Author: Deva Fagan
Publisher: Simon and Schuster
ISBN: 1665930195
Category : Juvenile Fiction
Languages : en
Pages : 320
Book Description
Paro questions the system she once believed in and joins the Seafoxes, a ragtag team of players seeking to win the deadly Noctis games, to save her grandfather.
A Game of Noctis
Author: Deva Fagan
Publisher: Simon and Schuster
ISBN: 1665930195
Category : Juvenile Fiction
Languages : en
Pages : 320
Book Description
Paro questions the system she once believed in and joins the Seafoxes, a ragtag team of players seeking to win the deadly Noctis games, to save her grandfather.
Publisher: Simon and Schuster
ISBN: 1665930195
Category : Juvenile Fiction
Languages : en
Pages : 320
Book Description
Paro questions the system she once believed in and joins the Seafoxes, a ragtag team of players seeking to win the deadly Noctis games, to save her grandfather.
Final Fantasy XV Official Works
Author: Square Enix
Publisher: Dark Horse Comics
ISBN: 1506735134
Category : Games & Activities
Languages : en
Pages : 212
Book Description
A full-color, oversized, hardcover tome that faithfully adapts the original Japanese material, detailing the creation of the most recent entry in the Final Fantasy saga! Final Fantasy XV's world of Eos is filled with wonderous scenery, larger-than-life creatures, diverse cultures, and treacherous foes. Experience hundreds of pieces of detailed design work composed lovingly for fans of the unique sci-fi fantasy world. This volume collects complex lore, insightful commentary, comprehensive data, and dazzling concept art, all beautifully bound in this richly detailed hardcover! Square Enix and Dark Horse Books present a superbly curated collection of Final Fantasy XV content that any fan will cherish.
Publisher: Dark Horse Comics
ISBN: 1506735134
Category : Games & Activities
Languages : en
Pages : 212
Book Description
A full-color, oversized, hardcover tome that faithfully adapts the original Japanese material, detailing the creation of the most recent entry in the Final Fantasy saga! Final Fantasy XV's world of Eos is filled with wonderous scenery, larger-than-life creatures, diverse cultures, and treacherous foes. Experience hundreds of pieces of detailed design work composed lovingly for fans of the unique sci-fi fantasy world. This volume collects complex lore, insightful commentary, comprehensive data, and dazzling concept art, all beautifully bound in this richly detailed hardcover! Square Enix and Dark Horse Books present a superbly curated collection of Final Fantasy XV content that any fan will cherish.
Japanese Role-Playing Games
Author: Rachael Hutchinson
Publisher: Rowman & Littlefield
ISBN: 1793643555
Category : Social Science
Languages : en
Pages : 337
Book Description
Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English-speaking audience to Japanese video game scholarship while also extending postcolonial and philosophical readings to the Japanese game text. In a three-pronged approach, the collection uses these analyses to look at genre, representation, and liminality, engaging with a multitude of concepts including stereotypes, intersectionality, and the political and social effects of JRPGs on players and industry conventions. Broadly, this collection considers JRPGs as networked systems, including evolved iterations of MMORPGs and card collecting “social games” for mobile devices. Scholars of media studies, game studies, Asian studies, and Japanese culture will find this book particularly useful.
Publisher: Rowman & Littlefield
ISBN: 1793643555
Category : Social Science
Languages : en
Pages : 337
Book Description
Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English-speaking audience to Japanese video game scholarship while also extending postcolonial and philosophical readings to the Japanese game text. In a three-pronged approach, the collection uses these analyses to look at genre, representation, and liminality, engaging with a multitude of concepts including stereotypes, intersectionality, and the political and social effects of JRPGs on players and industry conventions. Broadly, this collection considers JRPGs as networked systems, including evolved iterations of MMORPGs and card collecting “social games” for mobile devices. Scholars of media studies, game studies, Asian studies, and Japanese culture will find this book particularly useful.
