The Lesser Dead


Christopher Buehlman - 2014
    And die. Joey Peacock knows this as well as anybody—he has spent the last forty years as an adolescent vampire, perfecting the routine he now enjoys: womanizing in punk clubs and discotheques, feeding by night, and sleeping by day with others of his kind in the macabre labyrinth under the city’s sidewalks.The subways are his playground and his highway, shuttling him throughout Manhattan to bleed the unsuspecting in the Sheep Meadow of Central Park or in the backseats of Checker cabs, or even those in their own apartments who are too hypnotized by sitcoms to notice him opening their windows. It’s almost too easy.Until one night he sees them hunting on his beloved subway. The children with the merry eyes. Vampires, like him…or not like him. Whatever they are, whatever their appearance means, the undead in the tunnels of Manhattan are not as safe as they once were.And neither are the rest of us.

Vampire Forensics: Uncovering the Origins of an Enduring Legend


Mark Collins Jenkins - 2010
    From the earliest whispers of eternal evil in ancient Mesopotamia, Greece, and Rome, vampire tales flourished through the centuries and around the globe, fueled by superstition, sexual mystery, fear of disease and death, and the nagging anxiety that demons lurk everywhere.In Vampire Forensics, Mark Jenkins probes vampire legend to tease out the historical truths enshrined in the tales of terror: sherds of Persian pottery depicting blood-sucking demons; the amazing recent discovery by National Geographic archaeologist Matteo Borrini of a 16th-century Venetian grave of a plague victim and suspected vampire; and the Transylvanian castle of "Vlad the Impaler," whose bloodthirsty cruelty remains unsurpassed.Jenkins navigates centuries of lore and legend, adding new chapters to the chronicle and weaving an irresistibly seductive blend of superstition, psychology, and science sure to engross everyone from Anne Rice's countless readers to serious students of archaeology and mythology.

Kult: Death is Only the Beginning...


Gunilla Jonsson - 1991
    Reality is not what we think. Around us the world is dark and dangerous and nothing is what it seems to be. Our reality is an illusion, created to keep us captive. We are imprisoned since ages past by a dictatorial creator. The true world, invisible to us, is ruled by creatures who dominate behind the false facades, our prison wardens and torturers. The characters in 'Kult' are dark heroes, governed by Destiny. When the illusions shatter, they face the true reality. Kult is a complete role-playing game and includes 1) The Lie - rules for creating player characters with abilities, dark secrets, advantages and disadvantages and skills. 16 ready-made archetypes (each infull color) will enable you to create an interesting character speedily and commence playing. 2) The Madness: Rules for encountering terror; advanced, realistic combat rules; and a comprehensive, logical magic system 3) The Truth: A consistent background to help you to recreate different horror atmospheres. Our illusion and dark realilty are described in detail, together with the creatures and cults who lurk behind the veil.

Press Start to Play


Daniel H. WilsonSeanan McGuire - 2015
    The humble, pixelated games of the ‘70s and ‘80s have evolved into the vivid, realistic, and immersive form of entertainment that now rivals all other forms of media for dominance in the consumer marketplace. For many, video games have become the cultural icons around which pop culture revolves.PRESS START TO PLAY is an anthology of stories inspired by video games: stories that attempt to recreate the feel of a video game in prose form; stories that play with the concepts common (or exclusive) to video games; and stories about the creation of video games and/or about the video games—or the gamers—themselves.These stories will appeal to anyone who has interacted with games, from hardcore teenaged fanatics, to men and women who game after their children have gone to bed, to your well-meaning aunt who won’t stop inviting you to join her farm-based Facebook games.At the helm of this project are Daniel H. Wilson—bestselling novelist and expert in artificial intelligence—and John Joseph Adams—bestselling, Hugo Award-nominated editor of more than a dozen science fiction/fantasy anthologies and series editor of Best American Science Fiction & Fantasy (volume one forthcoming from Houghton Mifflin in 2015). Together, they have drawn on their wide-ranging contacts to assemble an incredibly talented group of authors who are eager to attack the topic of video games from startling and fascinating angles.Under the direction of an A.I. specialist and a veteran editor, the anthology will expose readers to a strategically chosen mix of stories that explore novel video game concepts in prose narratives, such as save points, kill screens, gold-farming, respawning, first-person shooters, unlocking achievements, and getting “pwned.” Likewise, each of our authors is an accomplished specialist in areas such as science fiction, fantasy, and techno-thrillers, and many have experience writing for video games professionally.Combining unique viewpoints and exacting realism, this anthology promises to thrill generations of readers, from those who grew up with Atari 2600s to the console and PC gamers of today.

Creature


John Saul - 1989
    A postcard-pretty company town. Families. Children. Sunshine. Happiness. A high school football team that never-ever loses. And something else. Something horrible ... Now, there is a new family in town. A shy, nature-loving teenager. A new hometown. A new set of bullies. Maybe the team's sports clinic can help him. Rebuild him. They won't hurt him again. They won't dare. "Saul has the instincts of a natural storyteller." -- "People"

Little Nightmares #2


John Shackleford - 2017
    Inspired by the smash hit video game of 2017, adventurer ‘Six’ – trapped in the mysterious, deadly Maw – encounters others captured by the ferryman… but do their stories offer a way out?

