Author: GamerGuides.com
Publisher: Gamer Guides
ISBN: 163041638X
Category : Games & Activities
Languages : en
Pages : 652
Book Description
After an age of the cruelest tyranny, the demon God, Adyr, was finally defeated. But Gods… do not fall forever. Now, eons later, Adyr’s resurrection draws nigh. As one of the fabled Dark Crusaders, journey through both the realms of the living and the dead in this expansive RPG experience. The guide for Lords of the Fallen features everything you need to know as you traverse the Umbral realm, including a full story progression route, coverage of all NPC Quests, and the strongest weapons! - A detailed progression route - Breakdown of every Class and Ending - Deep dive into all gameplay mechanics - The location of every upgrade - Where to find every magic spell - A Trophy and Achievements Guide
Lords of the Fallen (2023) - Strategy Guide
Author: GamerGuides.com
Publisher: Gamer Guides
ISBN: 163041638X
Category : Games & Activities
Languages : en
Pages : 652
Book Description
After an age of the cruelest tyranny, the demon God, Adyr, was finally defeated. But Gods… do not fall forever. Now, eons later, Adyr’s resurrection draws nigh. As one of the fabled Dark Crusaders, journey through both the realms of the living and the dead in this expansive RPG experience. The guide for Lords of the Fallen features everything you need to know as you traverse the Umbral realm, including a full story progression route, coverage of all NPC Quests, and the strongest weapons! - A detailed progression route - Breakdown of every Class and Ending - Deep dive into all gameplay mechanics - The location of every upgrade - Where to find every magic spell - A Trophy and Achievements Guide
Publisher: Gamer Guides
ISBN: 163041638X
Category : Games & Activities
Languages : en
Pages : 652
Book Description
After an age of the cruelest tyranny, the demon God, Adyr, was finally defeated. But Gods… do not fall forever. Now, eons later, Adyr’s resurrection draws nigh. As one of the fabled Dark Crusaders, journey through both the realms of the living and the dead in this expansive RPG experience. The guide for Lords of the Fallen features everything you need to know as you traverse the Umbral realm, including a full story progression route, coverage of all NPC Quests, and the strongest weapons! - A detailed progression route - Breakdown of every Class and Ending - Deep dive into all gameplay mechanics - The location of every upgrade - Where to find every magic spell - A Trophy and Achievements Guide
Real Games
Author: Mia Consalvo
Publisher: MIT Press
ISBN: 0262042606
Category : Games & Activities
Languages : en
Pages : 219
Book Description
How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. In videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a real game, it's on Facebook!” and “That's not a real game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them. Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games “real."
Publisher: MIT Press
ISBN: 0262042606
Category : Games & Activities
Languages : en
Pages : 219
Book Description
How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. In videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a real game, it's on Facebook!” and “That's not a real game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them. Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games “real."
