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When Jacob left home for a new life, he pretty much forgot all about Maryfield, North Carolina. But Maryfield never forgot him. Or forgave him. After a failed business venture in Boston, Jacob Logan comes back to the small Southern town of his childhood and takes up residence in the isolated house he grew up in. Here, the air is still. The nights are black. And his parents are buried close by. It should feel like home—but something is terribly wrong. Jacob loses all his belongings in a highway accident. His car is stolen from his driveway, yet he never hears a sound. The townspeople seem guarded and suspicious. And Carl, the property caretaker with so many secrets, is unnervingly accommodating. Then there are the fireflies that light the night skies . . . and die as they come near Jacob’s home. If it weren’t for the creaking sounds after dark, or the feeling that he is being watched, Jacob would feel so alone. He shouldn’t worry. He’s not. And whatever’s with him isn’t going to let him leave home ever again.
Video game projects get shut down all the time, but when the one Ryan Colter and his team have poured their hearts into gets cut, something different happens: the game refuses to go away. Now Blue Lightning is alive, and it wants something from Ryan - something only he can give it.And everybody knows how addictive video games can be…
Action-packed and intense from beginning to end, this prequel novel sets the stage for the hit video game Tom Clancy's Ghost Recon Wildlands. At the tip of the spear of the US Army's unconventional warfare response forces stands a group of highly specialized and incredibly skilled Special Forces soldiers: the Ghosts. INDIVIDUALLY, THEY ARE GREAT. TOGETHER, THEY ARE UNBEATABLE. When a group of renegade Venezuelan soldiers seize control of the no-man's land in the middle of the Amazonian Jungle, the Ghosts are tapped to get the US citizens being held hostage there out safely. Newly promoted to team lead, Nomad finds himself going in-country with two new squadmates, little preparation, dubious intel and no backup. Still, they have no choice but to go in half blind as time is running short for the captives. And when faced with a difficult choice deep in enemy territory, the Ghosts must learn to stand together as a team, or fail. Action-packed and intense from beginning to end, this novel sets the stage for the hit video game Tom Clancy's Ghost Recon Wildlands.
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The first short fiction collection from acclaimed novelist and video game writer Richard Dansky, Snowbird Gothic goes deep into the haunted forest of his imagination. From kudzu that smothers more than just trees to the secrets at the heart of a cloud of volcanic ash, from the beasts prowling the swamps of North Carolina to the battle cry of a thousand fallen leaves, Snowbird Gothic showcases the nightmares that can’t always be conjured on a monitor screen. Stories included in this collection: The Mad Eyes of the Heron King And the Rain Fell Through Her Fingers Connecting Door Unhaunted House Small Cold Things The Road Best Not Taken For the Autumn Queen, Where She Rests Among the Fallen Come Quietly and No One Gets Hurt Losing Altitude Minus One The Deep End of the Shallow Water Suburban Sprawl Fat Man on an Airplane Let the House Sing Me to Sleep Good Advice Missing Pages There is No Bird Shadows in Green Jeremy's Castle
It's a new night. Clans. Bloodlines. Chracter creation. Systems. Storytelling. Antagonists. Udated and revised, all in one place. The rules have changed. Laws of the night is a complete pocket guide for plating and storytelling Masquerade. Designed for wuick reference and in-game use, it collects under one cover everything you need to start playing.
As the videogame industry has grown up, the need for better stories and characters has dramatically increased, yet traditional screenwriting techniques alone cannot equip writers for the unique challenges of writing stories where the actions and decisions of a diverse range of players are at the centre of every narrative experience. Game Writing: Narrative Skills for Videogames was the first book to demystify the emerging field of game writing by identifying and explaining the skills required for creating videogame narrative. Through the insights and experiences of professional game writers, this revised edition captures a snapshot of the narrative skills employed in today's game industry an...
What are we? The Damned childer of caine? The grotesque lords of humanity? The pitiful wretches of eternal hell? We are vampires, and that is enough. I am a vampire, and that is far more than enough. I am that which must be feared, worshipped and adored. The world is mine -- now and forever. No one holds command over me. No man. No god. No prince. What is a claim of age for ones who are immortal? What is a claim of power for ones who defy death? Call your damnable hunt. We shall see whom I drag screaming to hell with me. Here is the complete guide to the Camarilla of the End Times. From the core clans to the independent vampires who have flocked to the Camarilla's banner' -- from the Disciplines of the elders to the dreams of the anarchs -- -- here is the Camarilla laid bare. Everything from the powers of the justicars to the war against the Sabbat under one cover for the first time.
Masters of deception and intrigue, the Lasombra consider themselves the leaders of the Sabbat. No other Kindred so fully embrace what it means to be a vampire.