The Secret of Monkey Island: Special Edition

The Secret of Monkey Island: Special Edition

Author: Malik Łukasz

Publisher: Litres

Published: 2020-08-04

Total Pages: 53

ISBN-13: 5042738010

DOWNLOAD EBOOK

Poradnik zawiera kompletny i szczegółowy opis przejścia, wzbogacony ilustracjami oraz mapami. The Secret of Monkey Island: Special Edition – poradnik do gry zawiera poszukiwane przez graczy tematy i lokacje jak m.in. Cz. III – Pod małpią wyspą (1) (Opis przejścia) Cz. I – Trzy próby (Początek) (Opis przejścia) Mapa 1 – Melee Island (Opis przejścia) Cz. I – Trzy próby (Kompletowanie załogi) (Opis przejścia) Mapa 2 – Monkey Island (Opis przejścia) Cz. III – Pod małpią wyspą (3) (Opis przejścia) Cz. III – Pod małpią wyspą (2) (Opis przejścia) Cz. II – Wyprawa (Opis przejścia) Cz. I – Trzy próby (Opanowanie fechtunku – 1) (Opis przejścia) Cz. I – Trzy próby (Opanowanie złodziejskiego fachu) (Opis przejścia) Informacja o grze The Secret of Monkey Island: Special Edition to przygotowany przez deweloperów z firmy LucasArts remake jednej z najlepszych gier przygodowych w historii. Gracze wcielają się w postać pirata Guybrusha Threepwooda, który zamierza pokonać okrutnego korsarza LeChucka i zdobyć serce pięknej gubernator Elaine Marley. Twórcy zadbali m.in. o nową oprawę audio-wizualną gry, a także użyteczny system podpowiedzi. Gra The Secret of Monkey Island: Special Edition, dobrze przyjęta zarówno przez krytyków, jak i graczy, to przedstawiciel gatunku gier przygodowych. Tytuł premierę światową miał w 2009 roku i dostępny jest na platformach: X360, PC, PS3. Wersja językowa oficjalnie dystrybuowana na terenie kraju to: angielska.


Rogue Leaders

Rogue Leaders

Author: Rob Smith

Publisher: Chronicle Books

Published: 2008-11-26

Total Pages: 0

ISBN-13: 9780811861847

DOWNLOAD EBOOK

In 1982, George Lucas saw potential in the fledgling videogame industry and created his own interactive-entertainment company. Twenty-five years and dozens of award-winning games later, LucasArts has earned a prestigious place in the industry and in the hearts of gamers everywhere. Rogue Leaders is the first substantive survey of a videogame companya deluxe compilation that traces its history through never-before-published interviews. In addition, more than 300 pieces of concept art, character development sketches, and storyboards have been lavishly reproduced to showcase the creative talent behind such videogame classics as The Secret of Monkey Island, Grim Fandango, and Star Wars: Knights of the Old Republic, as well as games that were never publicly released. A thrill for millions of videogame and LucasArts fans around the world.


The Mysteries of Monkey Island

The Mysteries of Monkey Island

Author: Nicolas Deneschau

Publisher: Third Editions

Published: 2023-10-31

Total Pages: 414

ISBN-13: 2377844006

DOWNLOAD EBOOK

That was the only target set for those 20 or so young, ambitious, hilarious and unkempt creators. Lucasfilm GamesTM, soon to be LucasArtsTM, would become a legendary developer, not least because it was within its walls that The Secret of Monkey IslandTM was created in 1990. The best-known of the Point & Click adventure games, Monkey Island earned its reputation from its world of colorful, delightfully anachronistic pirates, its trademark Monty Python-style humor, and, quite simply, the fact that it revolutionized a genre. This book is an homage to the adventures of Guybrush ThreepwoodTM, pirate extraordinaire. But it also aspires—quite ambitiously—to explain why Monkey Island marks a pivotal milestone in the way stories are told through video games. It’s also an opportunity to look back at the tumultuous history of LucasArts and Telltale Games, to discover some voodoo grog recipes, to learn interactive pirate reggae songs, to impress at a party of 40-year-old geeks, and to discover one-liners as sharp as a cutlass (great for duels and birthdays).


