EBookClubs

Read Books & Download eBooks Full Online

EBookClubs

Read Books & Download eBooks Full Online

Book BLOODBORNE THE OLD HUNTERS COLLECTOR S EDITION GUI

Download or read book BLOODBORNE THE OLD HUNTERS COLLECTOR S EDITION GUI written by FUTURE PRESS and published by . This book was released on 2016-06-27 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the release of The Old Hunters, Bloodborne becomes complete. And since the expansion is worthy of its own guide, here we go again: our Bloodborne Collector's Edition Guide is about to get the perfect companion. With the same understated look, unparalleled detail and luxurious extra content, these two books are designed -- inside and out -- to sit side-by-side. The original Bloodborne Collector's Edition Guide is one of the highest rated and best-received game books ever made, and we're giving The Old Hunters the same treatment. Whether you want to fully explore the new areas, learn everything there is to know about each new weapon and character, understand the intricate Lore or admire the work of FromSoftware's concept artists, you'll have a single, invaluable resource to delve into. A Whole New Game: an entire chapter dedicated to highlighting the ways Bloodborne has changed since its release and analyzing how The Old Hunters impacts progression through the full game. Hunting the Nightmare: using our unique hybrid area guide format, exclusive, beautifully illustrated maps take you through the new areas the way you want -- either follow along a route or focus on a single location -- you determine the pace of action. Twice the Arsenal: the Old Hunters almost doubles your available tools, so the possibilities in combat have increased exponentially. Find out not only how every new weapon, spell and Caryll Rune works and is used most efficiently, but how they affect Bloodborne's existing arsenal as well. The Most Lethal Enemies: new nightmare creatures are introduced in The Old Hunters, and -- here's a promise -- they're the toughest and most lethal you'll have faced in Bloodborne. We've dedicated countless hours to turn killing each of them into a science you can rely upon, no matter what play style or equipment you prefer. Interconnected Lore: detailing NPC quests and character interactions is no longer just an invaluable extra -- it's our aim to provide the most complete look at Bloodborne's story and character connections available anywhere! Every important line of text or dialog that links one place or character to another is laid out in an intuitive format for clarity and reference. Extended Art: we've made it our highest priority to showcase FromSoftware's glorious original and newly created artwork on lavishly designed pages. Each piece is displayed sharp and in full size for your viewing pleasure.

Book Narrative Design and Authorship in Bloodborne

Download or read book Narrative Design and Authorship in Bloodborne written by Madelon Hoedt and published by McFarland. This book was released on 2019-10-30 with total page 215 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the vein of their cult-classic dark fantasy titles Demon's Souls (2009) and the Dark Souls franchise (2011, 2014, 2016), game developers FromSoftware released the bleak Gothic horror Bloodborne in 2015. Players are cast in the role of hunters in a hostile land, probing the shadowy city of Yharnam in search of "paleblood." The game achieved iconic status as both a horror and an action title for its rich lore and for the continuity of story elements through all aspects of game design. This first full-length study examines Bloodborne's themes of dangerous knowledge and fatal pride and its aesthetics in the context of other works on game studies, horror and the Gothic. The book's three parts focus on lore and narrative, the game's nightmarish world, and its mechanics.

Book Bloodborne Official Artworks

Download or read book Bloodborne Official Artworks written by Sony and published by Udon Entertainment. This book was released on 2017 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "First published in Japan in 2016 by Kadokawa Corporation, Tokyo"--Copyright page.

Book Bloodborne  3

Download or read book Bloodborne 3 written by Ales Kot and published by Titan Comics. This book was released on 2018-04-25 with total page 30 pages. Available in PDF, EPUB and Kindle. Book excerpt: The nameless hunter continues on his quest in search of paleblood, while all the time trying to avoid the attentions of the horrific beasts that stalk their every move. p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Calibri} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Calibri; min-height: 14.0px} Written by Ales Kot.

Book Narrative Design and Authorship in Bloodborne

Download or read book Narrative Design and Authorship in Bloodborne written by Madelon Hoedt and published by McFarland. This book was released on 2019-10-23 with total page 215 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the vein of their cult-classic dark fantasy titles Demon's Souls (2009) and the Dark Souls franchise (2011, 2014, 2016), game developers FromSoftware released the bleak Gothic horror Bloodborne in 2015. Players are cast in the role of hunters in a hostile land, probing the shadowy city of Yharnam in search of "paleblood." The game achieved iconic status as both a horror and an action title for its rich lore and for the continuity of story elements through all aspects of game design. This first full-length study examines Bloodborne's themes of dangerous knowledge and fatal pride and its aesthetics in the context of other works on game studies, horror and the Gothic. The book's three parts focus on lore and narrative, the game's nightmarish world, and its mechanics.

