Shit, Actually: The Definitive, 100% Objective Guide to Modern Cinema


Lindy West - 2020
    In Shit, Actually, Lindy returns to those roots, re-examining beloved and iconic movies from the past 40 years with an eye toward the big questions of our time: Is Twilight the horniest movie in history? Why do the zebras in The Lion King trust Mufasa-WHO IS A LION-to look out for their best interests? Why did anyone bother making any more movies after The Fugitive achieved perfection? And, my god, why don't any of the women in Love, Actually ever fucking talk?!?!From Forrest Gump, Honey I Shrunk the Kids, and Bad Boys II, to Face/Off, Top Gun, and The Notebook, Lindy combines her razor-sharp wit and trademark humor with a genuine adoration for nostalgic trash to shed new critical light on some of our defining cultural touchstones-the stories we've long been telling ourselves about who we are. At once outrageously funny and piercingly incisive, Shit, Actually reminds us to pause and ask, "How does this movie hold up?", all while teaching us how to laugh at the things we love without ever letting them or ourselves off the hook.Shit, Actually is a love letter and a break-up note all in one: to the films that shaped us and the ones that ruined us. More often than not, Lindy finds, they're one and the same.

Film Art: An Introduction


David Bordwell - 2003
    It begins with an overview of film production, moves on to a consideration of the formal elements and techniques, covers film criticism and concludes with a brief section highlighting the key moments in film history. Illustrated with over 500 frame enlargements, many in colour, "Film Art" has been updated to include analysis of some of the most interesting films of recent years including "Raging Bull" and "Desperately Seeking Susan".

Fading Suns


Bill Bridges - 1999
    It's far-future setting allows stories from many genres: fantasy, horror, post-apocalypse, and more. Characters wield swords and blasters and fly starships to lost worlds, ancient ruins, verdant jungles or blasted wastelands. They encounter conniving nobles, vain priests, cunning merchants, bizarre alien creatures, evil occultists, and bodiless entitites from across gulfs of space and time. In other words, Fading Suns has everything a roleplaying game setting could possibly need. The Second Edition hardcover rulebook includes new rules adjustments based on the extensive playtesting and suggestions by players from all over the world, as well as new history, psychic powers and rites, and extensive equipment rules.

Rhett & Link's Book of Mythicality: A Field Guide to Curiosity, Creativity, and Tomfoolery


Rhett McLaughlin - 2017
    Today, their daily YouTube talk show, Good Mythical Morning, is the most-watched daily talk show on the Internet, and nearly 12 million subscribers tune in to see the guys broadcast brainy trivia, wild experiments, and hilarious banter (not to mention the occasional cereal bath). Now the award-winning comedians are finally bringing their “Mythical” world to the printed page in their first book.A hilarious blend of autobiography, trivia, and advice, Rhett & Link's Book of Mythicality: A Field Guide to Curiosity, Creativity, and Tomfoolery will offer twenty ways to add “Mythicality” to your life, including:Eat Something That Scares YouMake a Bold Hair ChoiceInvent Something RidiculousSay “I Love You” Like It's Never Been SaidSpeak at Your Own FuneralThe goal of these offbeat prompts? To learn new things, laugh more often, and earn a few grown-up merit badges along the way. Heartfelt and completely original, this book will be the perfect gift for anyone looking for a fresh dose of humor and fun.

BioShock: Rapture


John Shirley - 2011
    FDR's New Deal has redefined American politics. Taxes are at an all-time high. The bombing of Hiroshima and Nagasaki has brought a fear of total annihilation. The rise of secret government agencies and sanctions on business has many watching their backs. America's sense of freedom is diminishing . . . and many are desperate to take that freedom back.Among them is a great dreamer, an immigrant who pulled himself from the depths of poverty to become one of the wealthiest and admired men in the world. That man is Andrew Ryan, and he believed that great men and women deserve better. And so he set out to create the impossible, a utopia free from government, censorship, and moral restrictions on science--where what you give is what you get. He created Rapture---the shining city below the sea.But as we all know, this utopia suffered a great tragedy. This is the story of how it all came to be . . .and how it all ended.

Making It Up As I Go Along


Marian Keyes - 2016
    There's the pure and bounteous joy of the nail varnish museum. Not to mention the very best lies to tell if you find yourself on an Arctic cruise. She has words of advice for those fast approaching fifty. And she's here to tell you the secret secret truth about writers - well, this one anyway.You'll be wincing in recognition and scratching your head in incredulity, but like Marian herself you won't be able to stop laughing at the sheer delightful absurdity that is modern life - because each and every one of us is clearly making it up as we go along.

I Want My MTV: The Uncensored Story of the Music Video Revolution


Craig Marks - 2011
    It was such a radical idea that almost no one thought it would actually succeed, much less become a force in the worlds of music, television, film, fashion, sports, and even politics. But it did work. MTV became more than anyone had ever imagined.I Want My MTV tells the story of the first decade of MTV, the golden era when MTV's programming was all videos, all the time, and kids watched religiously to see their favorite bands, learn about new music, and have something to talk about at parties. From its start in 1981 with a small cache of videos by mostly unknown British new wave acts to the launch of the reality-television craze with The Real World in 1992, MTV grew into a tastemaker, a career maker, and a mammoth business. Featuring interviews with nearly four hundred artists, directors, VJs, and television and music executives, I Want My MTV is a testament to the channel that changed popular culture forever.

