The State of Play: Creators and Critics on Video Game Culture


Daniel GoldbergOla Wikander - 2015
    Here, video games are not hobbies or pure recreation; they are vehicles for art, sex, and race and class politics.The sixteen contributors are entrenched—they are the video game creators themselves, media critics, and Internet celebrities. They share one thing: they are all players at heart, handpicked to form a superstar roster by Daniel Goldberg and Linus Larsson, the authors of the bestselling Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything.The State of Play is essential reading for anyone interested in what may well be the defining form of cultural expression of our time.

1001 Video Games You Must Play Before You Die


Tony MottMitch Krpata - 2010
    The video game has arrived as entertainment and as an art form. This is the first serious critical evaluation ever published of the best video games and is a testament to the medium’s innovativeness and increasing emphasis on aesthetics. Organized chronologically and for all platforms (PC, Xbox, PlayStation, etc.) and covering all genres from the bold (Grand Theft Auto and Halo) and dark (Resident Evil and Silent Hill) to the spiritual (Final Fantasy) and whimsical (Legend of Zelda), the book traces the video game from the rough early days of Pong to the latest visual fantasia.

If You Ain't a Pilot...


Ray Wright - 2016
    Though competing against one another for the flying assignments of their dreams, like the fearsome F-15 and F-16 fighters, a good mission sometimes takes a backseat to a good party or punch line in this classroom of cut-ups. The high stakes, however, loom over Lt. Wright. In a program where one out of three students fails, not everybody who starts UPT will finish it. And not everybody who does finish will get a desirable flying assignment. Some won’t even escape the Columbus Air Force Base. Will Lt. Wright get his dream assignment flying a C-141 cargo plane based out of beachside Charleston, South Carolina? Or be forced to perpetuate the If you ain’t a pilot… system as the dreaded FAIP (First Assignment Instructor Pilot) in Columbus, Mississippi? Though a military memoir, IF YOU AIN’T A PILOT… is a story of youthful innocence, a happy tale of the best of friends. Beneath the story’s surface layer of how an Air Force officer’s aeronautical rating determines his worth, similar thematic layers unfold around gender, race, and other ways people define each other. At its core, this story is about people, our relationships, and how we choose to treat each other. While 30 years have passed since the memoir’s events—and our aircraft, our enemy, and our pop-culture ties have changed—we still struggle with our differences. IF YOU AIN’T A PILOT taps into the mystic of Top Gun, the satirical wryness of Candide and Catch-22, and the allure of the air-travel genre captured by Mark Vanhoenacker’s recent Skyfaring: A Journey with a Pilot (2015), Tom Wolfe’s The Right Stuff, and James Salter’s The Hunters. Set at the end of the Cold War in the heart of Dixie, IF YOU AIN’T A PILOT…crosses Top Gun adrenaline with Pee-Wee’s Playhouse antics at a flight training base where Air Force idealism collides with Deep South heritage. Complete at 142,000 words, this comedic memoir written for a general audience charts the year when a newly commissioned officer is challenged not only by flight school but also by the Air Force dictum If you ain’t a pilot, you ain’t $#!+. That said, the primary mission for IF YOU AIN’T A PILOT...is to make readers laugh. While the story is written for a non-military audience, military pilots, civilian pilots, and any person who ever dreamed about flying as a kid will love IF YOU AIN’T A PILOT….

Blades of Glory: The True Story of a Young Team Bred to Win


John Rosengren - 2003
    When you're No. 1, that means everybody..."Under the watchful eye of pro scouts and the weight of massive expectations, seventeen young men rank No. 1 in the country. In the tradition of Buzz Bissinger's classic Friday Night Lights, Blades of Glory follows these talented athletes, their coaches, their parents and their fans, offering a captivating glimpse into an elite program and the triumphs and tragedies of real life.***"The fervor with which Minnesotans celebrate hockey raises issues about sport and society that transcend Minnesota and reach into communities across the country, wherever kids play and parents cheer them to victory."-from the IntroductionFor a championship team like the Bloomington Jefferson Jaguars, hockey is religion and failing to win is a sin. This is a place where kids dream of playing for the state championship from the time they can pick up a stick, and parents plan their entire social calendar around the season.John Rosengren was given unlimited, season-long access to every harsh reality and euphoric high these teammates experienced during one full season at the top. Amid the turmoil, politics and pain, Blades of Glory draws into sharp focus the challenges of divorce, teen suicide and performance-enhancing drugs to examine what it ultimately means to win.Though Blades of Glory follows one hockey team, this story could be set in any gym, rink or field where students train and compete, coaches holler and parents scream from the stands. This is a story of high drama and emotion; intense and poignant, it is what happens to boys with championship dreams...

