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When Russell joins Black Arts games, brainchild of two visionary designers who were once his closest friends, he reunites with an eccentric crew of nerds hacking the frontiers of both technology and entertainment. In part, he's finally given up chasing the conventional path that has always seemed just out of reach. But mostly, he needs to know what happened to Simon, his strangest and most gifted friend, who died under mysterious circumstances soon after Black Arts' breakout hit. As the company's revolutionary next-gen game is threatened by a software glitch, Russell finds himself in a race to save his job, Black Arts' legacy, and the people he has grown to care about. The deeper Russell digs, the more dangerous the glitch appears -- and soon, Russell comes to realize there's much more is at stake than just one software company's bottom line.
This is the story of the great con game that was the late twentieth century, of American history's worst presidency, of how I learned to lie. It is not history as you know it. There are at least three sides to this story, and I'm telling both of mine. I promise you I will show the same contempt for the historical record that it has shown for me. My name is Richard Milhous Nixon. I swore an oath to preserve, protect and defend the Constitution, and I have seen the devil walk. An alternate history, a horror novel, a political satire and a study of what people will sacrifice to succeed, CROOKED is the ultimate inside story of the strange, all-too-human monsters at the heart of American power.
The Incredibles meets The West Wing meets Marvel: Agents of Shield - the list goes on! Doctor Impossible - evil genius, mad scientist, diabolical time-traveller, wannabe world dominator - has just broken out of prison. Again. After twelve foiled ploys (doomsday devices, mass mind-control, robot armies, insect armies, alien invasions, etc.), he's not about to be foiled again. Fatale, a patchwork woman of skin and alloy built by the NSA to be the next generation of warfare, is suddenly given the chance every superhero dreams of: to join the Champions, the once-famous group of beautiful young superheroes who have been newly reunited to stop Dr Impossible. We watch as Fatale becomes part of a te...
The popular Postmortem column in Game Developer magazine features firsthand accounts of how some of the most important and successful games of recent years have been made. This book offers the opportunity to harvest this expertise with one volume. The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques. Readers learn how superstars of the game industry like Peter Molyneux and Warren Spector have dealt with the development challenges such as managing complexity, software and game design issues, schedule challenges, and changing staff needs.
The Art of Epic Mickey will be a 160-page hardcover landscape coffee table book. It will be written by Epic Mickey co-writer Austin Grossman and will feature a forward by Game Director and New York Times contributor, Warren Spector. The book will journey through the beautifully dark and twisted world known as Cartoon Wasteland touching on the creative process behind developing this once-in-a-lifetime vision. It will include, sketches, concept art, final frames, and stills from the actual game, plus, never-before-used art with quotes from the team that envisioned this epic tale. The physical world of the game is born directly from Disneyland, and accordingly, the book will spotlight the artistic influence that Disneyland, with its iconic qualities and rides, had on the creators of Epic Mickey.
Deep in the forest of the magical land of Fillory a disturbing secret is discovered, one that could change the course of history and ruin many lives. As acting king, Quentin Coldwater embarks upon an epic mission, visiting the terrifying depths of the underworld, to uncover the key to saving his world.
A long lost library. A priceless manuscript. A deadly secret... About to depart on his first vacation in years, Edward Wozny, a young hot-shot banker, is sent to help one of his firm's most important and mysterious clients. When asked to unpack and organise a personal library of rare books, Edward's indignation turns to intrigue as he realises that among the volumes there may be hidden a unique medieval codex, a treasure kept sealed away for many years and for many reasons. Edward's intrigue becomes an obsession that only deepens as friends draw him into a peculiar and addictive computer game, as mystifying parallels between the game's virtual reality and the legend of the codex emerge and the lines between reality, fantasy and mysterious legend start to blur ...
Quentin Coldwater is brilliant but miserable. After he graduates from college, he and his friends make a stunning discovery: Fillory--the land of the fantasy novels they read as children--is real and much darker and more dangerous than they could have imagined.
"Equal parts great American road-trip narrative and coming-of-age novel, this brilliant story from a debut novelist is a treat for the diehard nerds and fans among us." -Refinery29 Valerie Torrey took her son, Alex, and fled Los Angeles six years ago--leaving both her role on a cult sci-fi TV show and her costar husband after a tragedy blew their small family apart. Now Val must reunite nine-year-old Alex with his estranged father, so they set out on a road trip from New York, Val making appearances at comic book conventions along the way. As they travel west, encountering superheroes, monsters, time travelers, and robots, Val and Alex are drawn into the orbit of the comic-con regulars. For Alex, this world is a magical place where fiction becomes reality, but as they get closer to their destination, he begins to realize that the story his mother is telling him about their journey might have a very different ending than he imagined. A knowing and affectionate portrait of the pleasures and perils of fandom, A Hundred Thousand Worlds is also a tribute to the fierce and complicated love between a mother and son--and to the way the stories we create come to shape us.
The entire #1 New York Times bestselling Magicians trilogy, including The Magicians, The Magician King, and The Magician's Land, now available in one ebook bundle The Magicians Quentin Coldwater is brilliant but miserable. A high school math genius, he’s secretly fascinated with a series of children’s fantasy novels set in a magical land called Fillory, and real life is disappointing by comparison. When Quentin is unexpectedly admitted to an elite, secret college of magic, it looks like his wildest dreams may have come true. But his newfound powers lead him down a rabbit hole of hedonism and disillusionment, and ultimately to the dark secret behind the story of Fillory. The land of his c...