The Art of Game Design: A Book of Lenses


Jesse Schell - 2008
    The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.

This Gaming Life: Travels in Three Cities


Jim Rossignol - 2008
    Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist.Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives.Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences.“We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.”—Chris Baker, Wired“This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.”—Raph Koster, game designer and author of A Theory of Fun for Game Design “Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’”—Joshua Davis, author of The Underdog“This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.”—John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Inventiondigitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.

The Dream Architects: Adventures in the Video Game Industry


David Polfeldt - 2020
    He shares what it's like to manage a creative process that has ballooned from a low-six-figure expense with a team of a half dozen people to a transatlantic production of five hundred employees on a single project with a production budget of over a hundred million dollars.A rare firsthand account of the golden age of game development told in vivid detail, The Dream Architects is a seminal work about the biggest entertainment medium of today.

Live from New York: An Oral History of Saturday Night Live


Tom Shales - 2002
    But Saturday Night Live, launched in 1975 and still thriving today, would change the face of television. It introduced brash new stars with names like Belushi, Radner, Chase, and Murray; trashed taboos that had inhibited TV for decades; and had such an impact on American life, laughter, and politics that even presidents of the United States had to take notice. Now, Pulitzer Prize-winner Tom Shales and bestselling author James Andrew Miller bring together stars, writers, guest hosts, contributors, and craftsmen for the first-ever oral history of Saturday Night Live, from 1974, when it was just an idea, through 2002, when it has long since become an institution. In their own words, dozens of personalities recall the backstage stories, behind-the-scenes gossip, feuds, foibles, drugs, sex, struggles, and calamities, including personal details never before revealed. Shales and Miller have interviewed a galaxy of stars, including Mike Myers, Chris Rock, Bill Murray, Tom Hanks, Adam Sandler, Chevy Chase, Will Ferrell, Dan Aykroyd, Steve Martin, Jon Lovitz, Jane Curtin, Billy Crystal, Martin Short, Dana Carvey, Tina Fey, Jimmy Fallon, Chris Kattan, Julia Louis-Dreyfus, Garrett Morris, Molly Shannon, Damon Wayans, Chris Elliott, Julia Sweeney, Norm Macdonald, and Paul Simon-plus writers like Al Franken, Conan O'Brien, Larry David, Rosie Shuster, Jack Handey, Robert Smigel, Don Novello, and others who got their big breaks as part of the SNL team. The Coneheads, the Blues Brothers, Buck-wheat, Wayne and Garth, Hans and Franz, the Cheerleaders, Todd DiLaMuca and Lisa Loopner, "Cheeseburger cheeseburger," Mango, the Church Lady, Ed Grimley-they're all here. And for every fabulous character on-screen there was an outrageous maverick, misfit, or rebel behind the scenes. Live from New York does what no other book about the show has ever done: It lets the people who were there tell the story in their own words, blunt and loving and uncensored.

Pathfinder Chronicles: Campaign Setting


Mike McArtorJeff Grubb - 2008
    The Pathfinder Chronicles campaign setting provides classic adventuring style and cutting-edge game design perfectly suitable for the world’s most popular roleplaying game!Note: Pathfinder Campaign Setting: The Inner Sea World Guide has replaced this volume as the main Pathfinder campaign setting book. The newer volume has been expanded and updated, and is designed for use with the Pathfinder Roleplaying Game. And the PDF is cheaper, too!Cover art by Wayne Reynolds

The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories


Frank Rose - 2011
    Now, on YouTube and blogs and Facebook and Twitter, we are media. And while we watch more television than ever before, how we watch it is changing in ways we have barely slowed down to register. No longer content in our traditional role as couch potatoes, we approach television shows, movies, even advertising as invitations to participate—as experiences to immerse ourselves in at will. Wired contributing editor Frank Rose introduces us to the people who are reshaping media for a two-way world—people like Will Wright (The Sims), James Cameron (Avatar), Damon Lindelof (Lost), and dozens of others whose ideas are changing how we play, how we chill, and even how we think. The Art of Immersion is an eye-opening look at the shifting shape of entertainment today.

Extreme Metal: Music and Culture on the Edge


Keith Kahn-Harris - 2007
    Musicians of this genre have developed an often impenetrable sound that teeters on the edge of screaming, incomprehensible noise. Extreme metal circulates on the edge of mainstream culture within the confines of an obscure 'scene', in which members explore dangerous themes such as death, war and the occult, sometimes embracing violence, neo-fascism and Satanism. In the first book-length study of extreme metal, Keith Kahn-Harris draws on first-hand research to explore the global extreme metal scene. He shows how the scene is a space in which members creatively explore destructive themes, but also a space in which members experience the everyday pleasures of community and friendship. Including interviews with band members and fans, from countries ranging from the UK and US to Israel and Sweden, Extreme Metal: Music and Culture on the Edge demonstrates the power and subtlety of an often surprising and misunderstood musical form.

Captive Audience: On Love and Reality TV


Lucas Mann - 2018
    Captive Audience resides at the intersection of popular culture with the personal; the exhibitionist impulse, with the schadenfreude of the vicarious, and in confronting some of our most suspect impulses achieves a heightened sense of what it means to live an authentic life and what it means to love a person.