Video Game of the Year
Author: Jordan Minor
Publisher: Abrams
ISBN: 1647006805
Category : Games & Activities
Languages : en
Pages : 615
Book Description
Breaking down the 40-year history of the world’s most popular art form, one video game at a time Pong. The Legend of Zelda.Final Fantasy VII. Rock Band.Fortnite. Animal Crossing: New Horizons. For each of the 40 years of video game history, there is a defining game, a game that captured the zeitgeist and left a legacy for all games that followed. Through a series of entertaining, informative, and opinionated critical essays, author and tech journalist Jordan Minor investigates, in chronological order, the innovative, genre-bending, and earth-shattering games from 1977 through 2022. Minor explores development stories, critical reception, and legacy, and also looks at how gaming intersects with and eventually influences society at large while reveling in how uniquely and delightfully bizarre even the most famous games tend to be. From portly plumbers to armor-clad space marines and the speedy rodents in between, Video Game of the Year paints individual portraits that, as a whole, give readers a stronger appreciation for the vibrant variety and long-lasting impact of this fresh, exciting, and massively popular art form. Illustrated throughout with retro-inspired imagery and featuring contributions from dozens of leading industry voices, including New York Times bestselling author Jason Schreier (Blood, Sweat, and Pixels; Kotaku), Max Scoville (IGN), Rebekah Valentine (IGN), Blessing Adeoye Jr. (Kinda Funny), and Devindra Hardawar (Engadget), this year-by-year anthology is a loving reflection on the world’s most popular art form. Featured Games: 1977 - Pong; 1978 - Space Invaders; 1979 - Speed Freak; 1980 - Pac-Man; 1981 - Donkey Kong; 1982 - Pitfall!; 1983 - Dragon’s Lair; 1984 - Tetris; 1985 - Super Mario Bros.; 1986 - Dragon Quest; 1987 - The Legend of Zelda; 1988 - Mega Man 2; 1989 - SimCity; 1990 - The Secret of Monkey Island; 1991 - Sonic the Hedgehog; 1992 - Wolfenstein 3D; 1993 - NBA Jam; 1994 - Super Street Fighter II Turbo; 1995 - Donkey Kong Country 2; 1996 - Super Mario 64; 1997 - Final Fantasy VII; 1998 - Metal Gear Solid; 1999 - System Shock 2; 2000 Counter-Strike; 2001 - Halo: Combat Evolved; 2002 - Grand Theft Auto: Vice City; 2003 - The Legend of Zelda: The Wind Waker; 2004 - World of Warcraft; 2005 - Resident Evil 4; 2006 - Wii Sports; 2007 - Rock Band; 2008 - Spore; 2009 - Uncharted 2; 2010 - Super Meat Boy; 2011 - Minecraft; 2012 - Telltale’s The Walking Dead; 2013 - Depression Quest; 2014 - Destiny; 2015 - The Witcher 3; 2016 - Pokémon Go; 2017 - Fortnite; 2018 - Super Smash Bros. Ultimate; 2019 - Sekiro: Shadows Die Twice; 2020 - Animal Crossing: New Horizons; 2022 - The Stanley Parable: Ultra Deluxe
Publisher: Abrams
ISBN: 1647006805
Category : Games & Activities
Languages : en
Pages : 615
Book Description
Breaking down the 40-year history of the world’s most popular art form, one video game at a time Pong. The Legend of Zelda.Final Fantasy VII. Rock Band.Fortnite. Animal Crossing: New Horizons. For each of the 40 years of video game history, there is a defining game, a game that captured the zeitgeist and left a legacy for all games that followed. Through a series of entertaining, informative, and opinionated critical essays, author and tech journalist Jordan Minor investigates, in chronological order, the innovative, genre-bending, and earth-shattering games from 1977 through 2022. Minor explores development stories, critical reception, and legacy, and also looks at how gaming intersects with and eventually influences society at large while reveling in how uniquely and delightfully bizarre even the most famous games tend to be. From portly plumbers to armor-clad space marines and the speedy rodents in between, Video Game of the Year paints individual portraits that, as a whole, give readers a stronger appreciation for the vibrant variety and long-lasting impact of this fresh, exciting, and massively popular art form. Illustrated throughout with retro-inspired imagery and featuring contributions from dozens of