Book picks similar to
Pokemon Sun and Pokemon Moon: Official Guide by Pokémon Company International
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Poptropica: The Official Guide
Tracey West - 2011
The exclusive fun new guide to everything Poptopica! This guide gives you tips, tricks and secrets for completing islands!
The Funniest Thing You Never Said: The Ultimate Collection of Humorous Quotations
Rosemarie Jarski - 2004
Quotations are ordered not by A-Z, but by thematic categories: love; business; religion; celebrity, you name it, every category is covered. The collection includes all the classics from Oscar Wilde to Winston Churchill, Dorothy Parker to Groucho Marx but also mines many new hidden gems from lesser lights and includes many contemporary quotes by everyone from Jilly Cooper to Jonathan Ross. A standard companion for new collectors, and a fresh perspective for serious quotation addicts.
The Legend of Zelda: Ocarina of Time - Part 1
Akira Himekawa - 2000
The journey will be long and perilous, and Link will need all his skill and courage to defeat evil. The battle for Hyrule and the Sacred Realm has begun!
The Game Console: A Photographic History from Atari to Xbox
Evan Amos - 2018
You'll start your journey with legendary consoles like the Magnavox Odyssey, Atari 2600, Nintendo Entertainment System, and the Commodore 64. The visual nostalgia trip continues with systems from the 1990s and 2000s, and ends on modern consoles like the Xbox One, PlayStation 4, and Wii U.Throughout the book, you'll also discover many consoles you never knew existed, and even find a rare peek at the hardware inside several of history's most iconic video game systems.
Destiny Limited Edition Strategy Guide
Phillip Marcus - 2014
Deluxe print treatments create a must-have collectible for Destiny fans.Two Exclusive Lithographs - Each LE guide includes two high-quality lithographs depicting Destiny artwork produced by artists at Bungie, both enclosed in a custom linen-textured sleeve.Strategy Guide FeaturesThe Mission - Your guide to the missions, patrols, public events, and strikes within the solar system of Destiny. Reclaim hidden chests and Ghosts.The Field Manual - Learn the best ways to outfit your Guardian to suit your playstyle. Tips and strategies for creating your build and maximizing your performance in both player-vs.-player and player-vs.-environment gametypes.The Armory - Discover the hidden values associated with all types of in-game gear. Equip yourself with the best gear for your playstyle and learn how each item mod affects your weapons and armor.The Multiplayer Crucible - Tips and tactics learned on site at Bungie. Learn how to adjust your Guardian’s abilities and gear to dish out maximum carnage in multiplayer games.Bonus - Includes access to a digital version of the strategy guide!
The Ultimate Guide to Video Game Writing and Design
Flint Dille - 2006
Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design.
Dungeons & Dragons Starter Set
James Wyatt - 2014
This box contains the essential rules of the game plus everything you need to play heroic characters on perilous adventures in worlds of fantasy. Ideal for a group of 4 – 6, the Dungeons & Dragons Starter Set includes a 64-page adventure book with everything the Dungeon Master needs to get started, a 32-page rulebook for playing characters level 1 – 5, 5 pregenerated characters, each with a character sheet and supporting reference material, and 6 dice.
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.
The Art of Dragon Age: Inquisition
BioWare - 2014
The next generation of fantasy is here! Go behind the scenes of Dragon Age: Inquisition, the most ambitious game ever created by legendary developer BioWare!Featuring hundreds of never-before-seen artworks and captions from the developers themselves, this volume offers revealing insight into the inspiration and creation of every facet of Dragon Age: Inquisition, from the heroes, to the wondrous weapons they wield, the powerful beasts that they battle, and the extraordinary world that they inhabit.
