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"This is the greatest fucking book of poetry ever!" is how Beau would have described this book ten years ago. In truth, this collection of poems from 1997-2005 simply reflects a time when he was wrestling with the power he'd given his ego, struggling to break from the idealizing of love, and beating himself up for his shame and insecurities. He allows us into places most poets would edit out, exposing his limitations in his choices and in what's absent from each selection. Unafraid to live in fear, willing to share the empty of glory, and pushing to include the minutia as integral parts of one's process, these poems bring a mirror to his past, sans heroic declarations and beautiful decoratio...
In the beginning, a small unlicensed game development company was hit with divine inspiration: They could make a lot of money (and escape the wrath of Nintendo) by creating games for Christians. With the release of the 1990 NES platformer Bible Adventures, the developers saw what they had made, and it was good. Or, at least, good enough. Based on extensive research and original interviews with Wisdom Tree staff, Gabe Durham's book investigates the rise and fall of the little company that almost could, the tension between faith and commerce in the Christian retail industry, culture's retro/ironic obsession with "bad games," and the simple recipe for transforming a regular game into a Christian game: throw a Bible in it and pray nobody notices.
The main character in the book wrote to his friend: "Josey, I'm embarking on the biggest steamship in the world, but I don't feel any pride, because at this moment I wish the `Titanic' were submerged at the bottom of the sea..." In his "A Case from the Titanic" author Enrique Dick takes us into a whirlwind of family history, Samuel and Annie Andrew arrive from Whitby, Yorkshire, England, to the vast pampas of Argentina, near the end of the nineteenth century.There Samuel is hired to administer one of the huge ranches of Ambrosio Olmos, a wealthy farmer in Córdoba. There in those fields without end, the Andrew family grows. Silvano Alfredo, Isabel, Wilfred, Ethel, Hilda, William and Edgar ar...
A computer game so nauseatingly gory that it came with a barf bag. Bright druggy graphics that sickened scores of proper English parents. Gameplay so violent that it inspired one of Britain's most infamous killing sprees. Soft & Cuddly, released for the ZX Spectrum in 1987, wasn't quite any of these things. But in an age of manufactured moral panics, John George Jones's fluorescent punk manifesto sure pissed off a lot of people. Featuring new interviews with the the game's creator, Jarett Kobek's book dives deep into the gritty world of British yellow journalism, snarky computer fanzines, DIY home programming, and Soviet bootleg mixtapes. If Margaret Thatcher's Conservative Party was right that "video nasties" like Soft & Cuddly were the epitome of 80s depravity, then this book is headed straight to Hell.
Hermosa is the path to becoming one’s own home. A thread pulled when Salgado thinks about who she is and who she has been. Beyond the survival, grief, and fight, Hermosa lives in the small moments hidden beneath it all. A journey of firsts, of mistakes, of celebrations, of the love, the crush, the disaster, the rebuilding, and the never-ending cycle of growth.
An RPG for the Super NES that flopped when it first arrived in the U.S., EarthBound grew in fan support and critical acclaim over the years, eventually becoming the All-Time Favorite Game of thousands, among them author Ken Baumann. Featuring a heartfelt foreword from the game's North American localization director, Marcus Lindblom, Baumann's EarthBound is a joyful tornado of history, criticism, and memoir. Baumann explores the game's unlikely origins, its brilliant creator, its madcap plot, its marketing failure, its cult rise from the ashes, and its intersections with Japanese and American culture, all the while reflecting back on the author's own journey into the terrifying and hilarious world of adults.
For fifteen seconds of one of the highest-grossing films of all time, The Avengersa (TM) plan to save the world comes to a grinding halt when Tony Stark calls out a low-level member of S.H.I.E.L.D. for playing Galaga on the job. Acclaimed novelist and lifelong Galaga player Michael Kimball knows the compulsion: Hea (TM)s set and re-set high scores on Galaga machines all across America. What many call the greatest fixed shooter arcade game in history, Galaga broke the Space Invaders mold with superior graphics, faster firing, bonus rounds, tractor beams, and advanced enemy A.I. Since its 1981 release, Galaga has inspired numerous sequels, bootlegs, hacks, and clonesa "and some version of Galaga has been released for nearly every gaming platform. Kimball shares his obsession with Galaga through a discussion of the innovative gameplay it introduced (including lots of tips), its extensive cultural legacy (including collectibles, movies, rap songs, drinking games, and sex acts), and how Galaga got Kimball through a difficult childhood--and maybe saved his life.
Before they co-created the hit web series Hey Ash, Whatcha Playin'?, Ashly and Anthony Burch were just a brother and sister who shared a weird obsession with Solid Snake and his 3D debut, Metal Gear Solid. And why wouldn't they? Hideo Kojima's 1998 game featured groundbreaking stealth mechanics, a gruff and hunky leading man, a brilliantly claustrophobic setting, tons of cinematic cutscenes, shocking fourth wall breaks, and terrifying bosses. The only problem: The Burches grew up but their all-time favorite video game didn't. After nearly two decades, Metal Gear Solid's once-innovative stealth mechanics seem outdated, the cutscenes have lost some of their action movie punch, and the game's treatment of women is often out of touch. Witness a celebration/takedown of this landmark game with the combination of insight and hilarity that Ashly and Anthony have made their careers on.
Western governments, companies, economists and lawyers established the international legal order now known as international investment law to protect foreign property from a redistribution of wealth through domestic law making. This book offers a pre-history of these legal arrangements, focusing on the time before 1959 and the ratification of the first bilateral investment treaty and the ICSID Convention. It introduces new archival material, such as arbitral awards, diplomatic notes and concession agreements, as well as scholarly writings pertaining to developments in these proceedings. These materials are systematised into a coherent argument on the protection of foreign property. The book develops the important role of concession agreements and their internationalisation for the making of international investment law, thereby insisting on the private law character of the foundations of the field. In doing so it displays the analytic force of viewing law as jurisdictional practice, rather than as a system of norms.
ZZT is an exploration of a submerged continent, a personal history of the shareware movement, ascii art, messy teen identity struggle, cybersex, transition, outsider art, the thousand deaths of Barney the Dinosaur, and what happens when a ten-year-old gets her hands on a programming language she can understand.