Maplecroft


Cherie Priest - 2014
      The people of Fall River, Massachusetts, fear me. Perhaps rightfully so. I remain a suspect in the brutal deaths of my father and his second wife despite the verdict of innocence at my trial. With our inheritance, my sister, Emma, and I have taken up residence in Maplecroft, a mansion near the sea and far from gossip and scrutiny.   But it is not far enough from the affliction that possessed my parents. Their characters, their very souls, were consumed from within by something that left malevolent entities in their place. It originates from the ocean’s depths, plaguing the populace with tides of nightmares and madness.   This evil cannot hide from me. No matter what guise it assumes, I will be waiting for it. With an axe.

Ghosts of Ascalon


Matt Forbeck - 2010
    . . Desperate to defend his land from advancing hordes of bestial charr, King Adelbern summoned the all-powerful Foefire to repel the invaders. But magic can be a double-edged sword—the Foefire burned both charr and human alike. While the charr corpses smoldered, the slain Ascalonians arose again, transformed by their king’s rage into ghostly protectors and charged with guarding the realm . . . forever. The once mighty kingdom became a haunted shadow of its former glory.Centuries later, the descendants of Ascalon, exiled to the nation of Kryta, are besieged on all sides. To save humankind, Queen Jennah seeks to negotiate a treaty with the hated charr. But one obstacle remains. The charr legions won’t sign the truce until their most prized possession, the Claw of the Khan-Ur,is returned from the ruins of fallen Ascalon.Now a mismatched band of adventurers, each plagued by ghosts of their own, sets forth into a haunted, war-torn land to retrieve the Claw. Without the artifact, there is no hope for peace between human and charr—but the undead king who rules Ascalon won’t give it up easily, and not everyone wants peace!

Phantom


Susan Kay - 1990
    This incredible portrait of Erik--the Phantom--recreates his entire life, from his survival as a child in a carnival freak show to his creative genius behind the Paris Opera House--and its labyrinthine world below--to his discovery of love.

Destiny Grimoire Anthology, Volume I: Dark Mirror


Bungie Inc. - 2018
    The Destiny Grimoire Anthology weaves tales from multiple sources together for the first time, casting new light on Destiny’s most legendary heroes, infamous villains, and their greatest moments of triumph and tragedy.Each unique volume intends to illuminate a facet of the world, and the complete anthology will confirm and challenge players’ thoughts and assumptions on what it means to be a Guardian, offering new and differing perspectives on the cosmic war that rages between the Traveler and its ancient enemies.

Metal Gear Solid: Guns of the Patriots


Project Itoh - 2008
    Time is running out for Snake though, as he will soon succumb to the FOXDIE virus, but not before spreading the disease to nearly everyone he encounters, in essence becoming a walking biological weapon. Snake will need every advantage he can get, as the SOP network is about to be hacked by his old enemy Liquid Ocelot, and whoever controls SOP controls the world.

The Other Side of Elsewhere


Brett McKay - 2018
    He and his friends have the perfect summer planned before they start sixth grade, and his new job at the local mortuary promises enough pocket money for all the sodas they can drink. A dare from an older boy quickly ruins their plans. Everyone knows to stay away from the Crooked House, but after Ret and his friends take on the dare to spend the night in the abandoned house, they become caught up in the house’s dark history. Later, an outsider buys the house. When people start to disappear, Ret is determined to solve the mystery before it swallows the entire town. His obsession with the Crooked House and its strange new owner threatens to put him and his friends in danger more terrifying than anything they could have imagined.

Pandora / Vittorio the Vampire


Anne Rice - 1998
    In Pandora, fledgling vampire David Talbot chronicles the history of Pandora, a two-thousand-year-old vampire, and in fifteenth-century Renaissance Florence, Vittorio finds his world shattered when his entire family is destroyed in an act of unholy violence and embarks on a desperate quest for revenge, in Vittorio, the Vampire, in an omnibus edition.From the Trade Paperback edition.

The Well of Eternity


Richard A. Knaak - 2004
    But now, a mysterious energy rift within the mountains of Kalimdor propels three former warriors into the distant past -- a time long before orcs, humans or even high elves roamed the land. A time when the Dark Titan Sargeras, and his demon pawns persuaded Queen Azshara and her Highborne to cleanse Azeroth of its lesser races. A time when the Dragon Aspects were at the height of their power -- unaware that one of their own would soon usher in an age of darkness that would engulf the world of...War Craft®. In the first chapter of this epic trilogy, the outcome of the historic War of the Ancients is forever altered by the arrival of three time-lost heroes: Krasus, the dragon mage whose great power and memories of the ancient conflict have inexplicably diminished; the human wizard Rhonin, whose thoughts are divided between his family and the seductive source of his now-growing power; and Broxigar, a weathered orc veteran who seeks a glorious death in combat. But unless these unlikely allies can convince the demigod, Cenarius, and the untrusting night elves of their queen's treachery, the burning Legion's gateway into Azeroth will open anew. And this time -- the struggles of the past may well spill over into the future...

All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture


Harold Goldberg - 2011
    But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth?Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium.Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!