The Art of Fire Emblem: Awakening


Intelligent Systems - 2012
    The Art of Fire Emblem Awakening contains an in-depth, behind-the-scenes look at the smash-hit 3DS game, from beautifully illustrated renditions of your favorite characters, to storyboards for in-game events, character designs, weapon designs, character profiles, and the entirety of the script with every possible branch of dialogue! Relive some of the most poignant moments of the game, or see what might have been if you had made different in-game decisions with the Art of Fire Emblem Awakening!

Wonderbook: The Illustrated Guide to Creating Imaginative Fiction


Jeff VanderMeer - 2013
    Employing an accessible, example-rich approach, Wonderbook energizes and motivates while also providing practical, nuts-and-bolts information needed to improve as a writer. Aimed at aspiring and intermediate-level writers, Wonderbook includes helpful sidebars and essays from some of the biggest names in fantasy today, such as George R. R. Martin, Lev Grossman, Neil Gaiman, Michael Moorcock, Catherynne M. Valente, and Karen Joy Fowler, to name a few.Praise for Wonderbook: “Jammed with storytelling wisdom.” —Fast Company’s Co.Create blog“This is the kind of book you leave sitting out for all to see . . . and the kind of book you will find yourself picking up again and again.” —Kirkus Reviews online“If you’re looking for a handy guide to not just crafting imaginative fiction like sci-fi, fantasy, and horror, but to writing in general, be sure to pick up a copy of Steampunk Bible author Jeff Vandermeer’s lovingly compiled Wonderbook."  —Flavorwire“Jeff Vandermeer and Jeremy Zerfoss have created a kaleidoscopically rich and beautiful book about fiction writing.”  —Star Tribune“Because it is so layered and filled with text, tips, and links to online extras, this book can be read again and again by both those who want to learn the craft of writing and those interested in the process of others.” —Library Journal

Uncharted: The Fourth Labyrinth


Christopher Golden - 2011
    Now the doors to that hell are open once again. Nathan Drake, treasure hunter and risk taker, has been called to New York City by the man who taught him everything about the “antiquities acquisition business.” Victor Sullivan needs Drake’s help. Sully’s old friend, a world-famous archaeologist, has just been found murdered in Manhattan. Dodging assassins, Drake, Sully, and the dead man’s daughter, Jada Hzujak, race from New York to underground excavations in Egypt and Greece. Their goal: to unravel an ancient myth of alchemy, look for three long-lost labyrinths, and find the astonishing discovery that got Jada’s father killed. It appears that a fourth labyrinth was built in another land and another culture—and within it lies a key to unmatched wealth and power. An army of terrifying lost warriors guards this underground maze. So does a monster. And what lies beyond—if Drake can live long enough to reach it—is both a treasure and a poison, a paradise and a hell. Welcome to The Fourth Labyrinth.

Aspho Fields


Karen Traviss - 2008
    Marcus Fenix and Dominic Santiago fought alongside Dom’s elder brother Carlos at Aspho Fields in the epic battle that changed the course of the Pendulum Wars. There’s a new war to fight now, a war for mankind’s very survival. But while the last human stronghold on Sera braces itself for another onslaught from the Locust Horde, ghosts come back to haunt Marcus and Dom. For Marcus–decorated war hero, convicted traitor–the return of an old comrade threatens to dredge up an agonizing secret he’s sworn to keep.As the beleaguered Gears of the Coalition of Ordered Governments take a last stand to save mankind from extermination, the harrowing decisions made at Aspho Fields have to be re-lived and made again. Marcus and Dom can take anything the Locust Horde throws at them–but will their friendship survive the truth about Carlos Santiago?From the Paperback edition.

The Art of Harry Potter


Marc Sumerak - 2017
    Beautifully crafted and presented in a deluxe, large-format with lavish production values, these pages present a visual chronicle of the work by artists and filmmakers to bring the wizarding world to life onscreen. Bursting with hundreds of rare and unpublished works of art, including production paintings, concept sketches, storyboards, blueprints, and more, this collectible book is the definitive tome on the visual legacy of the Harry Potter films. Fans will recognise beloved characters, creatures, locations, and more as they embark on a journey through the wizarding world, from Gringotts to the Quidditch pitch.

