While visiting their grandfather in Manitoba, Canada, three American children experience an event based on Icelandic mythology in which a man comes back from the dead to seek revenge.
This book explores the central role of the zombie in contemporary popular culture as they appear in video games. Moving beyond traditional explanations of their enduring appeal – that they embody an aesthetic that combines horror with a mindless target; that lower age ratings for zombie games widen the market; or that Artificial Intelligence routines for zombies are easier to develop – the book provides a multidisciplinary and comprehensive look at this cultural phenomenon. Drawing on detailed case studies from across the genre, contributors from a variety of backgrounds offer insights into how the study of zombies in the context of video games informs an analysis of their impact on contemporary popular culture. Issues such as gender, politics, intellectual property law, queer theory, narrative storytelling and worldbuilding, videogame techniques and technology, and man’s relation to monsters are closely examined in their relation to zombie video games. Breaking new ground in the study of video games and popular culture, this volume will be of interest to researchers in a broad range of areas including media, popular culture, video games, and media psychology.
Since the publication of John Polidori's The Vampyre (1819), the vampire has been a mainstay of Western culture, appearing consistently in literature, art, music (notably opera), film, television, graphic novels and popular culture in general. Even before its entrance into the realm of arts and letters in the early nineteenth century, the vampire was a feared creature of Eastern European folklore and legend, rising from the grave at night to consume its living loved ones and neighbors, often converting them at the same time into fellow vampires. A major question exists within vampire scholarship: to what extent is this creature a product of European cultural forms, or is the vampire indeed a universal, perhaps even archetypal figure? In this collection of sixteen original essays, the contributors shed light on this question. One essay traces the origins of the legend to the early medieval Norse draugr, an "undead" creature who reflects the underpinnings of Dracula, the latter first appearing as a vampire in Anglo-Irish Bram Stoker's 1897 novel, Dracula. In addition to these investigations of the Western mythic, literary and historic traditions, other essays in this volume move outside Europe to explore vampire figures in Native American and Mesoamerican myth and ritual, as well as the existence of similar vampiric traditions in Japanese, Russian and Latin American art, theatre, literature, film, and other cultural productions. The female vampire looms large, beginning with the Sumerian goddess Lilith, including the nineteenth-century Carmilla, and moving to vampiresses in twentieth-century film, literature, and television series. Scientific explanations for vampires and werewolves constitute another section of the book, including eighteenth-century accounts of unearthing, decapitation and cremation of suspected vampires in Eastern Europe. The vampire's beauty, attainment of immortality and eternal youth are all suggested as reasons for its continued success in contemporary popular culture.
From the earliest days of oral history to the present, the vampire myth persists among mankind's deeply-rooted fears. This encyclopedia, with entries ranging from "Abchanchu" to "Zmeus," includes nearly 600 different species of historical and mythological vampires, fully described and detailed.
A hardcover tome that authentically recreates Atreus' journal as seen in God of War, with expanded lore written in collaboration with the God of War writing team! The hit game is brought to life in a tangible and exciting new way as readers are invited to plumb the lore of God of War through the eyes of Kratos' son, Atreus. This hardcover volume chronicles Atreus and Kratos' journey through the fabled Nine Realms, from the Wildwoods of Midgard to the mountains of Jötunheim and beyond. In addition to the record of their mythic journey, this wonderous collection also includes a bestiary that was assembled during those travels, intimate dossiers of the characters that inhabit the masterfully crafted universe, and much more! Dark Horse Books and Santa Monica Studios present God of War: Lore and Legends. This lovingly produced edition is a must own item for any fan of God of War.
A thousand years have passed since the Sunspear, an ancient weapon forged by the Gods, was lost to the sight of men in the last great battle of the Raven Wars. Now, the Dark God again reaches out from the Land of Eternal shadow to touch the world with his evil. The Goddess Danu gives Ciaran, a young Celtae warrior powerful in the Psi, the vast psionic power of the subconscious mind, the quest of finding the Sunspear. If he fails, the Dark God's Long Night will fall over the world forever. The quest leads him ever deeper into the Forbidden Lands, perilous realm of the Shadow, where he is pursued by the Dark God's evil Ring Lords, who also search for the Sunspear. The Ring Lords, however, are not Ciarán's only worry. The Dark God sends one of his First Born, a Shaádhul mind-slayer, into the world to capture him and bring him to the Stone of Tears where he will either accept the Dark God as his Master or be cast into the Well of Souls. As he strives to elude the Shadow Lord's hunters, Ciarán must confront his forbidden love of Danu's tiny priestess, RILLSONG. He is further assailed with guilt over his infatuation with the beautiful Shadow Druidess, ISÉNGÁEL who captures his beloved foster sister KIARA and gives her to the Ring Lords. In the Valley of the Gods, he rescues Iséngáel and her half-Elven Ahati warriors from the deadly, Halfsouled Draugr. Joining forces, they fight their way through hordes of the near-immortal beings to reach the lost city of Gorias where Ciarán claims the Sunspear. Using the ancient weapon's god-like power, he destroys the Ring Lords' army that pursued him to Gorias, killing thousands of warriors, and laughing as their dying screams fill his ears. Only then does he realize that the greatest evil he has to overcome is not the Dark God, but the darkness that dwells within him. He must both learn to use the enormous power of the Sunspear wisely and keep his Darksoul at bay. If it gains control, he will become a creature of shadow, a Soultaken.
"The writers of From Shaman to Scientist take the approach that there is no such thing as the supernatural, only things we don't yet understand. The ghost experience is examined through case studies; forms and functions ghost hunters have taken throughout history; key historical figures and their influence on the research of ghostly phenomena: ghost hunting in the twenty-first century, including the exploding trend of Internet ghost-hunting organizations; and the advances in the theory and technology of the parapsychology field. For those who are skeptical about the reality of ghosts but want to understand how so many individuals claim to have anomalous experiences, this collection reviews the data, offers insight into logical explanations, and discusses why this is - and has been for centuries - such an important and intriguing issue."--BOOK JACKET.
"One of the great virtues of American/Medieval Goes North is ist wide range of contributors with fascinatingly diverse relationships to the main terms of analysis. There are academic scholars, poets, filmmakers, tribal elders, teachers at various levels; there are Indigenous people, people from settler colonial cultures, expats, immigrants. Their analytic and imaginative encounters with the North catch at the intensely symbolic and political charge of that locus. At a time when Medieval Studies cannot afford to ignore the period's popular uptake – cannot continue with business as usual in the face of white supremacists' brazen appropriations of the Middle Ages – this volume points to new possibilities for grappling with the uneasy relationships between the 'American' and the 'medieval'." – Prof Carolyn Dinshaw, New York University
The situation is grave. Vampires are vamping. Werewolves are shape shifting. And zombies are lurching into the garden. Is this modern-day ferment of paranormal activity, ah, normal? Learn all about it in this nifty new guide to man's best fiends: VAMPIRES, WEREWOLVES, ZOMBIES: Compendium Monstrum. Fascinating facts revealed in the book include documented ''sparkling vampires'' in 19th-century folklore, why wolfsbane is sometimes known as ''Dumbledore's Delight'', and much more. Illustrated by Bruce Waldman, cartography by David Lindroth, additional historical images throughout.