Scotland (Kindle Single)


Gary Greenberg - 2014
    Two registered sex offenders had come to live in the small town Greenberg had called home for thirty years, and his fellow citizens, terrified and enraged, had come out to pin the blame on him. In this riveting memoir about a modern-day witch hunt, Greenberg recounts with his trademark acerbic humor what it is like to be the target of an entire town's wrath. As he describes his Hawthornian moment, he vividly sketches the characters and landscapes that make up a classic New England village and reflects on sex, panic, betrayal, and the sometimes beautiful, sometimes terrible ties that bind communities together.Gary Greenberg is the author of four books, most recently The Book of Woe: The DSM and the Unmaking of Psychiatry, which will be out in paperback this fall. His features and essays have appeared in many publications, including The New York Times, The New Yorker, Rolling Stone, and Harper's, where he is a contributing editor. He is the recipient of the Erik Erikson Institute Prize for Excellence in Mental Health Media. A practicing psychotherapist, he lives with his family in Connecticut.Cover design by Kristen Radtke.

The Sacrifice and Other Steam-Powered Stories


Valve - 2011
    Now, Valve joins with Dark Horse to bring three critically acclaimed, fan-favorite series to print, with a collection of comics from the worlds of Left 4 Dead, Team Fortress, and Portal. With over two hundred pages of story, Valve Presents: The sacrifice and other Steam-Powered Stories is a must-read for fans looking to further explore the games they love or comics readers interested in dipping their toes into new mythos!

Transcending Depression: Quest Without a Compass


Larry Godwin - 2020
    I've been there and have struggled with suicidal thoughts and plans. I can share with you what I did to not only survive, but to tolerate depression, live with it, and function acceptably most of the time, interspersed with periods of contentment, happiness, and joy. My strategies may well work for you. My goal is to save lives. The primary motivation for presenting my history is to encourage others who grapple with either chronic depression or occasional bouts. I hope my journey resonates with some, validates feelings, and sparks the thoughts "I'm not alone" and "I will feel better." This book can also help family members and friends of the mentally ill, and their caregivers, find compassion and enable them to understand the struggle. Transcending Depression differs from many other books on the topic in that it is not grounded in clinical experience, scientific research, or empirical evidence, which may make it more approachable than some. It's not a how-to book, not a model for depressed people to follow, not a toolbox. On the contrary, it shows rather than tells the reader what he or she might do to feel better. Appendices include my Depression Survival Guide, which offers 36 suggestions to bring relief, and Chess in the Labyrinth, a metaphor that compares defeating depression to winning a chess game.

More Good Dogs: More Stories About Good Dogs and the People Who Love Them


Rabbit Redbone - 2013
    Sometimes touching, sometimes heart-breaking, but always memorable, Rabbit weaves these tales into the spaces of his own life experiences, gaining insight and understanding of the higher purposes of life.

Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds


J.C. Herz - 1997
    In arcades, living rooms, student dorms, and (admit it) offices from Ohio to Osaka, video games have become a fixture in people's lives, marking a tectonic shift in the entertainment landscape.Now, as Hollywood and Silicon Valley rush to sell us online interactive multimedia everything, J. C. Herz brings us the first popular history and critique of the video-game phenomenon. From the Cold War computer programmers who invented the first games (when they should have been working) to the studios where the networked 3-D theme parks of the future are created, Herz brings to life the secret history of Space Invaders, Pac Man, Super Mario, Myst, Doom, and other celebrated games. She explains why different kinds of games have taken hold (and what they say about the people who play them) and what we can expect from a generation that has logged millions of hours vanquishing digital demons.Written with 64-bit energy and filled with Herz's sharp-edged insights and asides, Joystick Nation is a fascinating pop culture odyssey that's must-reading for media junkies, pop historians, and anyone who pines for their old Atari.

Teenagers War: Vietnam 1969


Michael Zboray - 2019
     The buses pull out of the holding station every hour. They are headed for Travis Air force base just north of the city, filled with a seemingly endless supply of young men who are themselves filled with doubts and fears. Of course, the doubt and fear is not allowed out in the open. It is instead tucked neatly away in a very private place. A place it can hide and grow, like a virus, as the journey continues.