leading industry voices, including New York Times bestselling author Jason Schreier (Blood, Sweat, and Pixels; Kotaku), Max Scoville (IGN), Rebekah Valentine (IGN), Blessing Adeoye Jr. (Kinda Funny), and Devindra Hardawar (Engadget), this year-by-year anthology is a loving reflection on the world’s most popular art form. Featured Games: 1977 - Pong; 1978 - Space Invaders; 1979 - Speed Freak; 1980 - Pac-Man; 1981 - Donkey Kong; 1982 - Pitfall!; 1983 - Dragon’s Lair; 1984 - Tetris; 1985 - Super Mario Bros.; 1986 - Dragon Quest; 1987 - The Legend of Zelda; 1988 - Mega Man 2; 1989 - SimCity; 1990 - The Secret of Monkey Island; 1991 - Sonic the Hedgehog; 1992 - Wolfenstein 3D; 1993 - NBA Jam; 1994 - Super Street Fighter II Turbo; 1995 - Donkey Kong Country 2; 1996 - Super Mario 64; 1997 - Final Fantasy VII; 1998 - Metal Gear Solid; 1999 - System Shock 2; 2000 Counter-Strike; 2001 - Halo: Combat Evolved; 2002 - Grand Theft Auto: Vice City; 2003 - The Legend of Zelda: The Wind Waker; 2004 - World of Warcraft; 2005 - Resident Evil 4; 2006 - Wii Sports; 2007 - Rock Band; 2008 - Spore; 2009 - Uncharted 2; 2010 - Super Meat Boy; 2011 - Minecraft; 2012 - Telltale’s The Walking Dead; 2013 - Depression Quest; 2014 - Destiny; 2015 - The Witcher 3; 2016 - Pokémon Go; 2017 - Fortnite; 2018 - Super Smash Bros. Ultimate; 2019 - Sekiro: Shadows Die Twice; 2020 - Animal Crossing: New Horizons; 2022 - The Stanley Parable: Ultra Deluxe
A Traveler's Guide to the End of the World
Author: David Gessner
Publisher: Torrey House Press
ISBN: 194881482X
Category : Science
Languages : en
Pages : 287
Book Description
Bestselling author David Gessner asks what kind of planet his daughter will inherit in this coast-to-coast guide to navigating climate crisis. The world is burning and the seas are rising. How do we navigate this new age of extremes? In A Traveler's Guide to the End of the World, David Gessner takes readers on an eye-opening tour of climate hotspots from the Gulf of Mexico to the burning American West to New York City to the fragile Outer Banks, where homes are being swallowed by the seas. He does so with his usual sense of humor, compassion, and a willingness to talk to anyone, providing an informative and sobering yet convivial guide for the age of fire, heat, wind, and water. Gessner approaches scientists and thinkers with a father’s question: What will the world be like in forty-two years? Gessner was forty-two when his daughter, Hadley, was born. What will the world be like in 2064, when Hadley is his age now? What is the future of weather? The future of heat, storms, and fire? What exactly will our children be facing? A Traveler's Guide to the End of the World tells a story of climate crisis that will both entertain and shake people awake to the necessity of navigating this new age together.
Publisher: Torrey House Press
ISBN: 194881482X
Category : Science
Languages : en
Pages : 287
Book Description
Bestselling author David Gessner asks what kind of planet his daughter will inherit in this coast-to-coast guide to navigating climate crisis. The world is burning and the seas are rising. How do we navigate this new age of extremes? In A Traveler's Guide to the End of the World, David Gessner takes readers on an eye-opening tour of climate hotspots from the Gulf of Mexico to the burning American West to New York City to the fragile Outer Banks, where homes are being swallowed by the seas. He does so with his usual sense of humor, compassion, and a willingness to talk to anyone, providing an informative and sobering yet convivial guide for the age of fire, heat, wind, and water. Gessner approaches scientists and thinkers with a father’s question: What will the world be like in forty-two years? Gessner was forty-two when his daughter, Hadley, was born. What will the world be like in 2064, when Hadley is his age now? What is the future of weather? The future of heat, storms, and fire? What exactly will our children be facing? A Traveler's Guide to the End of the World tells a story of climate crisis that will both entertain and shake people awake to the necessity of navigating this new age together.