Final Fantasy XV Official Works Limited Edition
Author: Square Enix
Publisher: Dark Horse Comics
ISBN: 1506715745
Category : Games & Activities
Languages : en
Pages : 234
Book Description
A full-color, oversized, hardcover tome that faithfully adapts the original Japanese material, detailing the creation of the most recent entry in the Final Fantasy saga! Final Fantasy XV's world of Eos is filled with wonderous scenery, larger-than-life creatures, diverse cultures, and treacherous foes. Experience hundreds of pieces of detailed design work composed lovingly for fans of the unique sci-fi fantasy world. This volume collects complex lore, insightful commentary, comprehensive data, and dazzling concept art, all beautifully bound in a richly detailed hardcover! Additionally, this Limited Edition is housed in a meticulously designed case, with a special acrylic art display, as well as a journal just like the Lover's Notebook used by Noctis and Luna! Square Enix and Dark Horse Books present a superbly curated collection of Final Fantasy XV content that any fan will cherish.
Publisher: Dark Horse Comics
ISBN: 1506715745
Category : Games & Activities
Languages : en
Pages : 234
Book Description
A full-color, oversized, hardcover tome that faithfully adapts the original Japanese material, detailing the creation of the most recent entry in the Final Fantasy saga! Final Fantasy XV's world of Eos is filled with wonderous scenery, larger-than-life creatures, diverse cultures, and treacherous foes. Experience hundreds of pieces of detailed design work composed lovingly for fans of the unique sci-fi fantasy world. This volume collects complex lore, insightful commentary, comprehensive data, and dazzling concept art, all beautifully bound in a richly detailed hardcover! Additionally, this Limited Edition is housed in a meticulously designed case, with a special acrylic art display, as well as a journal just like the Lover's Notebook used by Noctis and Luna! Square Enix and Dark Horse Books present a superbly curated collection of Final Fantasy XV content that any fan will cherish.
Forms and Functions of Endings in Narrative Digital Games
Author: Michelle Herte
Publisher: Routledge
ISBN: 1000172767
Category : Games & Activities
Languages : en
Pages : 436
Book Description
This book looks closely at the endings of narrative digital games, examining their ways of concluding the processes of both storytelling and play in order to gain insight into what endings are and how we identify them in different media. While narrative digital games share many representational strategies for signalling their upcoming end with more traditional narrative media – such as novels or movies – they also show many forms of endings that often radically differ from our conventional understanding of conclusion and closure. From vast game worlds that remain open for play after a story’s finale, to multiple endings that are often hailed as a means for players to create their own stories, to the potentially tragic endings of failure and "game over", digital games question the traditional singularity and finality of endings. Using a broad range of examples, this book delves deeply into these and other forms and their functions, both to reveal the closural specificities of the ludonarrative hybrid that digital games are, as well as to find the core elements that characterise endings in any medium. It examines how endings make themselves known to players and raises the question of how well-established closural conventions blend with play and a player’s effort to achieve a goal. As an interdisciplinary study that draws on game studies as much as on transmedial narratology, Forms and Functions of Endings in Narrative Digital Games is suited for scholars and students of digital games as well as for narratologists yet to become familiar with this medium.
Publisher: Routledge
ISBN: 1000172767
Category : Games & Activities
Languages : en
Pages : 436
Book Description
This book looks closely at the endings of narrative digital games, examining their ways of concluding the processes of both storytelling and play in order to gain insight into what endings are and how we identify them in different media. While narrative digital games share many representational strategies for signalling their upcoming end with more traditional narrative media – such as novels or movies – they also show many forms of endings that often radically differ from our conventional understanding of conclusion and closure. From vast game worlds that remain open for play after a story’s finale, to multiple endings that are often hailed as a means for players to create their own stories, to the potentially tragic endings of failure and "game over", digital games question the traditional singularity and finality of endings. Using a broad range of examples, this book delves deeply into these and other forms and their functions, both to reveal the closural specificities of the ludonarrative hybrid that digital games are, as well as to find the core elements that characterise endings in any medium. It examines how endings make themselves known to players and raises the question of how well-established closural conventions blend with play and a player’s effort to achieve a goal. As an interdisciplinary study that draws on game studies as much as on transmedial narratology, Forms and Functions of Endings in Narrative Digital Games is suited for scholars and students of digital games as well as for narratologists yet to become familiar with this medium.