Monkey Island

Monkey Island

Author: Source Wikipedia

Publisher: University-Press.org

Published: 2013-09

Total Pages: 28

ISBN-13: 9781230550671

DOWNLOAD EBOOK

Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 26. Chapters: The Secret of Monkey Island, The Curse of Monkey Island, Tales of Monkey Island, World of Monkey Island, Monkey Island 2: LeChuck's Revenge, Escape from Monkey Island. Excerpt: Tales of Monkey Island is a 2009 graphic adventure video game developed by Telltale Games and LucasArts. It is the fifth game in the Monkey Island series, released nearly a decade after the previous installment, Escape from Monkey Island. Developed for Windows and the Wii console, the game was released in five episodic segments, between July and December 2009. In contrast to Telltale's previous episodic adventure games, whose chapters told discrete stories, each chapter of Tales of Monkey Island is part of an ongoing narrative. The game was digitally distributed through WiiWare and Telltale's own website, and later through Steam and Amazon.com. Ports for Mac OS X, the PlayStation Network and the iPad were released several months after the series ended. Players assume the role of pirate Guybrush Threepwood, who-while attempting to destroy his nemesis, the undead pirate LeChuck-accidentally releases a voodoo pox across the Gulf of Melange. With the assistance of his wife, Elaine, Guybrush seeks out a cure. The game was conceived in late 2008, due to renewed interest in adventure game development within LucasArts. It was developed concurrently with LucasArts' special edition of the 1990 title The Secret of Monkey Island; LucasArts oversaw production of Tales of Monkey Island, and ensured that it matched the remake in certain areas, such as art direction. Production began in early 2009; franchise creator Ron Gilbert was involved in project planning, while development was led by Dave Grossman, who co-designed the first two Monkey Island games. The game's music was composed by Michael Land, and the core cast of The Curse of Monkey Island...


The Archives

The Archives

Author: Aa. Vv.

Publisher: Mimesis

Published: 2015-04-21T00:00:00+02:00

Total Pages: 188

ISBN-13: 8857530183

DOWNLOAD EBOOK

The digital age has witnessed the development of a new kind of archive: immaterial, “living and moving,” largely user-generated, and conceived for managing a wide variety of audio-visual materials, besides traditional films and videos. The first part of this anthology investigates the ways in which media forms like web-documentaries, video art and digital art, web series, amateur productions, and also mobile films can be stored and preserved withinthe new digital repositories. The second part focuses on archival and preservation practices of the video game. This approach understands the archive not simply as a “memory box,” but as a fully contemporary practice that locates new media objects in the present and acknowledges their changing cultural and social configurations. The democratic, often immaterial, living, mobile nature of contemporary archives forces us to question whether or not the traditional notion of “the archive” still has a heuristic value. Or if it would be perhaps better to reject any “conventional” idea of archive and embrace the notion of anarchive.


What Is Your Quest?

What Is Your Quest?

Author: Anastasia Salter

Publisher: University of Iowa Press

Published: 2014-11-01

Total Pages: 217

ISBN-13: 1609382757

DOWNLOAD EBOOK

What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play. One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community. The interactions between storytellers and readers, between programmers and creators, and among fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them.


The Gamer's Bucket List

The Gamer's Bucket List

Author: Chris Watters

Publisher: Mango Media Inc.

Published: 2015-11-24

Total Pages: 176

ISBN-13: 1633531309

DOWNLOAD EBOOK

Discover what video games are worth playing and why in this comprehensive guide by a video game expert. From pixelated pioneer adventures to stunning space odysseys, the boundaries of the video game world are expanding every day. Grand epics and gritty mysteries. Fierce competition and friendly cooperation. Powerful emotions and uproarious laughter. Video games are fantastically diverse and wonderfully creative, but not all games are created equal. With so many games out there on so many different consoles, computers, and devices, how do you decide which games are worth playing? Backed by years of writing about games professionally and decades spent playing them, Chris Watters lays out a list of 50 games to entertain and enlighten you. Whether you’re trying to learn more about the world of gaming or strengthening your claim to true gaming fluency, these are the games you’ll want to play, and why you’ll want to play them. Praise for The Gamer’s Bucket List “A comprehensive starter’s guide to the wonderful world of video games. Watters’s punchy prose is a delight; his brief, informal summaries perfectly capture the best of what the art form has to offer. The perfect book for anyone who’s never played Minecraft, but is too ashamed to admit it.” —Laura Parker, contributing writer, The Economist “We are all going to die. You can’t avoid it. But you can choose how you go. Outside, in the sunshine, like some sort of animal, or inside your darkened living room, playing games? If you want to get through the 50 excellent games in this book, then the choice is clear.” —Tim Schafer, President and CEO of Double Fine Productions


Every Game Is an Island

Every Game Is an Island

Author: Riccardo Fassone

Publisher: Bloomsbury Publishing USA

Published: 2017-02-23

Total Pages: 209

ISBN-13: 1501316613

DOWNLOAD EBOOK

Despite the pervasive rhetorics of immersion and embodiment found in industrial and social discourses, playing a video game is an exercise in non-linearity. The pervasiveness of trial and error mechanics, unforgiving game over screens, loading times, minute tweakings of options and settings, should lead us to consider video games as a medium that cannot eschew fragmentation. Every Game is an Island is an analysis and a critique of grey areas, dead ends and extremities found in digital games, an exploration of border zones where play and non-play coexist or compete. Riccardo Fassone describes the complexity of the experience of video game play and brings integral but often overlooked components of the gameplay experience to the fore, in an attempt to problematize a reading of video games as grandiosely immersive, all-encompassing narrative experiences. Through the analysis of closures and endings, limits and borders, and liminal states, this field-advancing study looks at the heart of a medium starting from its periphery.