The Assassin Game

The Assassin Game PDF Author: Kirsty McKay
Publisher: Sourcebooks, Inc.
ISBN: 1492632767
Category : Young Adult Fiction
Languages : en
Pages : 263

Book Description
It was just a game...until it wasn't. Will Cate discover the assassin before it's too late? Perfect for fans of teen mystery books! TAG. You're It... At Cate's isolated boarding school Killer is more than a game—it's an elite secret society. Members must avoid being "killed" during a series of thrilling pranks—and only the Game Master knows who the "killer" is. When Cate's finally invited to join The Guild of Assassins, she thinks it's her ticket to finally feeling like she belongs. But when the game becomes all too real, the school threatens to shut it down. Cate will do anything to keep playing and save The Guild. But can she find the real assassin—before she's the next target? "An intriguing, tightly wound mystery. The game is on!" —Hannah Jayne, author of Truly, Madly, Deadly and Twisted Perfect for those looking for: Teen books for girls ages 11–14 Secret societies in fiction Psychological thrillers

The Assassins’ Game

The Assassins’ Game PDF Author: Ralph Sanborn
Publisher: iUniverse
ISBN: 1491775858
Category : Fiction
Languages : en
Pages : 302

Book Description
The Assassins' Game never runs out of ammoor surprises, as Caleb Frost battles an evil cult of human traffickers and professional killers. If youre looking for action and suspense, Assassins' Game delivers! -Robert C. Yeager, New York Times writer and author of The Romanov Stone This gripping thriller takes us to the Asian underworld where Caleb Frost confronts his nemesis. With rich historical detail, the author immerses us in the scene so that were with the characters all the way. -Lucy Sanna, Author of The Cherry Orchard A Novel Caleb Frosts sixth sense tickled his brain as he approached his room in Caesars Octavius Tower. Regardless of the sources of the subconscious alarms, when they entered his conscious awareness, he did not question them. Training and experience responded to these stimuli. Something felt wrong. He knew it, but not what. He drew his P226, gripping it firmly in his hand. Sliding the plastic room card into the electronic key slot, he waited for the little light to shine green. Caleb pushed down on the ornate door handle and slammed the door open. He spun with his butt pressing the door flat against the interior wall as his two-handed grip on the Sig Sauer drew an arc across the room. On the second sweep, he saw it. Like a deadly nighttime chocolate on his bed

Assassin's Game

Assassin's Game PDF Author: Ella Sheridan
Publisher: Ella Sheridan
ISBN:
Category : Fiction
Languages : en
Pages : 336

Book Description
I’m the genius behind the keyboard, the man at my brothers’ backs when trouble comes calling. Killing might not have been my nature, but I learned to do what I had to, to survive. To keep them alive. Now, with everything going right, with my family finally happy, a new threat has risen. A shadow. A menace that could take it all away in a single breath. And not just from my family. From hers. Nix. One glance and I knew I’d walk through fire to make her see me, make her mine. Too bad she’s not willing to see inside of me. In a world where might makes right, we’re on different sides of the spectrum, but in this game of cat-and-mouse, it will take both of us to make it out alive. * Read the continuing series that’s been hailed as “sexy, gritty, thrilling!” by NYT Bestselling Author Lara Adrian. “Suspenseful, steamy, sizzling chemistry!” — Audiobook Fascination. “Brace yourself ’cause this story is going to grab you by the balls and not let up!” — GR Reviewer

The Making of Assassin's Creed: 15th Anniversary (Deluxe Edition)

The Making of Assassin's Creed: 15th Anniversary (Deluxe Edition) PDF Author: Alex Calvin
Publisher: Dark Horse Comics
ISBN: 1506734855
Category : Art
Languages : en
Pages : 252

Book Description
A deluxe edition hardcover that celebrates fifteen years of the iconic video game saga, featuring an exclusive cover, a protective slipcase, and a folio containing two gallery-quality lithograph prints. Discover the genesis of each Assassin’s Creed game and get an insider's look at the efforts that went into creating one the biggest franchises in the video game industry. In observance of Assassin’s Creed’s fifteen-year anniversary, Ubisoft and Dark Horse Books have teamed up to create an extensive examination into the creation of the award-winning Assassin’s Creed franchise. Featuring gorgeous art from over a decade-and-a-half of development, and detailed interviews with the games’ past and present creators, this is the perfect companion piece for any aspiring Assassin.

The Making of Assassin's Creed: 15th Anniversary

The Making of Assassin's Creed: 15th Anniversary PDF Author: Alex Calvin
Publisher: Dark Horse Comics
ISBN: 1506734863
Category : Art
Languages : en
Pages : 246

Book Description
An oversized full-color hardcover that celebrates fifteen years of the iconic Assassin’s Creed video game saga! Discover the genesis of each Assassin’s Creed game and get an insider's look at the efforts that went into creating one the biggest franchises in the video game industry.​ In observance of Assassin’s Creed’s fifteen-year anniversary, Ubisoft and Dark Horse Books have teamed up to create an extensive examination into the creation of the award-winning Assassin’s Creed franchise. Featuring gorgeous art from over a decade-and-a-half of development, and detailed interviews with the games’ past and present creators, this is the perfect companion piece for any aspiring Assassin.

