The Brawler's Encyclopedia

The Brawler's Encyclopedia

Author: Jason R. Rich

Publisher: Simon and Schuster

Published: 2019-11-05

Total Pages: 306

ISBN-13: 1510757481

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The Must-Own Insider's Guide to the Gaming Sensation! Brawl Stars is one of the latest real-time multiplayer gaming phenomena to captivate players all over the world. Players team up in threes to navigate mazes, shoot at enemies, and collect colorful gem stones. In order to triumph, players must react quickly, aim precisely, and develop strategy to perform well in each three-minute match. To keep the game interesting, Brawl Stars offers several unique game play modes, each focusing on a different primary challenge. With the valuable tips in this illustrated, information-packed guide, gamers will be better equipped to: Develop strategies for success at each different level Master the various playing arenas (mazes) and snag more wins Take advantage of the unique features of each gameplay mode The Brawler’s Encyclopedia will introduce young readers to this exciting and challenging game. This full-color how-to guide includes hundreds of full-color screenshots showcasing some of the more collectible skins that can be unlocked or purchase and explaining all aspects of the game in a way that appeals to newbs and experienced gamers.


The Art of DOOM: Eternal

The Art of DOOM: Eternal

Author: Bethesda Softworks

Publisher: Dark Horse Comics

Published: 2020-03-24

Total Pages: 200

ISBN-13: 150671725X

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A full-color digital art book containing concept art and commentary from the development of DOOM Eternal, the next entry in the iconic first-person shooter series. The newest chapter in the quintessential game franchise from id Software is here. Witness DOOM Eternal! This epic volume explores the art and development of the hotly anticipated sequel to the 2016 Game Award-winner for Best Action Game! Explore the twisted demonic invasion of Earth, the cultist UAC facilities, and plunge into otherworldly and unknown locations new to the DOOM universe. Admire the dangerous glimmering edges of the Slayer's arsenal and armor. Examine the ancient designs and breeds of Hell's soldiers and lords--all in gloriously designed full color images straight from the files of the game's artists themselves! Dark Horse Books and id Software join forces to present The Art of DOOM Eternal, encompassing every detail you've come to love from DOOM!


I Am Error

I Am Error

Author: Nathan Altice

Publisher: MIT Press

Published: 2017-09-08

Total Pages: 439

ISBN-13: 0262534541

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The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.


The Third Industrial Revolution

The Third Industrial Revolution

Author: Jeremy Rifkin

Publisher: Macmillan + ORM

Published: 2011-10-04

Total Pages: 407

ISBN-13: 023034058X

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A New York Times–bestselling account of the next great economic era, with a look into the individuals pioneering its implementation around the world. One of the most influential social thinkers of our time reveals how Internet technology and renewable energy are merging to create the new jobs of the twenty-first century and change the world. In The Third Industrial Revolution, Jeremy Rifkin takes us on a journey into a new economic era where hundred of millions of people produce their own green energy in their homes, businesses, and factories and share it with each other on an “energy Internet.” Rifkin’s Third Industrial Revolution vision has been taken up by the European Union and China and endorsed by the United Nations. In this book, the author goes behind the scenes to meet the heads of state, global CEOs, social entrepreneurs, and NGO leaders who are pioneering the new economic paradigm. Praise for The Third Industrial Revolution “Jeremy Rifkin argues that green energy and the internet will revolutionize society and the environment . . . With the European Union already on board, this is a big idea with backbone.” —Nature “Impeccably argued . . . a compelling and cogent argument to overhaul our society and economy in favor of a distributed and collaborative model.” —Publishers Weekly


Bloodlines of the Illuminati:

Bloodlines of the Illuminati:

Author: Fritz Springmeier

Publisher: Bloodlines of the Illuminati

Published: 2019-03-04

Total Pages: 300

ISBN-13: 9781796271508

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The iLLamanati have emerged from hidden places of the Earth to shed light on the dark side of human endeavors by collating and publishing literature on the secrets of the Illuminati. Representing the Grand Llama, an omniscient, extradimensional light being who is channeled by our Vice-Admiral, Captain Space Kitten, the iLLamanati is organized around a cast of interstellar characters who have arrived on Earth to wage a battle for the light.Bloodlines of the Illuminati was written by Fritz Springmeier. He wrote and self-published it as a public domain .pdf in 1995. This seminal book has been republished as a three-volume set by the iLLamanati.Volume 1 has the first eight of the 13 Top Illuminati bloodlines: Astor, Bundy, Collins, DuPont, Freeman, Kennedy, Li, and Onassis.Volume 2 has the remaining five of the 13 Top Illuminati bloodlines: Rockefeller, Rothschild, Russell, Van Duyn, and Merovingian.Volume 3 has four other prominent Illuminati bloodlines: Disney, Reynolds, McDonald, and Krupps.


