The Great Underground Empire of Quan'Dor had been spoken of in hushed whispers by the people of the Free Provinces for generations. Untold riches and wonder awaited those who could brave the dark depths, relics from an era before record by people who could shape the very world itself to suit their desires. For Pirogoeth, it's not wealth or fame, but necessity, that drives her and her adventuring party into the underground; seeking a path behind the massive Daynish armies where she hopes to be able to strike directly at the Winter Walkers that command the horde. But what she finds deep below might just prove to be a greater threat than the men above...
Shortlisted for the Lionel Gelber Prize A Responsible Statecraft best foreign policy book of 2023 A deeply researched investigation that reveals how the United States is like a spider at the heart of an international web of surveillance and control, which it weaves in the form of globe-spanning networks such as fiber optic cables and obscure payment systems America’s security state first started to weaponize these channels after 9/11, when they seemed like necessities to combat terrorism—but now they’re a matter of course. Multinational companies like AT&T and Citicorp build hubs, which they use to make money, but which the government can also deploy as choke points. Today’s headlines about trade wars, sanctions, and technology disputes are merely tremors hinting at far greater seismic shifts beneath the surface. Slowly but surely, Washington has turned the most vital pathways of the world economy into tools of domination over foreign businesses and countries, whether they are rivals or allies, allowing the U.S. to maintain global supremacy. In the process, we have sleepwalked into a new struggle for empire. Using true stories, field-defining findings, and original reporting, Henry Farrell and Abraham Newman show how the most ordinary aspects of the post–Cold War economy have become realms of subterfuge and coercion, and what we must do to ensure that this new arms race doesn’t spiral out of control.
A major historian tells the dramatic and untold story of the shadowy networks of revolutionaries across Asia who laid the foundations in the early twentieth century for the end of European imperialism on their continent. This is the epic tale of how modern Asia emerged out of conflict between imperial powers and a global network of revolutionaries in the turbulent early decades of the twentieth century. In 1900, European empires had not yet reached their territorial zenith. But a new generation of Asian radicals had already planted the seeds of their destruction. They gained new energy and recruits after the First World War and especially the Bolshevik Revolution, which sparked utopian visions of a free and communist world order led by the peoples of Asia. Aided by the new technologies of cheap printing presses and international travel, they built clandestine webs of resistance from imperial capitals to the front lines of insurgency that stretched from Calcutta and Bombay to Batavia, Hanoi, and Shanghai. Tim Harper takes us into the heart of this shadowy world by following the interconnected lives of the most remarkable of these Marxists, anarchists, and nationalists, including the Bengali radical M. N. Roy, the iconic Vietnamese leader Ho Chi Minh, and the enigmatic Indonesian communist Tan Malaka. He recreates the extraordinary milieu of stowaways, false identities, secret codes, cheap firearms, and conspiracies in which they worked. He shows how they fought with subterfuge, violence, and persuasion, all the while struggling to stay one step ahead of imperial authorities. Undergound Asia shows for the first time how Asia’s national liberation movements crucially depended on global action. And it reveals how the consequences of the revolutionaries’ struggle, for better or worse, shape Asia’s destiny to this day.
Reports on a firsthand investigation into three international criminal networks trafficking in drugs, profiles their leaders, and examines the elite law enforcement agency charged with bringing them to justice
A critical approach to interactive fiction, as literature and game. Interactive fiction—the best-known form of which is the text game or text adventure—has not received as much critical attention as have such other forms of electronic literature as hypertext fiction and the conversational programs known as chatterbots. Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it. Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.
Vintage Game Consoles tells the story of the most influential videogame platforms of all time, including the Apple II, Commodore 64, Nintendo Entertainment System, Game Boy, Sega Genesis, Sony PlayStation, and many more. It uncovers the details behind the consoles, computers, handhelds, and arcade machines that made videogames possible. Drawing on extensive research and the authors’ own lifelong experience with videogames, Vintage Game Consoles explores each system’s development, history, fan community, its most important games, and information for collectors and emulation enthusiasts. It also features hundreds of exclusive full-color screenshots and images that help bring each system’s unique story to life. Vintage Game Consoles is the ideal book for gamers, students, and professionals who want to know the story behind their favorite computers, handhelds, and consoles, without forgetting about why they play in the first place – the fun! Bill Loguidice is a critically acclaimed technology author who has worked on over a dozen books, including CoCo: The Colorful History of Tandy’s Underdog Computer, written with Boisy G. Pitre. He’s also the co-founder and Managing Director for the popular Website, Armchair Arcade. A noted videogame and computer historian and subject matter expert, Bill personally owns and maintains well over 400 different systems from the 1970s to the present day, including a large volume of associated materials. Matt Barton is an associate professor of English at Saint Cloud State University in Saint Cloud, Minnesota, where he lives with his wife Elizabeth. He’s the producer of the "Matt Chat," a weekly YouTube series featuring in-depth interviews with notable game developers. In addition to the original Vintage Games, which he co-authored with Bill, he’s author of Dungeons & Desktops: The History of Computer Role-Playing Games and Honoring the Code: Conversations with Great Game Designers.
The Apple Macintosh Encyclopedia provides easily accessible, brief and understandable information on the topics that you are most likely to have questions about. We have carefully digested the manuals, books, magazine articles, and other information sources for the Macintosh. These, combined with our own experience in using the Macintosh and other personal computers, have been integrated into an alphabetical sequence of short entries in the style of an encyclopedia. The goal is to provide concise, useful and easy-to-understand information on a particular topic that is quickly accessible when you need it. Much of the information in the entries is not contained in the manuals provided with the Macintosh and various software products. For example, notice the discussion, under WIDTH, of the "deferred" nature of this command when used with a device name, the discussion of the colon (:) in Multiplan for ranges, or Saving, Problems With. These topics are omitted or inadequately covered in the standard manuals. The Macintosh is the first truly visual computer. In keeping with the highly visual nature of using the Macintosh, we have provided over 100 illustrations. Each shows exactly what you will see on the screen when exploring topics discussed in the text. The Macintosh Encyclopedia opens with a visual guide to icons, and remains highly visual in orientation throughout the text.