Book picks similar to
Melodies of Life: A Final Fantasy IX Retrospect and Analysis by Jamie L. Cruise
literary-criticism
pop-culture
video-games
What Is Nintendo?
Gina Shaw - 2021
Though the cards sold well, Nintendo really became popular when it began creating toys in the 1960s, and then became internationally renowned after developing video games and consoles in the 1970s and '80s. After introducing the world to some of the best-known and top-selling video game franchises of all-time, such as Super Mario Bros., The Legend of Zelda, Animal Crossing, and Pok�mon, it's clear to see why Nintendo is beloved by parents as a company that creates nonviolet, family-friendly entertainment for kids.With fun black-and-white illustrations and an engaging 16-page photo insert, readers will be excited to read this latest additon to Who HQ!
Jane's Fame: How Jane Austen Conquered the World
Claire Harman - 2009
Almost two hundred years after her death, Austen remains a hot topic, constantly open to revival and reinterpretation and known to millions of people through film and television adaptations as much as through her books. In Jane's Fame, Claire Harman gives us the complete biography―of both the author and her lasting cultural influence―making this essential reading for anyone interested in Austen's life, works, and remarkably potent fame.
Tomb Raider Volume 1 : Season of the Witch
Gail Simone - 2014
But the visions lead to a darker fate... can Lara survive the calamities that await her as she struggles to piece this new mystery, and her life, back together?
This Young Monster
Charlie Fox - 2017
What does it mean to be a freak? Why might we be wise to think of the present as a time of monstrosity? And how does the concept of the monster irradiate our thinking about queerness, disability, children and adolescents? From Twin Peaks to Leigh Bowery, Harmony Korine to Alice in Wonderland, This Young Monster gets high on a whole range of riotous art as its voice and form shape-shift, all in the name of dealing with the strange wonders of what Nabokov once called ‘monsterhood’. Ready or not, here they come...
Grand Theft Auto V Official Strategy Guide
Tim Bogenn - 2013
Know exactly when to jump in and out of the lives of each of the three main characters and which weapons, tactics, and routes are most effective. Dive deeper into the story with tips for each mission and insight on every twist and turn; know when choices with consequences must be made, and achieve a gold medal every time.
The Art of Video Games: From Pac-Man to Mass Effect
Chris Melissinos - 2012
Fueled by unprecedented advances in technology, boundless imaginations, and an insatiable addiction to fantastic new worlds of play, the video game has gone supernova, rocketing two generations of fans into an ever-expanding universe where art, culture, reality, and emotion collide. As a testament to the cultural impact of the game industry’s mega morph, the Smithsonian American Art Museum, with curator and author Chris Melissinos, conceived the forthcoming exhibition, The Art of Video Games, which will run from March 16 to September 30, 2012.* Welcome Books will release the companion book this March. Melissinos presents video games as not just mere play, but richly textured emotional and social experiences that have crossed the boundary into culture and art.Along with a team of game developers, designers, and journalists, Melissinos chose a pool of 240 games across five different eras to represent the diversity of the game world. Criteria included visual effects, creative use of technologies, and how world events and popular culture manifested in the games. The museum then invited the public to go online to help choose the games. More than 3.7 million votes (from 175 countries) later, the eighty winners featured in The Art of Video Games exhibition and book were selected.From the Space Invaders of the seventies to sophisticated contemporary epics BioShock and Uncharted 2, Melissinos examines each of the winning games, providing a behind-the-scenes look at their development and innovation, and commentary on the relevance of each in the history of video games. Over 100 composite images, created by Patrick O’Rourke, and drawn directly from the games themselves, illustrate the evolution of video games as an artistic medium, both technologically and creatively. Additionally, The Art of Video Games includes fascinating interviews with influential artists and designers–from pioneers such as Nolan Bushnell to contemporary innovators including Warren Spector, Tim Schafer and Robin Hunicke. The foreword was written by Elizabeth Broun, director of the Smithsonian American Art Museum and Mike Mika, noted game preservationist and prolific developer, contributed the introduction the introduction. *After Washington D.C., the exhibition travels to several cities across the United States, including Boca Raton (Museum of Art), Seattle (EMP Museum), Yonkers, NY (Hudson River Museum) and Flint, MI (Flint Institute of Arts). For the latest confirmed dates and venues, please visit the The Art of Video Games exhibition page at http://americanart.si.edu/taovg
Men, Women, and Chain Saws: Gender in the Modern Horror Film
Carol J. Clover - 1992
Carol Clover argues, however, that these films work mainly to engage the viewer in the plight of the victim-hero - the figure, often a female, who suffers pain and fright but eventually rises to vanquish the forces of oppression.
How Great Science Fiction Works
Gary K. Wolfe - 2016
These icons of science fiction are now in our daily news. Science fiction, once maligned as mere pulp, has motivated cutting-edge scientific research, inspired new technologies, and changed how we view everyday life - and its themes and questions permeate popular culture. Take an unparalleled look at the influence, history, and greatest works of science fiction with illuminating insights and fascinating facts about this wide-ranging genre. If you think science fiction doesn't have anything to do with you, this course deserves your attention. And if you love science fiction, you can't miss this opportunity to trace the arc of science fiction's evolution, understand the hallmarks of great science fiction, and delve deeply into classics while finding some new favorites.These 24 captivating lectures reveal the qualities that make science fiction an enduring phenomenon that has been steadily gaining popularity. You'll grasp the context and achievements of authors like Arthur C. Clarke, H.G. Wells, Isaac Asimov, Ursula K. LeGuin, and many more. You'll experience the wonder, horror, and incredible imagination of works like Frankenstein, the Foundation series, Stranger in a Strange Land, and dozens of more recent stories as well. You'll also see this genre's influence in movies like Star Wars and TV shows like The Twilight Zone.Science fiction can take us places in time and space where no other form of fiction can - outer space, the far future, alternate universes, unfathomable civilizations. The best science fiction expands our imaginations and makes its mark on our reality. And while few writers would ever claim to predict the future, sometimes authors get it almost eerily right: Gernsback describing radar in 1911, Bradbury describing giant flatscreen TVs in 1951, Gibson inventing "cyberspace" in 1984, and so on.