3000 Facts about Video Games
Author: James Egan
Publisher: Lulu.com
ISBN: 1326818864
Category : Performing Arts
Languages : en
Pages : 350
Book Description
There is a version of The Legend of Zelda where every character is Nicholas Cage.Donkey Kong started off as a Popeye game.The combos in Street Fighter II were created by accident.The combat system in Batman: Arkham Asylum was supposed to resemble Guitar Hero.When the trailer of Crash Bandicoot was first revealed, some people thought it looked so good, the demo was fake.The lead character of Cuphead was nearly a unicycle.Destiny cost $500 million.Halo was originally called Blam!Nintendo was created in 1889.Mortal Kombat was only made by four people.Final Fantasy was meant to be called Fighting Fantasy.There's a version of Grand Theft Auto V where meteors keep smashing into the city.The blocks in Tetris are called Tetriminos.Sonic appeared in two games before Sonic the Hedgehog.There were not supposed to be any people in The Sims.
Publisher: Lulu.com
ISBN: 1326818864
Category : Performing Arts
Languages : en
Pages : 350
Book Description
There is a version of The Legend of Zelda where every character is Nicholas Cage.Donkey Kong started off as a Popeye game.The combos in Street Fighter II were created by accident.The combat system in Batman: Arkham Asylum was supposed to resemble Guitar Hero.When the trailer of Crash Bandicoot was first revealed, some people thought it looked so good, the demo was fake.The lead character of Cuphead was nearly a unicycle.Destiny cost $500 million.Halo was originally called Blam!Nintendo was created in 1889.Mortal Kombat was only made by four people.Final Fantasy was meant to be called Fighting Fantasy.There's a version of Grand Theft Auto V where meteors keep smashing into the city.The blocks in Tetris are called Tetriminos.Sonic appeared in two games before Sonic the Hedgehog.There were not supposed to be any people in The Sims.
The Blind Spot
Author: Jean-Yves Girard
Publisher: European Mathematical Society
ISBN: 9783037190883
Category : Mathematics
Languages : en
Pages : 554
Book Description
These lectures on logic, more specifically proof theory, are basically intended for postgraduate students and researchers in logic. The question at stake is the nature of mathematical knowledge and the difference between a question and an answer, i.e., the implicit and the explicit. The problem is delicate mathematically and philosophically as well: the relation between a question and its answer is a sort of equality where one side is ``more equal than the other'': one thus discovers essentialist blind spots. Starting with Godel's paradox (1931)--so to speak, the incompleteness of answers with respect to questions--the book proceeds with paradigms inherited from Gentzen's cut-elimination (1935). Various settings are studied: sequent calculus, natural deduction, lambda calculi, category-theoretic composition, up to geometry of interaction (GoI), all devoted to explicitation, which eventually amounts to inverting an operator in a von Neumann algebra. Mathematical language is usually described as referring to a preexisting reality. Logical operations can be given an alternative procedural meaning: typically, the operators involved in GoI are invertible, not because they are constructed according to the book, but because logical rules are those ensuring invertibility. Similarly, the durability of truth should not be taken for granted: one should distinguish between imperfect (perennial) and perfect modes. The procedural explanation of the infinite thus identifies it with the unfinished, i.e., the perennial. But is perenniality perennial? This questioning yields a possible logical explanation for algorithmic complexity. This highly original course on logic by one of the world's leading proof theorists challenges mathematicians, computer scientists, physicists, and philosophers to rethink their views and concepts on the nature of mathematical knowledge in an exceptionally profound way.