Paratextualizing Games

Paratextualizing Games

Author: Benjamin Beil

Publisher: transcript Verlag

Published: 2021-11-30

Total Pages: 364

ISBN-13: 3732854213

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Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?


The Video Games Textbook

The Video Games Textbook

Author: Brian J. Wardyga

Publisher: CRC Press

Published: 2018-08-06

Total Pages: 806

ISBN-13: 1351172344

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The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles. Key Features Explores the history of video games, including the social, political, and economic motivations Facilitates learning of material with illustrative timelines, arcade summaries and images Highlights the technical specifications of all major consoles Illustrates the breakthroughs and trends of the gaming market


Star Wars and the History of Transmedia Storytelling

Star Wars and the History of Transmedia Storytelling

Author: Sean Guynes

Publisher:

Published: 2018

Total Pages: 0

ISBN-13: 9789462986213

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Star Wars has reached more than three generations of casual and hardcore fans alike, and as a result many of the producers of franchised Star Wars texts (films, television, comics, novels, games, and more) over the past four decades have been fans-turned-creators. Yet despite its dominant cultural and industrial positions, Star Wars has rarely been the topic of sustained critical work. Star Wars and the History of Transmedia Storytelling offers a corrective to this oversight by curating essays from a wide range of interdisciplinary scholars in order to bring Star Wars and its transmedia narratives more fully into the fold of media and cultural studies. The collection places Star Wars at the center of those studies' projects by examining video games, novels and novelizations, comics, advertising practices, television shows, franchising models, aesthetic and economic decisions, fandom and cultural responses, and other aspects of Star Wars and its world-building in their multiple contexts of production, distribution, and reception. In emphasizing that Star Wars is both a media franchise and a transmedia storyworld, Star Wars and the History of Transmedia Storytelling demonstrates the ways in which transmedia storytelling and the industrial logic of media franchising have developed in concert over the past four decades, as multinational corporations have become the central means for subsidizing, profiting from, and selling modes of immersive storyworlds to global audiences. By taking this dual approach, the book focuses on the interconnected nature of corporate production, fan consumption, and transmedia world-building. As such, this collection grapples with the historical, cultural, aesthetic, and political-economic implications of the relationship between media franchising and transmedia storytelling as they are seen at work in the world's most profitable transmedia franchise.


Armed with Abundance

Armed with Abundance

Author: Meredith H. Lair

Publisher: Univ of North Carolina Press

Published: 2011

Total Pages: 315

ISBN-13: 0807834815

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Popular representations of the Vietnam War tend to emphasize violence, deprivation, and trauma. By contrast, in Armed with Abundance, Meredith Lair focuses on the noncombat experiences of U.S. soldiers in Vietnam, redrawing the landscape of the war


The Advanced Game Narrative Toolbox

The Advanced Game Narrative Toolbox

Author: Tobias Heussner

Publisher: CRC Press

Published: 2019-02-18

Total Pages: 233

ISBN-13: 1351014382

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The Advanced Game Narrative Toolbox continues where the Game Narrative Toolbox ended. While the later covered the basics of writing for games, the Advanced Game Narrative Toolbox will cover techniques for the intermediate and professional writer. The book will cover topics such as how to adapt a novel to a game, how to revive IPs and how to construct transmedia worlds. Each chapter will be written by a professional with exceptional experience in the field of the chapter. Key Features Learn from industry experts how to tackle today’s challenges in storytelling for games. A learn by example and exercise approach, which was praised in the Game Narrative Toolbox. An in depth view on advanced storytelling techniques and topics as they are currently discussed and used in the gaming industry. Expand your knowledge in game writing as you learn and try yourself to design quests, write romances and build worlds as you would as a writer in a game studio. Improve your own stories by learning and trying the techniques used by the professionals of game writing.