Vintage True Crime Stories Vol 2: An Illustrated Anthology of Forgotten Tales of Murder & Mayhem


Robert Patterson - 2019
     Let me test my presumption with a preview of four these ‘old’ stories. If I told you there was once a west coast sex cult with dozens of young girls, single ladies, and married women, who all fornicated with one well-endowed “prophet,” and he occasionally found it necessary to carry-out bondage S&M sessions here and there, you may not be surprised at all. But what if that sex cult began in 1903 and ended in 1906 with a couple of murders and suicides, does that sound like anything you have read about before? Or, how about a cheater who murders his inconvenient wife, disassembles her over a fifteen hour period, then puts her bones in the same stove he cooks breakfast for his sons before sending them off to school? If that doesn’t surprise you, perhaps the ending will–but you’ll have to find out for yourself. In ‘The Dandy and the Squire,’ a smooth-talking peacock from Kentucky visits his northern ‘cousins,’ and charms three of the women into his bed. He’s a big time operator who talks fancy, dresses fancy, and tells great stories of his days as an adventurer, riverboat gambler, and sharp-minded deal maker. He’s so smooth, he’s able to murder the patriarch’s son, make him look like the bad guy, and marry the boy’s tender-hearted sister before the Yankees get wise to his lies. Good thing, too, because he had also talked the father into giving him the family farm. Chapter Five is the stranger-than-fiction story of ‘Shoebox Annie.’ During the early 20th Century, this trollish-looking woman introduced her freakish-looking son to a life of crime. Their decade’s long spree of lyin’, cheatin’, and stealin’ led them to become America’s first mother and son team of serial killers. They were so good at disposing of bodies, none of their four victims have ever been found. If ‘old’ stories sound boring to readers of contemporary true crime, I hope this book will change minds, and fully reveal just how wicked and decadent our ancestors were. And deadly. Volume II in the Vintage True Crime Stories series is a wrecking ball that smashes to pieces that phrase, “The Good Old Days.” Maybe you will believe me when you get to the last page.

The Art of God of War


Sony Interactive Entertainment - 2018
    Living as a man, outside the shadow of the gods, he seeks solitude in the unfamiliar lands of Norse mythology. With new purpose and his son at his side, Kratos must fight for survival as powerful forces threaten to disrupt the new life he has created.An intimate chronicle of the years-long odyssey to bring Kratos and Atreus's beautiful and brutal world to life.Step into Midgard and explore beyond, as Dark Horse Books and Santa Monica Studio proudly present the quintessential companion to the enormously anticipated God of War. This is a document unlike any other that sets readers on an exhaustive behind-the-scenes journey to witness the creation of an epic of tremendous scale.

The Art of BioShock Infinite


Ken Levine - 2013
    See the evolution of Sky-Hooks, Heavy Hitters, the populace of Columbia, Vigors, airships, and much more! * BioShock Infinite won over 75 video game awards, including Best Original Game and Best of Show! * Introduction by creative director Ken Levine.

Commodork: Sordid Tales from a BBS Junkie


Rob O'Hara - 2006
    As suddenly as they gained popularity, they were made obsolete by the next big thing - a newfangled system called the Internet. Commodork: Sordid Tales from a BBS Junkie takes its readers on an exciting journey through the BBS era. Through the author's personal tales and adventures, readers will discover more about these amazing times and what it was like to grow up online. With tales of copyfests, BBS parties and random acts of online debauchery, those who were there will find themselves reminiscing, while those who weren't will enjoy learning about life ""before the 'net."" You know, back when we used to modem uphill, both ways in the snow.

Attack of the Flickering Skeletons: More Terrible Old Games You’ve Probably Never Heard Of


Stuart Ashen - 2017
    You will probably wish you still didn’t.YouTube sensation Stuart Ashen is back with his second instalment of terrible old computer games you’ve probably never heard of... because what the world needs right now is to know exactly how bad Domain of the Undead for the Atari 8-bit computers was.Attack of the Flickering Skeletons is even bigger than the original Terrible Old Games You’ve Probably Never Heard Of – this second excavation of gaming’s buried past will not only unearth more appalling excuses for digital entertainment, but also feature guest contributors and several special interest chapters not based around single specific games.These are NOT the games you’ve heard of a million times in YouTube videos. This is a compilation of truly obscure and dreadful games. Dripping with wry humour and featuring the best, worst graphics from the games themselves, this book encapsulates the atrocities produced in the days of tight budgets and low quality controls.These are even more appalling games that leaked from the industry’s tear ducts, taken down from the dusty shelves of history by the man who has somehow made a living by sticking rubbish on a sofa and talking about it.

