With the Blood God destroyed and Havik neutralized, the champions of Earthrealm and Outworld attempt to return to their normal livesƒand new forces begin to conspire against them.
THE PREQUEL TO THE VIDEO GAME PHENOMENON IS HERE! For years, a tenuous peace has existed between the realms, time enough for old champions to fall and a new generation to rise. But peace can never last for long . . . The Thunder God Raiden has seen visions of a great evil entering our world, one so powerful it could change the very face of the universe. The one hope to stop the sinister force lies in six ancient relics, mystical blades imbued with the Blood Magick of the One Being—the Kamidogu daggers. But Raiden and his allies are not the only ones searching for the all-powerful weapons. Another has spent years acquiring each blade through cunning and guile. For not only can the Kamidogu daggers contain a god, they also have the power to create one . . . Kombatants old and new will fight for the future of our realm and the realms beyond in this red-hot debut by writer Shawn Kittelsen. Together with artists Dexter Soy (DC UNIVERSE VS MASTERS OF THE UNIVERSE) and Veronica Gandini (JUSTICE LEAGUE BEYOND 2.0), they’ll start this action-packed newest chapter in the Mortal Kombat saga off with a bloodbath!
The bestselling video games annual is back! Bursting with mind-blowing records and tantalizing trivia, the Guinness World Records 2016: Gamer's Edition is a must-have for any gaming fan. Whether you're all about the latest first-person shooter, an app aficionado, an MMO master, or a die-hard retro gamer, you'll find show-stopping records, top 10 roundups, quick-fire facts and stats, and hundreds of amazing new images from all your favorite games. What's more, brand new for this year's book is a dedicated section just for Minecraft fans, with a mega-showcase of the greatest construction records, in-game tips and lots more blocky goodness. Plus, discover which tech milestones have been smashed in the last year - in both software and hardware, get all the insider secrets from industry experts, and marvel at the players who have leveled up to the very top of the leaderboards. Think you can challenge the current champions? Look inside to see how to break your very own record! Guinness World Records: Gamer's Editions have sold a whopping 3+ million copies. Find out for yourself why it's a game-changer!
The quest for the Kamidogu daggers continues…fight! Great changes are coming to Outworld and Earthrealm alike. Whether they seek to protect the worlds of gods and men or to rule them, Kombatants new and old are heading toward bloody conflict. Hoping to thwart the coming evil, Raiden has conscripted Hanzo Hasashi-Scorpion-and his charge, Takeda Takahashi, to gather the mystical Kamidogu daggers. Their journey leads them to an old foe, who holds one of the powerful cursed weapons-Kuai Liang, the ninja known as Sub-Zero! With Sub-Zero corrupted by the Blood Magik of the dagger and Scorpion's deadly thirst for vengeance, the two will lock in a Mortal Kombat for the ages! Elsewhere, Kotal Kahn faces a challenge to his rule from the scorned tribe of the Shokan. King Gorbak is leading an army of Shokan and Oni warriors powerful enough to decimate the Emperor of Outworld. Though Kahn refuses to unleash his Kamidogu's Blood Magik again, he has an unlikely group of allies in the Earthrealmers Johnny Cage and Sonya Blade. The pair only wishes to rescue their daughter from the clutches of Reiko, but first they'll have to help Kahn protect his throne-which means an alliance with Kano and the Black Dragon! Writer SHAWN KITTELSEN continues his epic debut with the help of artists DEXTER SOY (DC UNIVERSE VS MASTERS OF THE UNIVERSE), IGOR VITORINO (Green Hornet) and DANIEL SAMPERE (BATGIRL), as they paint the blood-soaked story that leads into the video game phenomenon in MORTAL KOMBAT X: BLOOD GODS! Collects issues #5-8.
Now in its eighth edition, Guinness World Records Gamer's Edition is the ultimate guide to videogames. With all-new design and photography, the fresh-looking 2015 edition is packed full of news and views about the most up-to-date achievements and developments in gaming. It offers the most dazzling images from this year's top titles, along with fascinating facts, figures and features on the games and characters you love – from Minecraft to the world-beating Grand Theft Auto V, from thrilling new games to all-time classics. The latest edition includes gameplay tips and hints, interviews and features exploring gaming from different perspectives, and quotes from leading figures in the industry. Find out about the biggest-selling games, the highest scores, and the world's most amazing gamers. Read about the latest hardware developments in the battle of the eight-generation consoles, and explore the most exciting news stories across all the major gaming genres.
Has a commercial ever brought you to tears? Has a movie ever inspired you so much you change your way of life? Has the series finale of a television show ever broken your heart? Has a video game ever altered your perception of reality? If you're like most consumers, you answered 'yes' to at least one of those questions. Whether you remember it or not, the music of that ad, film, show or game probably played a big role in influencing your emotional response during that experience. In fact, music is included in media specifically for the purpose of connecting with audiences on a deeper level that visuals alone cannot access. A strong music strategy is fundamental to the success of television, film, brands and video games. Because of higher expectations for audiovisual content, it will take more than clever animation or a celebrity cameo to connect with consumers in an authentic, organic way. By providing audiences with a genuine music experience, whether with an exclusive song through an artist partnership or by featuring new music from an emerging band, you can build a bond that extends far beyond product experience. Music touches us emotionally in a way that words seldom do. We feel it – we remember it. In Return of The Hustle, a leading music and marketing industry insider discusses the diverse audio touchpoints for four key industries and shows how marketers, storytellers, and advertisers can use music to effectively guide audiences along the customer journey from passive consumers to brand advocates. Return of The Hustle provides readers with a blueprint for music strategy that professionals at any level in any industry can use to attract consumers, immerse them into the content, and extend relationships between them and the brand long after the commercial ends or the credits roll. With detailed case studies, exhaustive interviews, and thorough research, Return of the Hustle gives readers the playbook to use the marketing power of music to drive business results.
Videogames are full of horrors – and of horror, a facet of the media that has been largely overlooked by the academic community in terms of lengthy studies in the fast-growing field of videogame scholarship. This book engages with the research of prominent scholars across the humanities to explore the presence, role and function of horror in videogames, and in doing so it demonstrates how videogames enter discussion on horror and offer a unique, radical space that horror is particularly suited to fill. The topics covered include the construction of stories in videogames, the role of the monster and, of course, how death is treated as a learning tool and as a facet of horror.
This book constitutes the revised selected papers of the 13th International Conference on Videogame Sciences and Arts, VJ 2023, held in Aveiro, Portugal, during November 28–30, 2023. The 17 full papers and the 6 short papers presented were carefully reviewed and selected from 64 submissions. They are organized in topical sections named: game experience and evaluation; game-based learning and edutainment; games and culture; game design and development.
Brings together new media theorists, game designers, educators, psychologists and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today.