Zona: A Book About a Film About a Journey to a Room
Geoff Dyer - 2012
(“Every single frame,” declared Cate Blanchett, “is burned into my retina.”) As Dyer guides us into the zone of Tarkovsky’s imagination, we realize that the film is only the entry point for a radically original investigation of the enduring questions of life, faith, and how to live. In a narrative that gives free rein to the brilliance of Dyer’s distinctive voice—acute observation, melancholy, comedy, lyricism, and occasional ill-temper—Zona takes us on a wonderfully unpredictable journey in which we try to fathom, and realize, our deepest wishes.Zona is one of the most unusual books ever written about film, and about how art—whether a film by a Russian director or a book by one of our most gifted contemporary writers—can shape the way we see the world and how we make our way through it.
The Sandman Papers: An Exploration of the Sandman Mythology
Joe SandersStacie Hanes - 2006
The definitive exploration of the Sandman mythology.
The PlayStation Dreamworld
Alfie Bown - 2017
The PlayStation Dreamworld is - to borrow a phrase from Slavoj Zizek - the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace - a powerful arena for constructing our desires - or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.
All of the Marvels: A Journey to the Ends of the Biggest Story Ever Told
Douglas Wolk - 2021
The Marvel story is a gigantic mountain smack in the middle of contemporary culture. Thousands of writers and artists have contributed to it. Everyone recognizes its protagonists: Spider-Man, the Avengers, the X-Men. Eighteen of the hundred highest-grossing movies of all time are based on parts of it. Yet not even the people telling the story have read the whole thing--nobody's supposed to. So, of course, that's what Wolk did: he read all 27,000+ comics that make up the Marvel Universe thus far, from Alpha Flight to Omega the Unknown.And then he made sense of it--seeing into the ever-expanding story, in its parts and as a whole, and seeing through it, as a prism through which to view the landscape of American culture. In Wolk's hands, the mammoth Marvel narrative becomes a fun-house-mirror history of the past sixty years, from the atomic night terrors of the Cold War to the technocracy and political division of the present day--a boisterous, tragicomic, magnificently filigreed epic about power and ethics, set in a world transformed by wonders.As a work of cultural exegesis, this is sneakily significant, even a landmark; it's also ludicrously fun. Wolk sees fascinating patterns--the rise and fall of particular cultural aspirations, and of the storytelling modes that conveyed them. He observes the Marvel story's progressive visions and its painful stereotypes, its patches of woeful hackwork and stretches of luminous creativity, and the way it all feeds into a potent cosmology that echoes our deepest hopes and fears. This is a huge treat for Marvel fans, but it's also a revelation for readers who don't know Doctor Strange from Doctor Doom. Here, truly, are all of the marvels.
The Dark Fantastic: Race and the Imagination from Harry Potter to the Hunger Games
Ebony Elizabeth Thomas - 2019
The promise of escape draws people from all backgrounds to speculative fiction, but when people of color seek passageways into the fantastic, the doors are often barred. This problem lies not only with children’s publishing, but also with the television and film executives tasked with adapting these stories into a visual world. When characters of color do appear, they are often marginalized or subjected to violence, reinforcing for audiences that not all lives matter. The Dark Fantastic is an engaging and provocative exploration of race in popular youth and young adult speculative fiction. Grounded in her experiences as YA novelist, fanfiction writer, and scholar of education, Thomas considers four black girl protagonists from some of the most popular stories of the early 21st century: Bonnie Bennett from the CW’s The Vampire Diaries, Rue from Suzanne Collins’s The Hunger Games, Gwen from the BBC’s Merlin, and Angelina Johnson from J.K. Rowling’s Harry Potter. Analyzing their narratives and audience reactions to them reveals how these characters mirror the violence against black and brown people in our own world. In response, Thomas uncovers and builds upon a tradition of fantasy and radical imagination in Black feminism and Afrofuturism to reveal new possibilities. Through fanfiction and other modes of counter-storytelling, young people of color have reinvisioned fantastic worlds that reflect their own experiences, their own lives. As Thomas powerfully asserts, “we dark girls deserve more, because we are more.”
The Creation of Anne Boleyn: A New Look at England's Most Notorious Queen
Susan Bordo - 2013
Why is Anne so compelling? Why has she inspired such extreme reactions? What did she really look like? Was she the flaxen-haired martyr of Romantic paintings or the raven-haired seductress of twenty-first century portrayals? (Answer: neither.) And perhaps the most provocative questions concern Anne's death more than her life. How could Henry order the execution of a once beloved wife? Drawing on scholarship and critical analysis, Susan Bordo probes the complexities of one of history's most infamous relationships.Bordo also shows how generations of polemicists, biographers, novelists, and filmmakers imagined and reimagined Anne: whore, martyr, cautionary tale, proto-"mean girl," feminist icon, and everything in between. In this lively book, Bordo steps off the well-trodden paths of Tudoriana to expertly tease out the human being behind the competing mythologies.
Screen Tests
Kate Zambreno - 2019
The series of essays that follow, on figures central to Zambreno’s thinking, including Kathy Acker, David Wojnarowicz, and Barbara Loden, are manifestos about art that ingeniously intersect and chime with the stories that came before them.