Game Writing
Author: Chris Bateman
Publisher: Bloomsbury Publishing USA
ISBN: 1501348973
Category : Games & Activities
Languages : en
Pages : 457
Book Description
As the videogame industry has grown up, the need for better stories and characters has dramatically increased, yet traditional screenwriting techniques alone cannot equip writers for the unique challenges of writing stories where the actions and decisions of a diverse range of players are at the centre of every narrative experience. Game Writing: Narrative Skills for Videogames was the first book to demystify the emerging field of game writing by identifying and explaining the skills required for creating videogame narrative. Through the insights and experiences of professional game writers, this revised edition captures a snapshot of the narrative skills employed in today's game industry and presents them as practical articles accompanied by exercises for developing the skills discussed. The book carefully explains the foundations of the craft of game writing, detailing all aspects of the process from the basics of narrative to guiding the player and the challenges of nonlinear storytelling. Throughout the book there is a strong emphasis on the skills developers and publishers expect game writers to know. This second edition brings the material up to date and adds four new chapters covering MMOs, script formats, narrative design for urban games, and new ways to think about videogame narrative as an art form. Suitable for both beginners and experienced writers, Game Writing is the essential guide to all the techniques of game writing. There's no better starting point for someone wishing to get into this exciting field, whether they are new game writers wishing to hone their skills, or screenwriters hoping to transfer their skills to the games industry.
Publisher: Bloomsbury Publishing USA
ISBN: 1501348973
Category : Games & Activities
Languages : en
Pages : 457
Book Description
As the videogame industry has grown up, the need for better stories and characters has dramatically increased, yet traditional screenwriting techniques alone cannot equip writers for the unique challenges of writing stories where the actions and decisions of a diverse range of players are at the centre of every narrative experience. Game Writing: Narrative Skills for Videogames was the first book to demystify the emerging field of game writing by identifying and explaining the skills required for creating videogame narrative. Through the insights and experiences of professional game writers, this revised edition captures a snapshot of the narrative skills employed in today's game industry and presents them as practical articles accompanied by exercises for developing the skills discussed. The book carefully explains the foundations of the craft of game writing, detailing all aspects of the process from the basics of narrative to guiding the player and the challenges of nonlinear storytelling. Throughout the book there is a strong emphasis on the skills developers and publishers expect game writers to know. This second edition brings the material up to date and adds four new chapters covering MMOs, script formats, narrative design for urban games, and new ways to think about videogame narrative as an art form. Suitable for both beginners and experienced writers, Game Writing is the essential guide to all the techniques of game writing. There's no better starting point for someone wishing to get into this exciting field, whether they are new game writers wishing to hone their skills, or screenwriters hoping to transfer their skills to the games industry.
Star Wars
Author: Michael Searle
Publisher:
ISBN: 9780307890450
Category : Computer games
Languages : en
Pages : 0
Book Description
An atlas to the game "Star Wars: the Old Republic" with maps to navigate every planet. Includes concept art.
Publisher:
ISBN: 9780307890450
Category : Computer games
Languages : en
Pages : 0
Book Description
An atlas to the game "Star Wars: the Old Republic" with maps to navigate every planet. Includes concept art.
Horizon Zero Dawn
Author: Bruce Byrne
Publisher: Bright Sparks
ISBN: 9783869930817
Category : Computer adventure games
Languages : en
Pages : 655
Book Description
Publisher: Bright Sparks
ISBN: 9783869930817
Category : Computer adventure games
Languages : en
Pages : 655
Book Description
The Witcher 3: Wild Hunt Complete Edition Guide
Author: David Hodgson
Publisher: Prima Games
ISBN: 9780744017229
Category : Video games
Languages : en
Pages : 0
Book Description
The Witcher 3: Wild Hunt Complete Edition Guide includes... Over 800 pages: This guide includes a 100% complete walkthrough for all the quests in the game, including all DLC! Comprehensive Witcher training: Includes lengthy tutorials for combat, skills and abilities, crafting, the game of Gwent, and more! Full atlas: Provides detailed information on the world of The Witcher, including new locations! Complete bestiary: Covers all types of foes and monsters! Free mobile-friendly eGuide!Includes a code to access the eGuide, a web-access version of the complete strategy guide optimized for a second-screen experience, including a comprehensive, searchable and sortable inventory section!"
