Soulcalibur® III

Soulcalibur® III

Author: Adam Davis

Publisher: BradyGames

Published: 2005-10

Total Pages: 208

ISBN-13: 9780744005981

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BradyGames' SOULCALIBURIII Official Fighter's Guide includes the following: Extensive "versus" strategy. Detailed area maps pinpointing unlockables. Complete coverage of all character movelists and techniques. In-depth content of the various game modes such as create your own fighter and edge master mode Signature Series guide provides bonus poster and much more! Platform: PlayStation 2 Genre: Action/AdventureThis product is available for sale North America only.


Soul Calibur V

Soul Calibur V

Author: FuturePress (Firm)

Publisher: Prima Games

Published: 2012-02

Total Pages: 0

ISBN-13: 9783869930558

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SoulCalibur V picks up 17 years after the events of SoulCalibur IV with new heroes and returning warriors clashing in an epic showdown between good and evil. The tale of Patroklos, son of Sophitia Alexandra, unfolds as his family's destiny intertwines with the Soul swords.


Transnational Contexts of Culture, Gender, Class, and Colonialism in Play

Transnational Contexts of Culture, Gender, Class, and Colonialism in Play

Author: Alexis Pulos

Publisher: Springer

Published: 2016-12-24

Total Pages: 223

ISBN-13: 3319438174

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This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play.


Virtual Character Design for Games and Interactive Media

Virtual Character Design for Games and Interactive Media

Author: Robin James Stuart Sloan

Publisher: CRC Press

Published: 2015-05-07

Total Pages: 175

ISBN-13: 1498760260

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While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more


Soul Wars

Soul Wars

Author: Josh Reynolds

Publisher: Games Workshop

Published: 2018-07-10

Total Pages: 0

ISBN-13: 9781784966874

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Nagash revives an ancient grudge with the God-King Sigmar as a ferocious new war between the living and the dead shakes the Mortal Realms. The Mortal Realms tremble with unending war. In Shyish, the Realm of Death, an ancient evil stirs, sensing opportunity. Nagash, the Undying King and God of Death, sets his gaze upon the citadels of the living and the servants of Sigmar, the God-King of Azyr. Allies once, joined together against the machinations of the Ruinous Powers, the two gods now find themselves enemies. Nagash, burning with the need to avenge an ancient slight, calls forth his soulless legions to sweep across the realm he claims as his own and reassert death’s dominion over all things, as the War of Heaven and Death begins anew.


Terms of Play

Terms of Play

Author: Zach Waggoner

Publisher: McFarland

Published: 2013-06-06

Total Pages: 245

ISBN-13: 0786469706

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This edited collection of new essays is devoted to the terminology used in the fields of videogame theory and videogame studies. Videogame scholars provide theoretical critiques of existing terminology, mount arguments for the creation of new terminology, articulate terminological gaps in the current literature devoted to videogame studies, and share phenomenological studies of videogames that facilitate terminological theory.


The Kingdom

The Kingdom

Author: Benjamin T. Collier

Publisher: Word Alive Press

Published:

Total Pages:

ISBN-13:

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The kingdom of Allandor, once ruled by a noble king who vanished years ago, now lies in the hands of a corrupt steward. In her chambers, Princess Nevaeh, daughter of the king and heir to the throne, waits endlessly for a man whose heart is noble enough to take back the kingdom with her, but no such man can be found. In the dead of night, an unlikely invader into the kingdom sets events in motion which could alter the fate of the kingdom forever.


Japanese Culture Through Videogames

Japanese Culture Through Videogames

Author: Rachael Hutchinson

Publisher: Routledge

Published: 2019-05-28

Total Pages: 497

ISBN-13: 0429655940

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Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique are conveyed through game narrative and character design as well as user interface, cabinet art, and peripherals. This book also considers how ‘Japan’ has been packaged for domestic and overseas consumers, and how Japanese designers have used the medium to express ideas about home and nation, nuclear energy, war and historical memory, social breakdown and bioethics. Placing each title in its historical context, Hutchinson ultimately shows that videogames are a relatively recent but significant site where cultural identity is played out in modern Japan. Comparing Japanese videogames with their American counterparts, as well as other media forms, such as film, manga and anime, Japanese Culture Through Videogames will be useful to students and scholars of Japanese culture and society, as well as Game Studies, Media Studies and Japanese Studies more generally.