The Art of Failure: An Essay on the Pain of Playing Video Games


Jesper Juul - 2013
    When we play video games, our facial expressions are rarely those of happiness or bliss. Instead, we frown, grimace, and shout in frustration as we lose, or die, or fail to advance to the next level. Humans may have a fundamental desire to succeed and feel competent, but game players choose to engage in an activity in which they are nearly certain to fail and feel incompetent. So why do we play video games even though they make us unhappy? Juul examines this paradox. In video games, as in tragic works of art, literature, theater, and cinema, it seems that we want to experience unpleasantness even if we also dislike it. Reader or audience reaction to tragedy is often explained as catharsis, as a purging of negative emotions. But, Juul points out, this doesn't seem to be the case for video game players. Games do not purge us of unpleasant emotions; they produce them in the first place. What, then, does failure in video game playing do? Juul argues that failure in a game is unique in that when you fail in a game, you (not a character) are in some way inadequate. Yet games also motivate us to play more, in order to escape that inadequacy, and the feeling of escaping failure (often by improving skills) is a central enjoyment of games. Games, writes Juul, are the art of failure: the singular art form that sets us up for failure and allows us to experience it and experiment with it. "The Art of Failure" is essential reading for anyone interested in video games, whether as entertainment, art, or education.

Power-Up: How Japanese Video Games Gave the World an Extra Life


Chris Kohler - 2004
    Just some of the features readers will find in this book include:Profiles of some of the most fascinating Japanese video game designers in the industry, along with a critical look at Japanese video games from their earliest beginnings to new, exciting trends that ride the bleeding edge of popular culture.Explanations on why Japanese video games are unique and why they resonate so well with young American players.Fresh insight into classic Japanese video games and the elements that made them so different from American games, the origin of Nintendo, Japan's oldest and largest video game producer, Japanese Role-Playing Games, and much more!In addition, the future of the Japanese gaming industry is also explored.This product is available for sale worldwide.

Generation Xbox: How Videogames Invaded Hollywood


Jamie Russell - 2012
    Movies defined the 20th century but games are now pushing them aside as the medium that captures our time, fascination and money. Generation Xbox digs into the love-hate relationship between games and cinema that has led us to this point. It's a story of disaster, triumph and Angelia Jolie in hot pants. Learn how Steven Spielberg's game-making dreams fell apart and why Silicon Valley pioneers wooed Stanley Kubrick. Discover the story behind the failed Halo movie, how videogame tech paved the way for Avatar, and what companies like Ubisoft and Valve are doing to take gaming to the next level. Based on more than 100 interviews with leading figures from videogames and Hollywood, Generation Xbox is the definitive history of an epic power struggle that has reshaped the entertainment landscape. Are you ready to play?

The Letters of a Post-Impressionist (Illustrated Edition)


Vincent van Gogh - 2012
    First published in this English translation in 1913.

Jacked: The Outlaw Story of Grand Theft Auto


David Kushner - 2012
    Since its first release in 1997, GTA has pioneered the use of everything from 3D graphics to the voices of top Hollywood actors and repeatedly transformed the world of gaming. Despite its incredible innovations in the $75 billion game industry, it has also been a lightning rod of debate, spawning accusations of ethnic and sexual discrimination, glamorizing violence, and inciting real-life crimes. Jacked tells the turbulent and mostly unknown story of GTA's wildly ambitious creators, Rockstar Games, the invention and evolution of the franchise, and the cultural and political backlash it has provoked.Explains how British prep school brothers Sam and Dan Houser took their dream of fame, fortune, and the glamor of American pop culture and transformed it into a worldwide videogame blockbusterWritten by David Kushner, author of Masters of Doom and a top journalist on gaming, and drawn from over ten years of interviews and research, including firsthand knowledge of Grand Theft Auto's creators and detractorsOffers inside details on key episodes in the development of the series, including the financial turmoil of Rockstar games, the infamous "Hot Coffee" sex mini-game incident, and moreWhether you love Grand Theft Auto or hate it, or just want to understand the defining entertainment product of a generation, you'll want to read Jacked and get the real story behind this boundary-pushing game.

Shiro Amano: The Artwork of Kingdom Hearts


Shiro Amano - 2008
    Shiro Amano: The Artwork of Kingdom Hearts contains over 100 color images from the manga adaptation of the popular video game franchise.