Book Bloodborne  12

Download or read book Bloodborne 12 written by Ales Kot and published by Titan Comics. This book was released on 2019-05-15 with total page 34 pages. Available in PDF, EPUB and Kindle. Book excerpt: The city of Yharnam: an ancient, gothic metropolis and home to the Healing Church. Recent days have seen the city fall foul to a nightmarish plague known as the Ashen Blood disease, the source of which remains a mystery. In a world of gods and monsters, sanity is merely subjective, and fear and blood are sanctified. Hunters now stalk the streets in search of beasts as the moon hangs ominously low in Yharnam’s sky. But as uncertainty fills the air, and the thirst for blood becomes insatiable, the hunters become the hunted…

Book Bloodborne Vol  3  A Song Of Crows  Graphic Novel

Download or read book Bloodborne Vol 3 A Song Of Crows Graphic Novel written by Ales Kot and published by National Geographic Books. This book was released on 2019-08-27 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover the twisted story of Eileen the Crow in the continuing comic series spinning out of Fromsoftware/Hidetaka Miyazaki's critically-acclaimed Bloodborne videogame! The City of Yharnam is buried in snow. Eileen the Crow buries the Hunters. But one eludes her. Poisoned and overcome with beastly senses, he prowls Yharnam causing misery and havoc. Meanwhile the bodies mount, reality shakes, and strange things are amiss in Byrgenwerth. On the hunt for the Hunter, Eileen struggles with her own sanity and the disturbing change that a glimpse beyond reality brings. Blood and death pervade Yharnam and those who travel in its wake. Follow the quest of Eileen as she looks to uncover the truth of the city, and her most inner turmoil.

Book Bloodborne  11

Download or read book Bloodborne 11 written by Ales Kot and published by Titan Comics. This book was released on 2019-04-17 with total page 34 pages. Available in PDF, EPUB and Kindle. Book excerpt: p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Calibri} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Calibri; min-height: 14.0px} The city of Yharnam: an ancient, gothic metropolis and the home to the Healing Chruch. Recent days have seen the city fall foul to a nightmarish plague known as the Ashen Blood disease, the source of which remains a mystery. In a world of gods and monsters, sanity is merely subjective, and fear and blood are sanctified. Hunters now stalk the streets in search of beasts as the moon hangs ominously low in Yharnam’s sky. But as uncertainty fills the air, and the thirst for blood becomes insatiable, the hunters become the hunted.

Book Bloodborne Vol  2  The Healing Thirst  Graphic Novel

Download or read book Bloodborne Vol 2 The Healing Thirst Graphic Novel written by Ales Kot and published by National Geographic Books. This book was released on 2019-04-30 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Uncover the horrors of the Healing Church as we return to Yharnam for a second volume of Titan's sell-out comic series based on Fromsoftware/Hidetaka Miyazaki's critically-acclaimed Bloodborne videogame! As the first Hunters slice the night in the search of the afflicted, The Healing Church faces a rupture in its ranks as it struggles to halt the spread of the mysterious Ashen Blood disease. Suspecting Old Blood as the cause, Priest Clement strikes a pact with the older healer Alfredius to uncover the true nature of the Healing Church and expose it to the citizens of Yharnam.

Book Aggretsuko Work Rage Balance

Download or read book Aggretsuko Work Rage Balance written by Oni Press and published by . This book was released on 2021-03 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Game Design Deep Dive

Download or read book Game Design Deep Dive written by Joshua Bycer and published by CRC Press. This book was released on 2024-05-02 with total page 184 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Design Critic Joshua Bycer is back with another entry in the Game Design Deep Series to focus on the youngest genre yet: soulslikes. Over a decade, From Software defined a new genre that has led to studios chasing after them hit after hit. In this book, Josh will cover the history of the genre and popular soulslike games of the 2010s and discuss what aspects of design make a game a soulslike. The first book looking at the history of the genre A breakdown of both action and RPG design for fans and designers of both A lesson on difficulty in games and why harder doesn’t mean better

Book Bloodborne  4

Download or read book Bloodborne 4 written by Ales Kot and published by Titan Comics. This book was released on 2018-05-23 with total page 31 pages. Available in PDF, EPUB and Kindle. Book excerpt: Awakening in an ancient city plagued by a twisted endemic – where horrific beasts stalk the shadows and the streets run slick with the blood of the damned – a nameless hunter embarks on a dangerous quest in search of Paleblood… p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Calibri}

Book The Paradox of Transgression in Games

Download or read book The Paradox of Transgression in Games written by Torill Elvira Mortensen and published by Routledge. This book was released on 2020-02-24 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience. Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions.