Publisher: Prima Games
ISBN: 9780744017229
Category : Video games
Languages : en
Pages : 0
Book Description
The Witcher 3: Wild Hunt Complete Edition Guide includes... Over 800 pages: This guide includes a 100% complete walkthrough for all the quests in the game, including all DLC! Comprehensive Witcher training: Includes lengthy tutorials for combat, skills and abilities, crafting, the game of Gwent, and more! Full atlas: Provides detailed information on the world of The Witcher, including new locations! Complete bestiary: Covers all types of foes and monsters! Free mobile-friendly eGuide!Includes a code to access the eGuide, a web-access version of the complete strategy guide optimized for a second-screen experience, including a comprehensive, searchable and sortable inventory section!"
The Compendium of Fantasy Art Techniques
Author: Rob Alexander
Publisher: B.E.S. Publishing
ISBN: 9781438004419
Category : Art
Languages : en
Pages : 288
Book Description
Provides detailed instructions for drawing and painting fantasy figures, beasts, and landscapes, while offering an overview of traditional and digital media and tools.
Publisher: B.E.S. Publishing
ISBN: 9781438004419
Category : Art
Languages : en
Pages : 288
Book Description
Provides detailed instructions for drawing and painting fantasy figures, beasts, and landscapes, while offering an overview of traditional and digital media and tools.
I Love Jesus, But I Want to Die
Author: Sarah J. Robinson
Publisher: WaterBrook
ISBN: 0593193539
Category : Religion
Languages : en
Pages : 257
Book Description
A compassionate, shame-free guide for your darkest days “A one-of-a-kind book . . . to read for yourself or give to a struggling friend or loved one without the fear that depression and suicidal thoughts will be minimized, medicalized or over-spiritualized.”—Kay Warren, cofounder of Saddleback Church What happens when loving Jesus doesn’t cure you of depression, anxiety, or suicidal thoughts? You might be crushed by shame over your mental illness, only to be told by well-meaning Christians to “choose joy” and “pray more.” So you beg God to take away the pain, but nothing eases the ache inside. As darkness lingers and color drains from your world, you’re left wondering if God has abandoned you. You just want a way out. But there’s hope. In I Love Jesus, But I Want to Die, Sarah J. Robinson offers a healthy, practical, and shame-free guide for Christians struggling with mental illness. With unflinching honesty, Sarah shares her story of battling depression and fighting to stay alive despite toxic theology that made her afraid to seek help outside the church. Pairing her own story with scriptural insights, mental health research, and simple practices, Sarah helps you reconnect with the God who is present in our deepest anguish and discover that you are worth everything it takes to get better. Beautifully written and full of hard-won wisdom, I Love Jesus, But I Want to Die offers a path toward a rich, hope-filled life in Christ, even when healing doesn’t look like what you expect.
Publisher: WaterBrook
ISBN: 0593193539
Category : Religion
Languages : en
Pages : 257
Book Description
A compassionate, shame-free guide for your darkest days “A one-of-a-kind book . . . to read for yourself or give to a struggling friend or loved one without the fear that depression and suicidal thoughts will be minimized, medicalized or over-spiritualized.”—Kay Warren, cofounder of Saddleback Church What happens when loving Jesus doesn’t cure you of depression, anxiety, or suicidal thoughts? You might be crushed by shame over your mental illness, only to be told by well-meaning Christians to “choose joy” and “pray more.” So you beg God to take away the pain, but nothing eases the ache inside. As darkness lingers and color drains from your world, you’re left wondering if God has abandoned you. You just want a way out. But there’s hope. In I Love Jesus, But I Want to Die, Sarah J. Robinson offers a healthy, practical, and shame-free guide for Christians struggling with mental illness. With unflinching honesty, Sarah shares her story of battling depression and fighting to stay alive despite toxic theology that made her afraid to seek help outside the church. Pairing her own story with scriptural insights, mental health research, and simple practices, Sarah helps you reconnect with the God who is present in our deepest anguish and discover that you are worth everything it takes to get better. Beautifully written and full of hard-won wisdom, I Love Jesus, But I Want to Die offers a path toward a rich, hope-filled life in Christ, even when healing doesn’t look like what you expect.