In this powerful and evocative memoir, Oscar-winning director and screenwriter, Oliver Stone, takes us right to the heart of what it's like to make movies on the edge. In Chasing The Light he writes about his rarefied New York childhood, volunteering for combat, and his struggles and triumphs making such films as Platoon, Midnight Express, and Scarface. Before the international success of Platoon in 1986, Oliver Stone had been wounded as an infantryman in Vietnam, and spent years writing unproduced scripts while taking miscellaneous jobs and driving taxis in New York, finally venturing westward to Los Angeles and a new life. Stone, now 73, recounts those formative years with vivid details of the high and low moments: we sit at the table in meetings with Al Pacino over Stone's scripts for Scarface, Platoon, and Born on the Fourth of July; relive the harrowing demon of cocaine addiction following the failure of his first feature, The Hand (starring Michael Caine); experience his risky on-the-ground research of Miami drug cartels for Scarface; and see his stormy relationship with The Deer Hunter director Michael Cimino. We also learn of the breathless hustles to finance the acclaimed and divisive Salvador; and witness tensions behind the scenes of his first Academy Award-winning film, Midnight Express. The culmination of the book is the extraordinarily vivid recreation of filming Platoon in the depths of the Philippine jungle with Kevin Dillon, Charlie Sheen, Willem Dafoe, Johnny Depp et al, pushing himself, the crew and the young cast almost beyond breaking point. Written fearlessly, with intense detail and colour, Chasing the Light is a true insider's story of Hollywood's years of upheaval in the 1970s and '80s, and Stone brings this period alive as only someone at the centre of the action truly can.
This book takes a real-world, in-depth journey through the game-design process, from the initial blue sky sessions to pitching for a green light. The author discusses the decision and brainstorming phase, character development and story wrap, creation of content and context outlines, flowcharting game play, and creating design documents. Special fe
Praise for Ruth Ware’s instant New York Times, USA TODAY, and Los Angeles Times bestseller: “So many questions....Until the very last page! Needless to say, I could not put this book down!” —Reese Witherspoon “Once again the author of The Woman in Cabin 10 delivers mega-chills.” —People “Missing Big Little Lies? Dig into this psychological thriller about whether you can really trust your nearest and dearest.” —Cosmopolitan From the instant New York Times bestselling author of blockbuster thrillers In a Dark, Dark Wood and The Woman in Cabin 10 comes a chilling new novel of friendship, secrets, and the dangerous games teenaged girls play. On a cool June morning, a woman is walking her dog in the idyllic coastal village of Salten, along a tidal estuary known as the Reach. Before she can stop him, the dog charges into the water to retrieve what first appears to be a wayward stick, but to her horror, turns out to be something much more sinister… The next morning, three women in and around London—Fatima, Thea, and Isa—receive the text they had always hoped would never come, from the fourth in their formerly inseparable clique, Kate, that says only, “I need you.” The four girls were best friends at Salten, a second-rate boarding school set near the cliffs of the English Channel. Each different in their own way, the four became inseparable and were notorious for playing the Lying Game, telling lies at every turn to both fellow boarders and faculty. But their little game had consequences, and as the four converge in present-day Salten, they realize their shared past was not as safely buried as they had once hoped… Atmospheric, twisty, and with just the right amount of chill to keep you wrong-footed, The Lying Game is told in Ruth Ware’s signature suspenseful style, lending itself to becoming another unputdownable thriller from the Agatha Christie of our time.
“There are at least two kinds of games,” states James P. Carse as he begins this extraordinary book. “One could be called finite; the other infinite. A finite game is played for the purpose of winning, an infinite game for the purpose of continuing the play.” Finite games are the familiar contests of everyday life; they are played in order to be won, which is when they end. But infinite games are more mysterious. Their object is not winning, but ensuring the continuation of play. The rules may change, the boundaries may change, even the participants may change—as long as the game is never allowed to come to an end. What are infinite games? How do they affect the ways we play our finite games? What are we doing when we play—finitely or infinitely? And how can infinite games affect the ways in which we live our lives? Carse explores these questions with stunning elegance, teasing out of his distinctions a universe of observation and insight, noting where and why and how we play, finitely and infinitely. He surveys our world—from the finite games of the playing field and playing board to the infinite games found in culture and religion—leaving all we think we know illuminated and transformed. Along the way, Carse finds new ways of understanding everything, from how an actress portrays a role to how we engage in sex, from the nature of evil to the nature of science. Finite games, he shows, may offer wealth and status, power and glory, but infinite games offer something far more subtle and far grander. Carse has written a book rich in insight and aphorism. Already an international literary event, Finite and Infinite Games is certain to be argued about and celebrated for years to come. Reading it is the first step in learning to play the infinite game.