Book At the Mountains of Madness

Download or read book At the Mountains of Madness written by H.P. Lovecraft and published by Modern Library. This book was released on 2005-06-14 with total page 221 pages. Available in PDF, EPUB and Kindle. Book excerpt: Introduction by China Miéville Long acknowledged as a master of nightmarish visions, H. P. Lovecraft established the genuineness and dignity of his own pioneering fiction in 1931 with his quintessential work of supernatural horror, At the Mountains of Madness. The deliberately told and increasingly chilling recollection of an Antarctic expedition’s uncanny discoveries–and their encounter with untold menace in the ruins of a lost civilization–is a milestone of macabre literature. This exclusive new edition, presents Lovecraft’s masterpiece in fully restored form, and includes his acclaimed scholarly essay “Supernatural Horror in Literature.” This is essential reading for every devotee of classic terror.

Book Play Anything

    Book Details:
  • Author : Ian Bogost
  • Publisher : Basic Books
  • Release : 2016-09-13
  • ISBN : 0465096506
  • Pages : 288 pages

Download or read book Play Anything written by Ian Bogost and published by Basic Books. This book was released on 2016-09-13 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: How filling life with play-whether soccer or lawn mowing, counting sheep or tossing Angry Birds -- forges a new path for creativity and joy in our impatient age Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations. Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal; Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances- like grocery shopping, lawn mowing, and making PowerPoints-as sources for meaning and joy. We can "play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears. Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed-and enjoyed-when we first impose boundaries on ourselves.

Book Dark Souls   Beyond the Grave   Volume 2

Download or read book Dark Souls Beyond the Grave Volume 2 written by Damien Mecheri and published by Third Editions. This book was released on 2019-02-19 with total page 338 pages. Available in PDF, EPUB and Kindle. Book excerpt: We thought we had gone through the topic in the first volume, those two games opened new pists of reflexions. The in-depth analysis of Hidetaka Miyazaki's Dark Souls saga continues with this volume 2, decoding the Bloodborne and Dark Souls III episodes. An indinspensale ebook for all the fans of the game Dark Souls ! EXTRACT "The project, christened Project Beast, began soon after the Astorias of the Abyss DLC was released in August 2012. At the time, FromSoftware was also beginning to build Dark Souls II, its cash cow. Miyazaki kept his distance from this sequel, which was handed off to Tomohiro Shibuya and Yui Tanimura, with support from the FromSoftware president and creator of King’s Field, Naotoshi Zin, who supervised the game system. On his end, Hidetaka Miyazaki formed a trusted team of regular collaborators, such as lead programmer Jun Itô (who had already filled this role for Demon’s Souls and Dark Souls), composer and lead sound designer Tsukasa Saitô (Armored Core games), and most of his regular artists: Daisuke Satake, Masanori Waragai and Hiroshi Nakamura. The success of Demon’s Souls, and the even greater success of Dark Souls, allowed FromSoftware to grow its ranks significantly. In total, no fewer than fifty programmers participated in the project, along with around twenty game system designers and fifty people working on visual creation (animation, scenery, characters, etc.). Thanks to financial support from Sony, many Japanese, Chinese and Taiwanese studios were sub-contracted during the production to help with graphics and visuals." ABOUT THE AUTHORS Passionate about films and video games, Damien Mecheri joined the writers team of Gameplay RPG in 2004, writing several articles for the second special edition on the Final Fantasy saga. He continued his work with the team in another publication called Background, before continuing the online adventure in 2008 with the site Gameweb.fr. Since 2011, he has come aboard Third Éditions with Mehdi El Kanafi and Nicolas Courcier, the publisher’s two founders. Damien is also the author of the book Video Game Music: a History of Gaming Music. For Third Éditions, he is actively working on the “Level Up” and “Année jeu vidéo” collections. He has also written or co-written several works from the same publisher: The Legend of Final Fantasy X, Welcome to Silent Hill: a journey into Hell, The Works of Fumito Ueda: a Different Perspective on Video Games and, of course, the first volume of Dark Souls: Beyond the Grave. Curious by nature, a dreamer against the grain and a chronic ranter, Sylvain Romieu is also a passionate traveler of the real and the unreal, the world and the virtual universes, always in search of enriching discoveries and varied cultures. A developer by trade, he took up his modest pen several years ago to study the characteristics and richness of the marvelously creative world of video games. He writes for a French video game site called Chroniques-Ludiques, particularly on the topic of RPGs, his preferred genre.

Book The Toxic Meritocracy of Video Games

Download or read book The Toxic Meritocracy of Video Games written by Christopher A. Paul and published by U of Minnesota Press. This book was released on 2018-02-20 with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt: An avid gamer and sharp media critic explains meritocracy’s negative contribution to video game culture—and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games’ focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage. The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games—but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.