading scholar-diplomats, Philip Zelikow and Condoleezza Rice, have combed sources in several languages, interviewed leading figures, and drawn on their own firsthand experience to bring to life the choices that molded the contemporary world. Zeroing in on the key moments of decision, the might-have-beens, and the human beings working through them, they explore both what happened and what could have happened, to show how one world ended and another took form. Beginning in the late 1970s and carrying into the present, they focus on the momentous period between 1988 and 1992, when an entire world system changed, states broke apart, and societies were transformed. Such periods have always been accompanied by terrible wars -- but not this time. This is also a story of individuals coping with uncertainty. They voice their hopes and fears. They try out desperate improvisations and careful designs. These were leaders who grew up in a "postwar" world, who tried to fashion something better, more peaceful, more prosperous, than the damaged, divided world in which they had come of age. New problems are putting their choices, and the world they made, back on the operating table. It is time to recall not only why they made their choices, but also just how great nations can step up to great challenges. Timed for the thirtieth anniversary of the fall of the Berlin Wall, To Build a Better World is an authoritative depiction of contemporary statecraft. It lets readers in on the strategies and negotiations, nerve-racking risks, last-minute decisions, and deep deliberations behind the dramas that changed the face of Europe -- and the world -- forever.
Gemma vows revenge against Hallie, but things immediately get complicated when Ford, Josh, and Teddy return to the Hamptons but Gemma is scooping ice cream all day at her father's insistence, and just as the revenge cycle reaches its peak a life-changing bombshell is dropped.
A young mage-in-training takes up the sword and is unwittingly pulled into a violent political upheaval, in the first book of this epic fantasy trilogy by Miles Cameron, author of The Red Knight. Aranthur is a promising young mage. But the world is not safe and after a confrontation leaves him no choice but to display his skill with a blade, Aranthur is instructed to train under a renowned Master of Swords. During his intensive training he begins to question the bloody life he's chosen. And while studying under the Master, he finds himself thrown into the middle of a political revolt that will impact everyone he's come to know. To protect his friends, Arnathur will be forced to decide if he can truly follow the Master of Swords into a life of violence and cold-hearted commitment to the blade.
“One of the most captivating novels of the year.” – Washington Post NATIONAL BESTSELLER A Best Book of the Year: Bloomberg | Boston Globe | Chicago Public Library | Chicago Tribune | Esquire | Kirkus | New York Public Library | New York Times Book Review (Historical Fiction) | NPR's Fresh Air | O Magazine | Washington Post | Publishers Weekly | Seattle Times | USA Today A Library Reads Pick | An Indie Next Pick From the #1 New York Times bestselling author of Beautiful Ruins comes another “literary miracle” (NPR)—a propulsive, richly entertaining novel about two brothers swept up in the turbulent class warfare of the early twentieth century. An intimate story of brotherhood, love, sacrifice, and betrayal set against the panoramic backdrop of an early twentieth-century America that eerily echoes our own time, The Cold Millions offers a kaleidoscopic portrait of a nation grappling with the chasm between rich and poor, between harsh realities and simple dreams. The Dolans live by their wits, jumping freight trains and lining up for day work at crooked job agencies. While sixteen-year-old Rye yearns for a steady job and a home, his older brother, Gig, dreams of a better world, fighting alongside other union men for fair pay and decent treatment. Enter Ursula the Great, a vaudeville singer who performs with a live cougar and introduces the brothers to a far more dangerous creature: a mining magnate determined to keep his wealth and his hold on Ursula. Dubious of Gig’s idealism, Rye finds himself drawn to a fearless nineteen-year-old activist and feminist named Elizabeth Gurley Flynn. But a storm is coming, threatening to overwhelm them all, and Rye will be forced to decide where he stands. Is it enough to win the occasional battle, even if you cannot win the war? Featuring an unforgettable cast of cops and tramps, suffragists and socialists, madams and murderers, The Cold Millions is a tour de force from a “writer who has planted himself firmly in the first rank of American authors” (Boston Globe).
This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR. The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.
The thrilling story of two Cold War spies, CIA case officer Jack Platt and KGB agent Gennady Vasilenko -- improbable friends at a time when they should have been anything but. In 1978, CIA maverick Jack Platt and KGB agent Gennady Vasilenko were new arrivals on the Washington, DC intelligence scene, with Jack working out of the CIA's counterintelligence office and Gennady out of the Soviet Embassy. Both men, already notorious iconoclasts within their respective agencies, were assigned to seduce the other into betraying his country in the urgent final days of the Cold War, but instead the men ended up becoming the best of friends-blood brothers. Theirs is a friendship that never should have happened, and their story is chock full of treachery, darkly comic misunderstandings, bureaucratic inanity, the Russian Mafia, and landmark intelligence breakthroughs of the past half century. In Best of Enemies, two espionage cowboys reveal how they became key behind-the-scenes players in solving some of the most celebrated spy stories of the twentieth century, including the crucial discovery of the Soviet mole Robert Hanssen, the 2010 Spy Swap which freed Gennady from Soviet imprisonment, and how Robert De Niro played a real-life role in helping Gennady stay alive during his incarceration in Russia after being falsely accused of spying for the Americans. Through their eyes, we see the distinctions between the Russian and American methods of conducting espionage and the painful birth of the new Russia, whose leader, Vladimir Putin, dreams he can roll back to the ideals of the old USSR.