›Assassin’s Creed‹ in the Classroom

›Assassin’s Creed‹ in the Classroom PDF Author: Erik Champion
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3111253279
Category : Games & Activities
Languages : en
Pages : 276

Book Description
The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.

The Sacred & the Digital

The Sacred & the Digital PDF Author: F.G. (Frank) Bosman
Publisher: MDPI
ISBN: 3038978302
Category : Religion
Languages : en
Pages : 182

Book Description
Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue.

The 21st Century in 100 Games

The 21st Century in 100 Games PDF Author: Aditya Deshbandhu
Publisher: Taylor & Francis
ISBN: 1040044352
Category : Games & Activities
Languages : en
Pages : 142

Book Description
The 21st Century in 100 Games is an interactive public history of the contemporary world. It creates a ludological retelling of the 21st century through 100 games that were announced, launched, and played from the turn of the century. The book analyzes them and then uses the games as a means of entry to examine both key events in the 21st century and the evolution of the gaming industry. Adopting a tri-pronged perspective — the reviewer, the academic, and an industry observer — it studies games as ludo-narratological artefacts and resituates games in a societal context by examining how they affect and are engaged with by players, reviewers, the gaming community, and the larger gaming industry. This book will be a must read for readers interested in video games, new media, digital culture (s), culture studies, and history.

Pattern Language for Game Design

Pattern Language for Game Design PDF Author: Christopher Barney
Publisher: CRC Press
ISBN: 1000259544
Category : Computers
Languages : en
Pages : 503

Book Description
Chris Barney’s Pattern Language for Game Design builds on the revolutionary work of architect Christopher Alexander to show students, teachers, and game development professionals how to derive best practices in all aspects of game design. Using a series of practical, rigorous exercises, designers can observe and analyze the failures and successes of the games they know and love to find the deep patterns that underlie good design. From an in-depth look at Alexander’s work, to a critique of pattern theory in various fields, to a new approach that will challenge your knowledge and put it to work, this book seeks to transform how we look at building the interactive experiences that shape us. Key Features: Background on the architectural concepts of patterns and a Pattern Language as defined in the work of Christopher Alexander, including his later work on the Fifteen Properties of Wholeness and Generative Codes. Analysis of other uses of Alexander’s work in computer science and game design, and the limitations of those efforts. A comprehensive set of example exercises to help the reader develop their own patterns that can be used in practical day-to-day game design tasks. Exercises that are useful to designers at all levels of experience and can be completed in any order, allowing students to select exercises that match their coursework and allowing professionals to select exercises that address their real-world challenges. Discussion of common pitfalls and difficulties with the pattern derivation process. A guide for game design teachers, studio leaders, and university departments for curating and maintaining institutional Pattern Languages. An Interactive Pattern Language website where you can share patterns with developers throughout the world (patternlanguageforgamedesign.com). Comprehensive games reference for all games discussed in this book. Author Chris Barney is an industry veteran with more than a decade of experience designing and engineering games such as Poptropica and teaching at Northeastern University. He has spoken at conferences, including GDC, DevCom, and PAX, on topics from core game design to social justice. Seeking degrees in game design before formal game design programs existed, Barney built his own undergraduate and graduate curricula out of offerings in sociology, computer science, and independent study. In pursuit of a broad understanding of games, he has worked on projects spanning interactive theater, live-action role-playing game (LARP) design, board games, and tabletop role-playing games (RPGs). An extensive collection of his essays of game design topics can be found on his development blog at perspectivesingamedesign.com.

Early Modernity and Video Games

Early Modernity and Video Games PDF Author: Florian Kerschbaumer
Publisher: Cambridge Scholars Publishing
ISBN: 1443862347
Category : History
Languages : en
Pages : 265

Book Description
We cannot think of modern society without also thinking of video games. And we cannot think of video games without thinking of history either. Games that deal with history are sold in ever-increasing numbers, striving to create increasingly lively images of things past. For the science of history, this means that the presentation of historical content in such games has to be questioned, as well as the conceptions of history they embody. How do games create the feeling that they portray a past acceptable to their players? Do these popular representations of history intersect with academic narratives, or not? While a considerable body of work on similar questions already exists, both for medieval history as well as for those games dealing with the 20th century, early modernity has not yet been treated in this context. As many games draw their imagery – perhaps their success, too? – from the years between 1450 and 1815, it is to their understanding that this volume is dedicated. The contributions encompass a wide range of subjects and games, from Age of Empires to Assassin’s Creed, from Critical Discourse Analysis to Ludology. One aim unites them, namely an understanding of what happens when video games encounter early modernity.