A crash course for the wildest and most intense driving combat game ever played. Learn essential strategies for blasting opponents off the road, setting and evading traps, maximizing a vehicle's unique firepower, and creating destruction and mayhem throughout single and multiplayer car-combat arenas.
Featuring interviews with the creators of 37 popular video games--including SOCOM, Shadow of the Colossus, Tekken Tag Tournament and Sly Cooper--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of the original PlayStation 2 era. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.
The hit international thriller from Eric Van Lustbader, the New York Times bestselling author of The Bourne Legacy For centuries, a hidden splinter sect of the Franciscans has guarded secrets that could transform the world. Now the safety of those secrets—and much more—depends on one man. Braverman “Bravo” Shaw always knew his father had secrets. But not until Dexter Shaw dies mysteriously does Bravo discover the enormity of his father's life as a high-ranking member of the Order of Gnostic Observatines. For more than eight hundred years, the Order has preserved an ancient cache of documents that could shake Christianity to its foundations. But the rival Knights of St. Clement will stop at nothing to obtain the treasure, and now Bravo is a target and a pawn in an ongoing war far larger and more deadly than any he could have imagined. From New York City to Washington, D.C., to Paris, to Venice, and beyond, the race is on for the quintessential prize...the Testament. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles. Key Features Explores the history of video games, including the social, political, and economic motivations Facilitates learning of material with illustrative timelines, arcade summaries and images Highlights the technical specifications of all major consoles Illustrates the breakthroughs and trends of the gaming market
In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror's allure for gamers and the evolution of "survival" themes. The techniques and story effects of specific games such as Resident Evil, Call of Cthulhu, and Silent Hill are examined individually.
Get expert advice on all aspects of game creation from the masters of the games. Saltzman reveals expert advice via interviews with the industry's best-known and most admired game designers like Wil Wright, Peter Molyneux, and Tommy Tallarico, just to name a few. Throughout "Masters of the Game," Marc Saltzman chats with more than 150 of the world's most-connected, top-notch game designers about how to create stellar games and break into the business today. Topics covered include creating games for the new generation platforms such as X-Box, Playstation 2, and GameCube - including online console game design tips and techniques. Massively multiplayer computer games, PDAs, and cell phone game development are also addressed. Saltzman discusses in detail the business side of the game industry, and the pros and cons of working with well-known franchises. Additionally, readers learn how to successfully sell their own shareware via the internet and how to produce PR and marketing on a shoestring. There is also a section on game design schools and courses, plus key conventions, organizations, and publications. Finally, readers find dozens of rare, never-before-seen sketches, storyboards, 3D renders, and documents. This in-depth reference is a "must read" for anyone in the game industry.
Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power. In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation or tolerate enslavement, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion. Overall, by making and managing meanings, computer games—and the work they involve and the industry they spring from—are also negotiating power. This book sets out a method for "recollecting" some of the diverse and copious influences on computer games and the industry they have spawned. Specifically written for use in computer game theory classes, advanced media studies, and communications courses, Game Work will also be welcome by computer gamers and designers. Ken S. McAllister is Assistant Professor of Rhetoric, Composition, and the Teaching of English at the University of Arizona and Co-Director of the Learning Games Initiative, a research collective that studies, teaches with, and builds computer games.
On a world of intelligent robots who seem to have forgotten their own distant past, it is a time of war as the soldiers of Artemis City set out to conquer everything within range on the continent of Shull, killing or converting every robot they capture to their philosophy, while viewing their own wire-based minds as nothing but metal to be used or recycled for the cause. Elsewhere, the more individualistic robots of Turing City believe they are something more than metal, but when the Artemisian robot Kavan sets out on a determined crusade to prove himself, even Turing City can't stand against him. Increasingly tied up with Kavan's destiny is Karel, a Turing robot with elements of Artemis's philosophy already woven into his mind ... as well as Karel's wife Susan, and their recently created child.. Following the inevitable violence and destruction, Artemisian ambition focuses elsewhere and a journey begins towards the frozen kingdoms of the north ... and towards the truth about the legendary 'Book of Robots', a text which may finally explain the real history of this strange world ... In a completely alien but brilliantly realized landscape, here is a powerful story of superb action, barbaric cruelty and intense emotional impact.
The sequel to the “pick-your-own-path” adventure Can You Survive the Zombie Apocalypse?—the Jacksonville Florida-Times Union hailed, “may just be the best thing to happen to literary zombies since Max Brooks.” You’ve probably read your fair share of zombie stories. But this time it’s different. In a horrific and hilarious cross-country road trip (or rather, suicide mission), you must overcome obstacles of every kind to save zombified America from utter collapse. The book begins with you inside your prison cell, waiting to be released. Your name is Jimmy el Camino, and you’re a badass—in fact, you’re a supreme badass. Rambo with style. Snake Plissken with a failing liver. You’ve killed more men than cancer. But more men than the zombie apocalypse? That’s questionable… Your mission? Drive your heavily armed 1967 el Camino from New York City to San Francisco. Along the way, you’ll encounter Mr. Death’s Undead Circus and Animal Show; you’ll battle zombies gladiator-style; you’ll be forced to help a band of lunatics defending the Alamo. And every step of the way, an army of drivers in armored vehicles is hot on your tail—because there is one man, the mayor of New York, who will stop at nothing to keep this apocalypse of the undead alive.
How to heal a hero… Helping people comes naturally to Zoe Hamilton—she has the advice column to prove it. All she wants this summer, though, is to lick her postdivorce wounds in peace. That's fine by her surly-yet-handsome neighbor, ex-army captain Jake Meyers; he just wants to be left alone. Jake might believe his emotions are frozen forever, but the pain in his glittering emerald eyes tells a different story. Zoe can't help but reach out, but it will take all her courage to love a man so determined to keep himself closed off…