Fallout 4 Vault Dweller's Survival Guide


Prima Games - 1997
    As the sole survivor of Vault 111, you enter the world destroyed by nuclear war. Every second is a fight for survival, and every choice is yours. This staggeringly complete guide is stuffed with all the information you'll need to survive and thrive in Fallout 4.Your ultimate Wasteland companion: walkthroughs and detailed maps give you all the strategies, locations, items and loot. Plus specs and reference data for all the perks, armour, weapons, items and creatures you'll encounter and complete crafting and workshop references detail the thousands of items you can collect, upgrade and build.Includes a free mobile-friendly eGuide optimized for a second-screen experience.

Work Smart Now: How to Jump Start Productivity, Empower Employees, and Achieve More


Richard Polak - 2021
    

The Art of Alice: Madness Returns


Dave Marshall - 2011
    Eleven years later, McGee returns with a sequel just as groundbreaking as his critically acclaimed classic - Alice: Madness Returns!Just in time for Alice: Madness Returns, Dark Horse and Spicy Horse Games invite Alice fans to take a journey through the wonderland of American McGee's imagination for an unprecedented look at this creation of this magnificent and disturbing world. Featuring an introduction by McGee, The Art of Alice: Madness Returns offers an intimate look into the stunning and terrifying artwork behind this blockbuster reinterpretation of Lewis Carroll's enduring masterpiece.

Damn! Why Did I Write This Book?


Jayson "JTG" Paul - 2015
    In this compilation all focused around the four letter word that has ended more wrestling careers than steroids, pills and alcohol combined: HEAT!HEAT: A dark cloud that follows a wrestler after a personal conflict or misunderstanding between two individuals or more backstage.JTG will take you, the reader, on a journey, from the beginning of his career, to the final curtain call; sharing stories on how he battled Heat from day one. Join JTG on this epic pilgrimage through this blazing inferno that was his career, while managing to piss off more people for writing this book!!!

Kobold Guide to Worldbuilding (Kobold Guides to Game Design)


Janna SilversteinMichael A. Stackpole - 2012
    It took startling leaps of imagination as well as careful thought and planning to create places like these: places that readers and players want to come back to again and again.Now, eleven of adventure gaming's top designers come together to share their insights into building worlds that gamers will never forget. Learn the secrets of designing a pantheon, creating a setting that provokes conflict, determining which historical details are necessary, and so much more.Take that creative leap, and create dazzling worlds of your own!Essays by Wolfgang Baur, Keith Baker, Monte Cook, Jeff Grubb, Scott Hungerford, David "Zeb" Cook, Chris Pramas, Jonathan Roberts, Michael A. Stackpole, Steve Winter, with an introduction by Ken Scholes.

Beginning C++ Through Game Programming


Michael Dawson - 2004
    If you aspire to move from game player to game creator, it all starts with learning the fundamentals of C++ and game-programming basics. With BEGINNING C++ THROUGH GAME PROGRAMMING, FOURTH EDITION, you will find an up-to-date and thorough introduction to everything you need to get started—with no previous programming experience required. In the new fourth edition of this popular guide to learning C++, you will work with a complete program while learning each new concept and a game program at the end of each chapter. A final game project at the end of the book draws together everything you’ve learned. Written with the beginning programmer in mind, BEGINNING C++ THROUGH GAME PROGRAMMING, FOURTH EDITION is a great way to get started in game programming

Playing to Win: Becoming the Champion


David Sirlin - 2005
    This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.

The Sims 3: Prima Official Game Guide


Catherine Browne - 2009
    Design: Our new design section will supply tips and tricks from the pro's to build the most elaborate homes and yards.Customization: Learn how to update your décor with tutorials to help you customize your own chairs, walls, and floors. Wishes: Detailed walkthroughs and tutorials will help you learn how to achieve your short term and long term wishes.

Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It


David M. Ewalt - 2013
    Even if you’ve never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an award-winning journalist and life-long dungeon master.From its origins on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of the most fascinating people in the world. Chronicling the surprising history of D&D’s origins (one largely unknown even to hardcore players) while examining the game’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.