Dark Souls: Design Works


From Software - 2011
    Showcasing the grim and chilling artwork behind the fan-favorite Dark Souls game in a gorgeous hardcover collection, Dark Souls: Design Works features key visuals, concept art, character & monster designs, rough sketches, and an exclusive interview with the game's creators.

Art of Atari


Tim Lapetino - 2016
    Since its formation in 1972, the company pioneered hundreds of iconic titles including Asteroids, Centipede, and Missile Command. In addition to hundreds of games created for arcades, home video systems, and computers, original artwork was specially commissioned to enhance the Atari experience, further enticing children and adults to embrace and enjoy the new era of electronic entertainment. The Art of Atari is the first official collection of such artwork. Sourced from private collections worldwide, this book spans over 40 years of the company's unique illustrations used in packaging, advertisements, catalogs, and more. Co-written by Robert V. Conte and Tim Lapetino, The Art of Atari includes behind-the-scenes details on how dozens of games featured within were conceived of, illustrated, approved (or rejected), and brought to life! Includes a special Foreword by New York Times bestseller Ernest Cline author of Armada and Ready Player One, soon to be a motion picture directed by Steven Spielberg. Whether you're a fan, collector, enthusiast, or new to the world of Atari, this book offers the most complete collection of Atari artwork ever produced! "For me, revisiting the beautiful artwork presented in this book is almost as good as taking a trip in Doc Brown's time machine back to that halcyon era at the dawn of the digital age. But be warned, viewing these images may leave you with an overwhelming desire to revisit the ancient pixelated battlefields they each depict as well." -- from the Foreword by Ernest Cline, author of READY PLAYER ONE

Player's Handbook


James Wyatt - 2014
    It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more. Use this book to create exciting characters from among the most iconic D&D® races and classes. Dungeons & Dragons immerses you in a world of adventure. Explore ancient ruins and deadly dungeons. Battle monsters while searching for legendary treasures. Gain experience and power as you trek across uncharted lands with your companions. The world needs heroes. Will you answer the call?

The Complete Works


William Shakespeare - 1623
    Part 1 King Henry IV. Part 2 King Henry V King Henry VI. Part 1 King Henry VI. Part 2 King Henry VI. Part 3 King Richard III King Henry VIII Troilus and Cressida Coriolanus Titus Andronicus Romeo and Juliet Timon of Athens Julius Caesar Macbeth Hamlet King Lear Othello Anthony and Cleopatra Cymbeline Pericles Venus and Adonis Rape of Lucrece Sonnets Lover's Complaint Passionate Pilgrim Sonnets to Sundry Notes of Music Phoenix and the Turtle

Dream Psychology: Psychoanalysis for Beginners


Sigmund Freud - 1920
    Because the information in the unconscious is in an unruly and often disturbing form, a "censor" in the preconscious will not allow it to pass unaltered into the conscious. During dreams, the preconscious is more lax in this duty than in waking hours, but is still attentive: as such, the unconscious must distort and warp the meaning of its information to make it through the censorship. As such, images in dreams are often not what they appear to be, according to Freud, and need deeper interpretation if they are to inform on the structures of the unconscious.

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture


David Kushner - 2003
    Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to produce the most notoriously successful game franchises in history—Doom and Quake— until the games they made tore them apart. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it's like to be young, driven, and wildly creative.

