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Rick Rouse is a US Army deserter who, after running away to China, gets a job at Fengxian Amusement Park--a family destination heavily "inspired" by Western culture, featuring Rambi (the deer with a red headband), Ratman (the caped crusader with a rat's tail), Bumbo (small ears and a big behind), and dozens of other original characters. The park's general manager is convinced that Rick was destined to greet Fengxian customers, dressed as none other than Ricky Rouse. This original graphic novel is a relentless action comedy, a satire of US-China relations, a parody of Western entertainment, and a curious look at China--a country that, once we look past its often outrageous copyright infringements, is a culture ripe with innovation and a unique, courageous spirit.
Since 2010, Unwinnable has been a showcase for offbeat, experimental, poignant and funny stories about games, books, movies and even weird stuff, like an advice column from a space marine 38,000 years in the future. We're devoted to examining the intersection of the culture we love and the lives we lead, bringing you the best in pop-cultural criticism, creative non-fiction and the occasional serialized short once a week in a beautiful digital magazine. Unwinnable is life with culture. In this issue, Ian Gonzales talks to Jörg Tittel, writer of the forthcoming graphic novel Ricky Rouse has a Gun about satire and cheap knock-offs. Juan Valdelomar responds to Matt Duhamel’s “An Artist’s Statement” (from way back in Issue Eight) with a statement of his own. Cassidee Moser has a personal revelation thanks to the Nintendo 3DS Street Pass. Finally, Ansh Patel ruminates on how death is not the end in Crusader Kings II. No matter what your taste, Unwinnable Weekly has you covered, so make sure to check out our selection of back issues today!
With a focus on the object and where it is situated, in time (memory) and space (mobility), Memory, Mobility, and Material Culture embodies a multidisciplinary and cross-disciplinary approach. The chapters track the movement of the objects and their owner(s), within and between continents, countries, cities, and families. Objects have always been considered with an eye to their worth – economic, aesthetic, and/or functional. If that worth is diminished, their meaning and value disappear, they are just things. Yet things can still fulfil functions in our daily lives; they hold symbolic potential, from personal memory triggers, to focal points of public ritual and religion; from collectors...
Forty years on from the first moon landing, architecture in Space is entering a new era. Over the last decade, there has been a fundamental shift in the Space industry from short-term pioneering expeditions to long-term planning for colonisation, and new ventures such as Space tourism. Architects are now involved in designing the interiors of long-term habitable structures in Space, such as the International Space Station, researching advanced robotic fabrication technologies for building structures on the Moon and Mars, envisioning new 'space yachts' for the super-rich, and building new facilities, such as the Virgin Galactic 'Spaceport America' in New Mexico designed by Foster + Partners. ...
An unofficial guide to Alien: Isolation, the greatest, scariest horror game ever made. There aren’t many computer games that can justify an entire book, but for superfans, Alien: Isolation is truly extraordinary and Perfect Organism reveals all there is to know about every aspect of this masterful game. Discover the rationale and authenticity of the set design and art direction, learn about the alien’s unnerving abilities to second-guess the players and the importance of its unique height, find out more about the importance of the dynamic audio and the use of seventies archive soundbites, as well as the darkly beautiful music. And immerse yourself in the technical brilliance of the level design and the user interface, before reading about the deleted content, and the scenes and features that never made the final cut. Alien: Isolation is a game of remarkable depth, complexity, and detail, and together with a level-by-level mission guide, this book will answer all of your questions, as well as many you haven’t yet thought to ask!
This book attempts to define the issues that face us in trying to understand the often-overwhelming complexity of the human experience. It is intellectually challenging, broad in its scope, richly detailed, and densely argued. It is the first in a projected series of five volumes in which the author will seek to touch on every aspect of human historical reality and all the multitudinous variables that have shaped it.
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This monograph provides an international perspective on pit lakes in post-mining landscapes, including the problem of geogenic acidification. Much has been learned during the last decade through research and practical experience on how to mitigate or remediate the environmental problems of acidic pit lakes. In the first part of the book, general scientific issues are presented in 21 contributions from the fields of geo-environmental science, water chemistry, lake physics, lake modeling, and on the peculiar biological features that occur in the extreme habitats of acidic pit lakes. Another chapter provides an overview of methods currently used to remediate acidic pit lakes and treat outflowing acidic water. The second part of the book is a collection of regional surveys of pit lake problems from three European countries and Australia, and case studies of various individual representative lakes. A final case study provides an innovative approach to assessing the economic value of new pit lakes and balancing the costs and benefits, a valuable tool for decision makers.
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