In this fantasy world, everything's a game--and these gamer siblings play to win! Meet Sora and Shiro, a brother and sister who are loser shut-ins by normal standards. But these siblings don't play by the rules of the "crappy game" that is average society. In the world of gaming, this genius pair reigns supreme, their invincible avatar so famous that it's the stuff of urban legend. So when a young boy calling himself God summons the siblings to a fantastic alternate world where war is forbidden and all conflicts--even those involving national borders--are decided by the outcome of games, Sora and Shiro have pretty much hit the jackpot. But they soon learn that in this world, humanity, cornered and outnumbered by other species, survives within the confines of one city. Will Sora and Shiro, two failures at life, turn out to be the saviors of mankind? Let the games begin...!
Look out for the original series—starring Peyton List, Brent Rivera, Liana Liberato, Ajiona Alexus, and Dylan Sprayberry—now streaming on Hulu! Riverdale meets Final Destination in this fast-paced and deliciously creepy novel about an innocent game that turns deadly at a high school sleepover. It was supposed to be a game… Junior year is shaping up to be the best of McKenna Brady’s life. After a transformative summer, McKenna is welcomed into the elite group of popular girls at Weeping Willow High, led by the gorgeous Olivia Richmond. For the first time in a long time, things are looking up. But everything changes the night of Olivia’s Sweet Sixteen sleepover. Violet, the mysterious new girl in town, suggests the girls play a game during which Violet makes up elaborate, creepily specific stories about the violent ways the friends will die. Though it unsettles McKenna, it all seems harmless at the time. Until a week later, when Olivia dies…exactly as Violet predicted. As Violet rises to popularity and steps into the life Olivia left unfinished, McKenna becomes convinced Olivia’s death wasn’t just a coincidence, especially when a ghost haunting her bedroom keeps leaving clues that point to Violet. With the help of her cute neighbor, Trey, McKenna pledges to get to the bottom of Violet’s secrets and true intentions before it’s too late. Because it’s only a matter of time before more lives are lost.
Game Sense is an exciting and innovative approach to coaching and physical education that places the gameat the heart of the session. It encourages the player to develop skills in a realistic context, to become more tactically aware, to make better decisions and to have more fun. Game Senseis a comprehensive, research-informed introduction to the Game Sense approach that defines and explores key concepts and essential pedagogical theory, and that offers an extensive series of practical examples and plans for using Game Sense in real teaching and coaching situations. The first section of the book helps the reader to understand how learning occurs and how this informs player-centred pedagogy.It also explains the relationship between Game Sense and other approaches to Teaching Games for Understanding. The second section of the book demonstrates how the theory can be applied in practice, providing a detailed, step-by-step guide to using Game Sense in eleven sports, including soccer, basketball, field hockey and softball. No other book explores the Game Sense approach in such depth, or combines theory and innovative practical techniques. Game Senseis invaluable reading for all students of physical education or sports coaching, any in-service physical education teacher or any sports coach working with children or young people.
Every year a group of high school seniors play Assassin--except this year it's no fun--it's real. A spooky thriller that will keep you turning the pages. It's just a game. Or is it? Every year the seniors at Lincoln High play Assassin. People are placed on hush-hush teams with secret lists of targets. School is a safe zone—and you can only be eliminated if you’re alone. Lia’s been planning her stakeout strategy for months—whether she needs a mega drench-tank backpack or a squirt gun, she’s ready. And not only does Lia finally get to play, she’s paired with her longtime crush, Devon Diaz. But this year, someone is picking people off in alphabetical order, one by one. First it was Abby Ascher. Then it was Ben Barnard, then Cassidy Clarke. Now all are dead, and the school is in a state of panic. Someone Lia knows—someone they all know—is a killer. Underlined is a line of totally addictive romance, thriller, and horror paperback original titles coming to you fast and furious each month. Enjoy everything you want to read the way you want to read it.
Earth is long since dead. On a colony planet, a band of men has gained control of technology, made themselves immortal, and now rules their world as the gods of the Hindu pantheon. Only one dares oppose them: he who was once Siddhartha and is now Mahasamatman. Binder of Demons. Lord of Light.