Publisher: European Mathematical Society
ISBN: 9783037190883
Category : Mathematics
Languages : en
Pages : 554
Book Description
These lectures on logic, more specifically proof theory, are basically intended for postgraduate students and researchers in logic. The question at stake is the nature of mathematical knowledge and the difference between a question and an answer, i.e., the implicit and the explicit. The problem is delicate mathematically and philosophically as well: the relation between a question and its answer is a sort of equality where one side is ``more equal than the other'': one thus discovers essentialist blind spots. Starting with Godel's paradox (1931)--so to speak, the incompleteness of answers with respect to questions--the book proceeds with paradigms inherited from Gentzen's cut-elimination (1935). Various settings are studied: sequent calculus, natural deduction, lambda calculi, category-theoretic composition, up to geometry of interaction (GoI), all devoted to explicitation, which eventually amounts to inverting an operator in a von Neumann algebra. Mathematical language is usually described as referring to a preexisting reality. Logical operations can be given an alternative procedural meaning: typically, the operators involved in GoI are invertible, not because they are constructed according to the book, but because logical rules are those ensuring invertibility. Similarly, the durability of truth should not be taken for granted: one should distinguish between imperfect (perennial) and perfect modes. The procedural explanation of the infinite thus identifies it with the unfinished, i.e., the perennial. But is perenniality perennial? This questioning yields a possible logical explanation for algorithmic complexity. This highly original course on logic by one of the world's leading proof theorists challenges mathematicians, computer scientists, physicists, and philosophers to rethink their views and concepts on the nature of mathematical knowledge in an exceptionally profound way.
Japanese Culture Through Videogames
Author: Rachael Hutchinson
Publisher: Routledge
ISBN: 0429655940
Category : Games & Activities
Languages : en
Pages : 497
Book Description
Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique are conveyed through game narrative and character design as well as user interface, cabinet art, and peripherals. This book also considers how ‘Japan’ has been packaged for domestic and overseas consumers, and how Japanese designers have used the medium to express ideas about home and nation, nuclear energy, war and historical memory, social breakdown and bioethics. Placing each title in its historical context, Hutchinson ultimately shows that videogames are a relatively recent but significant site where cultural identity is played out in modern Japan. Comparing Japanese videogames with their American counterparts, as well as other media forms, such as film, manga and anime, Japanese Culture Through Videogames will be useful to students and scholars of Japanese culture and society, as well as Game Studies, Media Studies and Japanese Studies more generally.
Publisher: Routledge
ISBN: 0429655940
Category : Games & Activities
Languages : en
Pages : 497
Book Description
Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique are conveyed through game narrative and character design as well as user interface, cabinet art, and peripherals. This book also considers how ‘Japan’ has been packaged for domestic and overseas consumers, and how Japanese designers have used the medium to express ideas about home and nation, nuclear energy, war and historical memory, social breakdown and bioethics. Placing each title in its historical context, Hutchinson ultimately shows that videogames are a relatively recent but significant site where cultural identity is played out in modern Japan. Comparing Japanese videogames with their American counterparts, as well as other media forms, such as film, manga and anime, Japanese Culture Through Videogames will be useful to students and scholars of Japanese culture and society, as well as Game Studies, Media Studies and Japanese Studies more generally.
Focus On: 100 Most Popular Fantasy Anime and Manga
Author: Wikipedia contributors
Publisher: e-artnow sro
ISBN:
Category :
Languages : en
Pages : 1062
Book Description
Publisher: e-artnow sro
ISBN:
Category :
Languages : en
Pages : 1062
Book Description
Science Fiction Video Games
Author: Neal Roger Tringham
Publisher: CRC Press
ISBN: 1482203898
Category : Computers
Languages : en
Pages : 528
Book Description
Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical a
Publisher: CRC Press
ISBN: 1482203898
Category : Computers
Languages : en
Pages : 528
Book Description
Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical a