Silent Hill: The Terror Engine


Bernard Perron - 2012
    P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.

Street Samurai Catalog


Tom Dowd - 1990
    A predator-for-hire in the savage urban world of Shadowrun. You've devoted your life to honing your combat and martial skills. The tools of your trade are airfoil grenades, form-fitting body armor, and an Ares Crusader machine-pistol. An expansion for Shadowrun, the Street Samurai Catalog will let you outfit yourself with the latest equipment available on the black market: retractable hand razors, ultrasonic sights, enhanced reflexes, and maybe a rangefinder for your cybereyes. Whatever you need to get the job done, you can find it here, but it won't be cheap. And remember to watch your back before someone decides to make you yesterday's news.

The Art of Point-and-Click Adventure Games


Steve Jarrett - 2018
    It will also contain extensive and exclusive interviews with the key developers, designers and artists behind some of the most beloved games and characters in the history of the medium. The book starts with a foreword by Gary Whitta (PC Gamer magazine/Rogue One: A Star Wars Story).Interviewees for the book include (in no particular order) Tim Schafer, Robyn Miller, Ron Gilbert, David Fox, Aric Wilmunder, Richard Hare, Hal Barwood, Gary Winnick, Noah Falstein, Mark Ferrari, Dave Gibbons, Jane Jensen, Simon Woodroffe, Steve Stamatiadis, Louis Castle, Gregg Barnett, Al Lowe, Brian Moriarty, Charles Cecil and Paul Cuisset - plus plenty more…As you can see from the list, the book covers titles such as King’s Quest, Myst, Toonstruck, Discworld, Blade Runner, Gabriel Knight, The Flight of the Amazon Queen, Simon the Sorcerer and of course other classics, such as The Secret of Monkey Island, The Dig, Maniac Mansion and Full Throttle. All of the most famous and iconic point-and-click adventures are going to be covered, as well as some lesser-known games and home-brew efforts.

How to Speak English Fluently: Tips and Tricks for English Learners


Janet Gerber - 2014
    Learning a new language can be difficult but anyone can do it. Don’t get overwhelmed by trying to speak or learn English. Not being able to speak and understand English can be frustrating. Don’t give up! The solution is simple, change the way you are learning. Open your mind to exploring different ways of learning English not just memorizing grammar and vocabulary in a textbook. In the book, “How to Speak English Fluently” you will learn many practical tips, tricks and resources that you can start using today to improve your English language skills. You will learn tips to improve your English listening, reading, writing and speaking. Learning English doesn’t need to be stressful or boring. Would you like to know more? Download and start improving your English today.

Assassin's Creed: Limited Edition Art Book


Ubisoft Entertainment - 2007
    To gather interedt and understanding of the project, a wealth of materials were created, fleshing out a new heroic adventurer who turned from a prince to an assassin. A ballet of new moves were imagined for this stealth-slayer, and the traversing of giant cityscapes, populated by crowds of individually intelligent citizens, was proposed. The four years of building Assassin's Creed from the ground up had begun.

The Race For A New Game Machine: Creating the Chips Inside the XBox and the Playstation 3


David Shippy - 2009
    This is the inside story of the race to create a revolutionary chip to power the next generation consoles from Microsoft and Sony.

South Africa


Michael Brett - 1999
    Packed with information, detailed maps, beautiful cutaways, and floor plans of all major sights, this guidebook explores every facet of the "Rainbow Nation" and includes a 56-page field guide to South Africa's wildlife and the safari experience, with detailed information on safaris, wildlife preserves, and local species.DK's insider travel tips and essential local information provides the practical recommendations for hotels, restaurants, shopping, and entertainment.With hundreds of full-color photographs, hand-drawn illustrations, and custom maps that brighten every page, "DK Eyewitness Travel Guide: South Africa" truly shows you this country as no one else can.

Dread: A game of horror and hope


Epidiah Ravachol - 2005
    This book contains all that is needed for two or more play, except for paper, pencil, and a block-stacking puzzle like Jenga.Winner of the 2006 Gold ENnie for Innovation.

Hunters of the Great North (1922) (Interactive Table of Contents)


Vilhjálmur Stefánsson - 1922
    Because of his studies of the Eskimos, his discoveries of land, the application of new ideas and new methods of exploration, Stefansson was considered the foremost polar explorer of his day, and one of the few great explorers of all time. During a period of three or four years Mr. Stefansson has produced a creditable list of books about the Arctic. In some respects his service in publishing the results of his Northern studies has differed from that of earlier explorers. He has challenged our preconceptions about the Arctic. “Hunters of the Great North” gives details of Northern life such as have doubtless come within the experience of all Arctic explorers, but which are new to the average American reader. In short, it is an elementary text-book of the Arctic. Stefansson lived among the Eskimos of the Mackenzie River, studying their language and adopting their mode of life, and spending ten winters and thirteen summers in the polar regions. Among Stefannson's most famous discovery was that of a race of blond Eskimo on Coronation Gulf. Stefansson writes: "In the present book I have tried by means of diaries and memory to go back to the vivid impressions of my first year among the Eskimos for the story of what I saw and heard." In describing his confrontation with a polar bear, Stefansson writes: “I heard behind me a noise like the spitting of a cat or the hiss of a goose. I looked back and saw, about twenty feet away and almost above me, a polar bear. I had overestimated the bear's distance from shore, and had passed the spot where he lay. From his eye and attitude, as well as the story his trail told afterward there was no doubting his intentions: the hiss was merely his way of saying, "Watch me do it!" Or at least that is how I interpreted it; possibly the motive was chivalry, and the hiss was his way of saying Garde!” Contents I. PREPARATIONS FOR A LIFEWORK OF EXPLORATION II. DOWN THE MACKENZIE RIVER THROUGH 2000 MILES OF INDIAN COUNTRY III. FIRST IMPRESSIONS OF THE ESKIMOS IV. CAPTAIN KLINKENBERG—SEA WOLF AND DISCOVERER V. THE WHALING FLEET SAILS AWAY VI. LEARNING TO LIVE AS AN ESKIMO—ON A DIET OF FISH WITHOUT SALT VII. HOW AN ESKIMO SAILED THROUGH THE STORM VIII. AN AUTUMN JOURNEY THROUGH ARCTIC MOUNTAINS IX. THE SUN GOES AWAY FOR THE WINTER X. LOST IN THE MACKENZIE DELTA XI. AN ARCTIC CHRISTMAS WITH AN ENGLISH COUNTRY GENTLEMAN XII. THE LIFE AT TUKTUYAKTOK XIII. LEARNING TO BUILD A SNOWHOUSE AND TO BE COMFORTABLE IN ONE XIV. TRAVELS AFTER THE SUN CAME BACK XV. WE GO IN SEARCH OF OUR OWN EXPEDITION XVI. A SPRING JOURNEY IN AN ESKIMO SKIN BOAT XVII. A RACE OVER THE ARCTIC MOUNTAINS IN SUMMER XVIII. ON A RAFT DOWN THE PORCUPINE RIVER SHORT STORIES OF ADVENTURE I. HOW I LEARNED TO HUNT CARIBOU II. HOW I LEARNED TO HUNT SEALS III. HOW WE HUNT POLAR BEARS

Complete Psionic: Mastering the Powers of the Mind


Bruce R. Cordell - 2006
    Whether you're playing a devoted psion or psionic warrior, or a member of a psionic race, or are just looking to expand your character's options, this sourcebook has something for you. Players and Dungeon Masters gain access to new combat options, powers, equipment, and prestige classes, as well as exciting new character classes. Complete Psionic also provides new information on psionic organizations, and Dungeon Masters will find material for incorporating psionics into their campaign worlds.

Divine Power: A 4th Edition D&D Supplement


Rob Heinsoo - 2009
    New options for clerics, paladins, and other divine characters.This tome focuses on the divine heroes: characters whose powers rely on their faith as much as their sword, providing new archetypal builds for the cleric, paladin, and other divine classes, including new character powers, feats, paragon paths, and epic destinies.

Simplifying Street Fighter: A New Player's Guide to Preparing for Street Fighter 5


gootecks - 2015
    If you're like most players, you struggle with nearly every aspect of the game: offense, defense, execution and combos, and generally having a game plan that is more complex than just mashing buttons at every opportunity. A Road Map Toward Improvement Street Fighter is a game that requires practice, finesse, and knowledge. Unfortunately, most players don't have any guidance on where to begin when learning the game which leads to lots of frustration and losses. This guide is designed to give you a road map for improving your skills so that when SF5 drops you can hit the ground running!Lots of players are under the misconception that since SF5 is a brand new game, there's no point in playing SF4 and improving. While it is true that there will be lots to learn in SF5 such as new engines and characters, this is not a reason not to improve on your Street Fighter fundamentals in the meantime. The Importance of a Solid Foundation Like anything else worth doing in life, developing a foundation of solid fundamentals is the key to improving. Even though SF5 will have brand new characters and mechanics, the core elements of Street Fighter remain the same throughout the franchise. Execution, footsies and space control, combos, punishing, and resource management are important in all Street Fighter games and this guide will show you how to use SF4 to improve on these aspects of your game. Who is gootecks and why should I bother? I've played Street Fighter competitively since 2003, starting with Street Fighter III: 3rd Strike and continuing with Street Fighter 4. I've traveled to compete in tournaments around the world, including places like Japan, Singapore, Australia, Canada, and Europe.A lot of people may know me as the co-host of Excellent Adventures of gootecks & Mike Ross, or perhaps from my work on Cross Counter TV, the entertainment network for fighting game fans.Recently, I've begun training players just like yourself through Cross Counter Training, where players like EG.Justin Wong, EG.K-Brad, Alex Myers are available for helping players of all skill levels improve. Through working with my students, I've developed what I believe to be an extremely effective method of learning how to play Street Fighter. This method is based on the idea of learning one tiny aspect of the game at a time through the eyes of the poster boy of Street Fighter, Ryu. "But Ryu is boring, gootecks!" I know, I know, you think Ryu is boring and everybody plays him and you want to play a cool, flashy character so you can style on people on stage at Evo someday. Unfortunately, you'll need to learn how to walk before you can run and there is no better investment of time as a new player than to learn Ryu in order to build a strong foundation.Taking this time now to develop your fundamentals will serve you well as you transition to Street Fighter 5. Ryu is definitely different in SF5, but the tools and concepts you'll learn in this guide will give you a leg up on the competition when SF5 drops.

Clanbook: Cappadocian


Justin Achilli - 1997
    The vampires of this bygone age ride the dark as lords, play their games with the crowned heads of Europe, and travel to the mysterious lands of the East as they wage their ages-old war.The diablerie of saulot, the waking of Mithras, the destruction of Michael the patriarch, the return of the Dracon -- it all means the time of reflection is over. The Inquisition stirs and the time to act is now. Across Europe, monarchs of the night set princes and barons at each other's undying throats. Young vampires take to the field ready to claim their domain and become powerful lords in their own right. Blood calls to blood.Clanbooks contain vital character information for players and Storytellers.

Spirit of the Century


Robert Donoghue - 2006
    Gorilla Khan stalks darkest Africa from conquered Atlantis... Mad scientists, strange sorcerors, and power-hungry dictators all seek to undo the fate of humanity. It's the final century of the second millennium – and you are our last hope!Spirit of the Century is a complete, stand-alone pulp role-playing game based on the award-winning Fate system (Indie RPG Awards include: Best Free Game of 2003, Best Support, and Andy's Choice). Spirit features a heavily revised, revisited, and reimagined vision of Fate. Character creation can be done as quickly as a few minutes, or expand to take up an evening; adventure design is a snap with three methods for creating relevant, flavorful, player-focused stories at a moment's notice. Spirit's mission is to deliver an evening of fun, a "pick-up" game that requires little preparation, but provides hours of entertainment. All you will need to play are some friends, some dice, and this book.

The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between!


Brian Tinsman - 2003
    Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! he presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.