Dungeon Master for Dummies
Bill Slavicsek - 2006
It gives you the basics on running a great game, info for more advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. It shows you how to: Handle all the expressions of DMing: moderator, narrator, a cast of thousands (the nonplayer characters or NPCs), player, social director, and creator Use published adventures and existing campaign worlds or create adventures and campaign worlds of your own Conjure up exciting combat encounters Handle the three types of encounters: challenge, roleplaying, and combat Create your own adventure: The Dungeon Adventure, The Wilderness Adventure. The Event-Based adventure (including how to use flowcharts and timelines), The Randomly Generated Adventure, and the High-Level adventure Create memorable master villains, with nine archetypes ranging from agent provocateur to zealot To get you off to a fast start, Dungeon Master For Dummies includes:A sample dungeon for practice Ten ready-to-use encounters and ten challenging traps A list of simple adventure premises Mapping tips, including common scales, symbols, and conventions, complete with tables Authors Bill Slavicsek and Richard Baker wrote the hugely popular Dungeons and Dragons For Dummies. Bill has been a game designer since 1986 and leads the D&D creative team at Wizards of the Coast. Richard is a game developer and the author of the fantasy bestseller Condemnation. They give you the scoop on:Using a DM binder to keep records such as an adventure log, PCs' character sheets, NPC logs/character sheets, treasure logs, and more Knowing player styles (role players and power games) and common subgroups: hack'n'slasher, wargamer, thinker, impulsive adventurer, explorer, character actor, and watcher Recognizing your style: action movie director, storyteller, worldbuilder, puzzlemaker, or connector Using miniatures, maps, and other game aids Using 21st century technology, such as a Web site or blog, to enhance your game The book includes a sample adventure, The Necromancer's Apprentice, that's the perfect way to foray into DMing. It includes everything you need for a great adventure--except your players. What are you waiting for? There are chambers to be explored, dragons to be slain, maidens to be rescued, gangs of gnoll warriors to be annihilated, worgs to be wiped out, treasures to be discovered, worlds to be conquered....
Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More
Dustin Hansen - 2016
Find out about the fast and furious growth and evolution of video games (including how they are quickly taking over the world!) by looking at some of the most popular, innovative, and influential games ever, from Pong, the very first arcade game ever, to modern hits like Uncharted.Learn about the creators and inspiration (Mario was named after Nintendo's landlord after he barged into a staff meeting demanding rent), discover historical trivia and Easter eggs (The developers of Halo 2 drank over 24,000 gallons of soda while making the game), and explore the innovations that make each game special (The ghosts in Pac-Man are the first example of AI in a video game).Whether you consider yourself a hard-core gamer or are just curious to see what everyone is talking about, Game On! is the book for you!
The World of Cyberpunk 2077
Marcin Batylda - 2020
Delve into incisive lore to discover how the economic decline of the United States created a crippling dependence on devious corporations and birthed the Free State of California. Explore the various districts, gangs, and history of Night City. Learn all there is to know about the technology of tomorrow and research the cybernetics, weapons, and vehicles of Cyberpunk 2077.Dark Horse Books and CD Projekt Red present The World of Cyberpunk 2077--an extensive examination of the rich lore of Cyberpunk 2077. This intricately assembled tome contains everything you need to know about the history, characters, and world of the long-awaited follow-up from the creators of The Witcher video game series.
The Stolen Throne
David Gaider - 2009
Surrounded by spies and traitors, Maric must find a way to not only survive but achieve his ultimate destiny: Ferelden’s freedom and the return of his line to the stolen throne.
BioShock: Rapture
John Shirley - 2011
FDR's New Deal has redefined American politics. Taxes are at an all-time high. The bombing of Hiroshima and Nagasaki has brought a fear of total annihilation. The rise of secret government agencies and sanctions on business has many watching their backs. America's sense of freedom is diminishing . . . and many are desperate to take that freedom back.Among them is a great dreamer, an immigrant who pulled himself from the depths of poverty to become one of the wealthiest and admired men in the world. That man is Andrew Ryan, and he believed that great men and women deserve better. And so he set out to create the impossible, a utopia free from government, censorship, and moral restrictions on science--where what you give is what you get. He created Rapture---the shining city below the sea.But as we all know, this utopia suffered a great tragedy. This is the story of how it all came to be . . .and how it all ended.
Halo Mythos: A Guide to the Story of Halo
343 Industries - 2016
The amazing illustrations come from a variety of renowned illustrators, including Jean-Sébastien Rossbach, Leonid Kozienko, Benjamin Carré, Isaac Hannaford, and 343's internal art team, too.For the first time ever, the timeline of the Halo universe is available in one place, charting humanity's battles against alien forces of the Covenant, Forerunners, and the Flood--making this book an absolute must-have for Halo fans.