This edition of our magazine is a Full-length Demo of our Comic Book and Video Game edition. which features an exclusive inside look at Call of Duty Vanguard, Call of Duty Vanguard Zombies, Assassins Creed IV Black Flag, and Fall Out New Vegas. This edition also features articles focused on comic books, video games previews, reviews, and updates.
Twenty years after Doomsday, survivors of World War Three live in an underground world they have created in the subway system of Moscow. The most stubborn of the survivors, Artyom, will give anything to find and lead his own people to life again on the earth's surface.
Music On A Mac will help you to set up a home studio based around an Apple Mac computer, explained in simple and easy to understand terms. Detailed chapters explain all of the necessary gear you'll need, starting with the various models of Mac available, what all of the specifications actually mean and the suitability of each model for recording various forms of music. After reading this book, you'll know how to select the best options for your particular recording needs, whether you're a solo singer-songwriter, a pop artist, member of a metal band, hip hop producer, electronic musician, film music composer or any other type of musician who wants to create and record music on a Mac. You'll learn how to choose an audio interface, which digital audio workstations (DAWs) are available, what they can do, and which one will best suit your needs. Information on choosing studio monitors, microphones, virtual instruments and plugins and optional studio accessories is also included. This book will help you to put together the perfect audio recording set up based on what you really need. Music On A Mac will save you many hours of research and help you select the best setup for your music creation.
MANHATTAN IS UNDER NEW MANAGEMENT. THEY’RE NOT FROM AROUND HERE. Welcome to the Big Apple, son. Welcome to the city that never sleeps: invaded by monstrous fusions of meat and machinery, defended by a private army that makes Blackwater look like the Red Cross, ravaged by a disfiguring plague that gifts its victims with religious rapture while it eats them alive. You’ve been thrown into this meat grinder without warning, without preparation, without a clue. Your whole squad was mowed down the moment they stepped onto the battlefield. And the chorus of voices whispering in your head keeps saying that all of this is on you: that you and you alone might be able to turn the whole thing around if you only knew what the hell was going on. You’d like to help. Really you would. But it’s not just the aliens that are gunning for you. Your own kind hunts you as a traitor, and your job might be a bit easier if you didn’t have the sneaking suspicion they could be right. . . .
An ominous vision and the discovery of a gruesome corpse lead Sarah Engelmann into a terrifying encounter with the supernatural in 1913 Salem, Massachusetts. With help from Alex, an attractive Greek immigrant, Sarah sets out to track the evil to its source, never guessing that she will take on a conspiracy involving not only a 900-year vampire, but also a demon-loving Puritan warlock, disgruntled Egyptian gods, and an immortal sorcerer, all on a quest to recover the holy trumpet of the Archangel Gabriel. Relying on the wisdom of an elderly vampire hunter, Sarah's rabbi father, and her own disturbing visions, Sarah must fight a millennia-old battle between unspeakable forces, where the ultimate prize might be herself.
To tie in to the massive new game CRYSIS 3, coming in February 2013 from EA, Gavin Smith has been signed up to write a selection of connected short stories that will explore and expand the game world. Gavin's futuristic and punchy fiction is a perfect fit for CRYSIS, and this will be a delight for game-players and SF fans alike. With stories covering the fan favourite characters of Prophet, Psycho and Alcatraz, as well as introducing themes, enemies and weapons new to CRYSIS 3, this will be a vital part of the game experience. Punchy and kinetic, this is SF with steel at its heart.
The cross-cultural interactions of Japanese videogames and the West—from DIY localization by fans to corporate strategies of “Japaneseness.” In the early days of arcades and Nintendo, many players didn’t recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the “Japaneseness” of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness—cultural motifs or technical markers. Games were “localized,” subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players’ interest in Japanese games (and Japanese culture in general) and then investigating players’ DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market.
How events will turn out, whom we meet when and where is a mystery. A girl, having no inclination towards beauty pageants but focussed on her career, has her life take a turn towards a course never imagined. What happens when a charming young army officer sweeps you off your feet and you’re moved into a realm that’s nothing less than a dream life? Lisa experiences all these and much more. Was the young man responsible for the loop he too found himself in? The story unravels the why’s of the twists.
Charlie's the kind of boy that no one notices. Hell, his own mother can't remember his name. So when a mysterious clockwork man tries to kill him in modern day Philadelphia, and they tumble through a hole into 1725 London, Charlie realizes even the laws of time don't take him seriously. Still, this isn't all bad. Who needs school when you can learn about history first hand, like from Ben Franklin himself. And there's this girl... Yvaine... another time traveler. All good. Except for the rules: boys only travel into the past and girls only into the future. And the baggage: Yvaine's got a baby boy and more than her share of ex-boyfriends. Still, even if they screw up history - like accidentally let the founding father be killed - they can just time travel and fix it, right? But the future they return to is nothing like Charlie remembers. To set things right, he and his scrappy new girlfriend will have to race across the centuries, battling murderous machines from the future, jealous lovers, reluctant parents, and time itself.