Pathfinder Roleplaying Game: Core Rulebook


Jason BulmahnDavid Eitelbach - 2009
    Will you cut your way through monster-filled ruins and cities rife with political intrigue to emerge as a famous hero laden with fabulous treasure, or will you fall victim to treacherous traps and fiendish monsters in a forgotten dungeon? Your fate is yours to decide with this giant Core Rulebook that provides everything a player needs to set out on a life of adventure and excitement!This imaginative tabletop game builds upon more than 10 years of system development and an open playtest involving more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.The Pathfinder Roleplaying Game Core Rulebook includes:- All player and Game Master rules in a single volume.- Complete rules for fantastic player races like elves, dwarves, gnomes, halflings, and half-orcs.- Exciting new options for character classes like fighters, wizards, rogues, clerics, and more.- Streamlined and updated rules for feats and skills that increase options for your hero.- A simple combat system with easy rules for grapples, bull rushes, and other special attacks.- Spellcaster options for magic domains, familiars, bonded items, specialty schools, and more.- Hundreds of revised, new, and updated spells and magical treasures.- Quick-generation guidelines for nonplayer characters.- Expanded rules for curses, diseases, and poisons.- A completely overhauled experience system with options for slow, medium, and fast advancement.... and much, much more!Cover art by Wayne Reynolds

Fairy Tales From Around the World


Andrew Lang - 1889
    From the Barnes and Noble Classic Leather Bound edition of 'Fairy Tales from Around the World' and originally published 'The Blue Fairy Book' by Andrew Lang.

The Gospel of the Flying Spaghetti Monster


Bobby Henderson - 2006
    According to church founder Bobby Henderson, the universe and all life within it were created by a mystical and divine being: the Flying Spaghetti Monster. What drives the FSM's devout followers, a.k.a. Pastafarians? Some say it's the assuring touch from the FSM's "noodly appendage." Then there are those who love the worship service, which is conducted in pirate talk and attended by congregants in dashing buccaneer garb. Still others are drawn to the Church's flimsy moral standards, religious holidays every Friday, or the fact that Pastafarian heaven is way cooler: Does your heaven have a Stripper Factory and a Beer Volcano? Intelligent Design has finally met its match—and it has nothing to do with apes or the Olive Garden of Eden.Within these pages, Bobby Henderson outlines the true facts—dispelling such malicious myths as evolution ("only a theory"), science ("only a lot of theories"), and whether we're really descended from apes (fact: Humans share 95 percent of their DNA with chimpanzees, but they share 99.9 percent with pirates!)See what impressively credentialed top scientists have to say:"If Intelligent Design is taught in schools, equal time should be given to the FSM theory and the non-FSM theory."—Professor Douglas Shaw, Ph.D."Do not be hypocritical. Allow equal time for other alternative 'theories' like FSMism, which is by far the tastier choice."—J. Simon, Ph.D."In my scientific opinion, when comparing the two theories, FSM theory seems to be more valid than classic ID theory."—Afshin Beheshti, Ph.D.

Bulfinch's Mythology


Thomas Bulfinch - 1855
            The stories are divided into three sections: The Age of Fable or Stories of Gods and Heroes (first published in 1855); The Age of Chivalry (1858), which contains King Arthur and His Knights, The Mabinogeon, and The Knights of English History; and Legends of Charlemagne or Romance of the Middle Ages (1863). For the Greek myths, Bulfinch drew on Ovid and Virgil, and for the sagas of the north, from Mallet's Northern Antiquities. He provides lively versions of the myths of Zeus and Hera, Venus and Adonis, Daphne and Apollo, and their cohorts on Mount Olympus; the love story of Pygmalion and Galatea; the legends of the Trojan War and the epic wanderings of Ulysses and Aeneas; the joys of Valhalla and the furies of Thor; and the tales of Beowulf and Robin Hood. The tales are eminently readable. As Bulfinch wrote, "Without a knowledge of mythology much of the elegant literature of our own language cannot be understood and appreciated. . . . Our book is an attempt to solve this problem, by telling the stories of mythology in such a manner as to make them a source of amusement."Thomas Bulfinch, in his day job, was a clerk in the Merchant's Bank of Boston, an undemanding position that afforded him ample leisure time in which to pursue his other interests. In addition to serving as secretary of the Boston Society of Natural History, he thoroughly researched the myths and legends and copiously cross-referenced them with literature and art. As such, the myths are an indispensable guide to the cultural values of the nineteenth century; however, it is the vigor of the stories themselves that returns generation after generation to Bulfinch.