How to Talk about Videogames


Ian Bogost - 2015
    Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date.Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t.Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”

Immortal Talks (- Book 2)


Shunya - 2019
    Hundreds of miles away from her home, the immortal Guru and His secret disciples meet in a forested mountain to discuss metaphysical ways of steering her soul back to a life of happiness and prosperity. This treasure is the second instalment in the Immortal Talks book series. It contains six priceless chapters: A Thousand Lives; The Linga Code; Incomplete; The Invisible Four; The Awareness Setting; Continuity.

What is Told


Askold Melnyczuk - 1994
    Tracing the lives of Zenon and Natalka Zabobon, who marry in the Ukraine on the day Archduke Ferdinand is shot in Sarajevo, 'What is Told' describes how they survived the hardships of war and emigration.

Stealing the Wave: The Epic Struggle Between Ken Bradshaw and Mark Foo


Andy Martin - 2007
    In the mid-80s, Ken Bradshaw and Mark Foo took big-wave surfing's spiritual home, Waimea Bay on Hawaii's legendary North Shore, and in their relentless quest for supremacy turned it into an arena of personal combat. Bradshaw was in pole-position. The muscular, square-jawed Texan already commanded respect through a combination of strength, gritty determination, and infamous temper – he was known to bite chunks out of fellow surfers' boards whenever he felt disrespected in the water. Mark Foo was the new kid on the block, and his polar opposite. The icon of the next generation, openly challenging the old guard, this slim Chinese-American wowed Waimea's winter crowds with his prowess, speed, moves, looks, and thirst for the biggest waves. But Foo's talent for self-marketing was anathema to surfing veterans and purists, and above all to Bradshaw. Foo was driving surfing in a new, commercial direction, while Bradshaw saw himself as the heir and guardian of a great tradition. And then one fine day Foo stole a wave from right under Bradshaw's nose, arousing his wrath, and firing up a feud that would span a decade.Their unforgiving rivalry would ultimately evolve into a grudging mutual admiration which was, however, doomed to end in death on a giant swell at Maverick's, just south of San Francisco, on Christmas Eve of 1994. Stealing the Wave is the intimate history of the conflict between two remarkable men that gets to the heart of what it means to compete, and examines what happens when competition, passion and belief go too far.

How to Draw Fantasy Art and RPG Maps: Step by Step Cartography for Gamers and Fans


Jared Blando - 2015
    Fortunes are decided. Kingdoms are lost. Entire worlds are created. This book will teach you to bring your fictional realm to life with simple step-by-step instructions on how to draw authentic fantasy maps. Set the stage for adventure by illustrating domains, castles and battle lines, mountains, forests and sea monsters! Learn to create completely unique and fully functional RPG maps time and time again on which your world can unfold.All the skills necessary to create awe-inspiring maps are covered! Landscapes. Add depth, balance and plausibility with rocky coastlines, towering mountains, dark forests and rolling plains. Iconography. Mark important places--towns and cities, fortresses and bridges--with symbolic iconography for easy-to-understand maps. Typography. Learn how to place readable text and the basics of decorative script. Bonus instruction teaches you to create fonts for Orcs, Elves, Vikings and dragons. Heraldry and shield design. Depict cultural and political boundaries with shields and colors. Advanced cartography. Includes how to draw landmarks, country boundaries and political lines. Build roads to connect merchants and troops, troll cairns and dragon lairs. And complete your maps with creative backgrounds, elaborate compasses and thematic legends. 30+ step-by-step demonstrations illustrate how to construct an entire fantasy world map from start to finish--both digitally and by hand!