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The first art book from acclaimed video game concept artist Koda Kazuma, depicting the decadent and haunting worlds of NieR.This hardcover, full-color volume presents the works created by concept artist Koda Kazuma for the award-winning games NieR:Automata, NieR Re[in]carnation, and NieR Replicant ver.1.22474487139… In addition to concept art for the games, this book includes promotional images for the YoRHa stage plays, album cover art, rough sketches, exclusive new pieces, and commentary from the artist.
How does a group of young underdogs with big dreams but little experience transform a culture and industry? In the case of the $75 billion video game business, it helps if the outfit is run by a brash iconoclast with the vision of an outlaw and the work ethic of a Puritan--and grew up madly in love with gangster movies, video games, and rap music. It also helps if the company makes the most revolutionary, controversial, and successful video game franchise ever--Grand Theft Auto. In Jacked, acclaimed author and journalist David Kushner takes you on an unauthorized joyride through the high-risk, high-profit, and fast-moving world of the biggest players in the game industry--and the haters out to get them. He reveals the untold story behind the people who created the product that defined one generation and infuriated another. Drawing on more than a decade of his own reporting, game playing, and interviewing, Kushner goes deep inside the making of Grand Theft Auto (GTA), long veiled in secrecy, rumor, and myth. He also examines the cultural and political backlash that sent sales soaring, even as it threatened the game's continued existence. This is a pop culture story for the ages. It begins in the back alleys of Dundee, Scotland, where the geeky geniuses at DMA Design invented GTA. Fledgling marketer and rebellious gamer Sam Houser saw GTA's enormous potential and pushed DMA to make it bolder, wilder, and funnier, and let players freely explore the game's gritty cities, wreaking havoc whenever they pleased. With its groundbreaking innovations and cinematic flair, GTA quickly became the centerpiece of Houser's new company, Rockstar Games, and the hottest title on the planet. But one of America's most notorious culture warriors, Jack Thompson, had his own mission--to ensure that GTA was banned from store shelves for corrupting youth and to bring Rockstar to their knees--even as the gamers of the world rallied against him. With its incredible artistry, arch satire, and massive press coverage, GTA earned critical and commercial acclaim around the world, breaking the Guinness record for most successful entertainment product launch of all time. But deep within its urban wasteland lurked a nasty little secret--the now-famous sex mini-game, "Hot Coffee." It would mean big trouble for Rockstar Games and bring Houser and his rival, Thompson, to the brink. Whichever side you're on, Jacked gives you a new understanding of this breakout industry, and the game that defined it.
"Final Fantasy XV's world of Eos is filled with wondrous scenery, larger-than-life creatures, diverse cultures, and treacherous foes. Experience hundreds of pieces of detailed design work composed lovingly for fans of the unique sci-fi fantasy world. This volume collects complex lore, insightful commentary, comprehensive data, and dazzling concept art, all beautifully bound and richly detailed hardcover!"--
Complete your collection and dig deeper into the evolution of Overwatch® with The Art of Overwatch Volume 2, your guide to the art, design, and creation of one of the most popular FPS games of all time!This gorgeous compendium showcases new content from summer 2017 onward, including the development process around fan-favorite heroes, environments, and cinematics. Beyond new content, this all-encompassing showcase dives deeper, expanding on the construction of unique, event-driven game modes, NPC design, and more. Don't miss this stunning collection, painstakingly produced direct from the Overwatch game team!Includes:Introduction and commentary from the Overwatch game teamDevelopment story behind skins, events, and unique game modesNever-before-seen concept art for new characters from Doomfist to EchoSneak peek at Overwatch 2Also available in stunning Limited Edition from Dark Horse
Knorr unearths SMB3's connections to theater and Japanese folklore, investigates her own princess-rescuing impulses, and examines how the game's animal costumes, themed worlds, tight controls, goofy enemies, and memorable music cohere in a game that solidified Mario's conquest of the NES era.
Introduces such redstone components as dust and power sources, and provides directions for building a mob farm trap, automatic firework display, and armor swapper.
Studienarbeit aus dem Jahr 2015 im Fachbereich Germanistik - Sonstiges, Note: 13,0, Justus-Liebig-Universität Gießen (Institut für Germanistik), Veranstaltung: Multimodale Textanalyse, Sprache: Deutsch, Abstract: In der vorliegenden Hausarbeit wird der Fokus darauf gelegt, aufzuzeigen, dass das Spektrum multimodaler Kommunikationsangebote beispielsweise neben Printmedien, Fernsehsendungen und Webseiten im Internet weiterhin Videospiele umfasst, deren textbasierte Kommunikationsmodi hinsichtlich der kommunikativen Zwecke eines Videospiels eine maßgebliche Funktion einnehmen. Diese konstituieren sowohl autonom als auch im Zusammenspiel mit weiteren Kommunikationsmodi eine dynamische Basis für die unentbehrliche Interaktivität zwischen dem Rezipienten ¿ ergo Spieler ¿ des Videospiels und dem Videospiel selbst. Als Fallbeispiel wird das Videospiel Resident Evil 2 herangezogen werden. Bevor sich allerdings der Analyse dieses Fallbeispiels zugewendet werden kann, werden zuvor die theoretischen Grundlagen expliziert werden müssen, die die zentrale Arbeitsgrundlage für die Analyse von Resident Evil 2 hinsichtlich des Stellenwerts der dort enthaltenen textbasierten Kommunikationsmodi bilden. Begonnen wird zunächst mit der Darlegung des handlungs- und rezeptionsorientierten Konzepts von Multimodalität, welches wesentlich von Hans-Jürgen Bucher entwickelt worden ist. Dieses Konzept von Multimodalität lässt sich auf das Kommunikationsangebot Videospiel effektiv anwenden, da es sich in erster Linie auf die Interaktivität multimodaler Kommunikationsangebote konzentriert, insbesondere im Hinblick auf die Kompositionalität und Rezeption eines derartigen Angebotes. Dass vor allem das Merkmal der Interaktivität ein Videospiel als Kommunikationsangebot entscheidend charakterisiert, wird im Anschluss an die Darlegung des Konzepts von Multimodalität nach Bucher dargelegt werden. Zudem soll im Zuge dessen die Definition des Videospiels als multimodales Kommunikationsangebot aus dem Blickwinkel dieses hier vertretenen Konzepts verdeutlicht werden. Nachdem diese theoretischen Grundlagen expliziert worden sind, erfolgt die Analyse des Videospiels Resident Evil 2 bezüglich des Stellenwerts und damit in Verbindung stehenden Funktionen der textuellen Kommunikationsmodi, die innerhalb des Videospiels vorzufinden sind.
Video game environments constitute a vast expansion of the built environment, offering new worlds to explore and new spaces for engaging in a range of activities. Like buildings and cities before them, these interactive environments are deeply meaningful for how they communicate values and shape behaviour. This book unpacks how they do this, drawing on theories of embodied cognition to analyze virtual environments designed as rich worlds.
The fall of 2016 saw the release of the widely popular First World War video game Battlefield 1. Upon the game's initial announcement and following its subsequent release, Battlefield 1 became the target of an online racist backlash that targeted the game's inclusion of soldiers of color. Across social media and online communities, players loudly proclaimed the historical inaccuracy of black soldiers in the game and called for changes to be made that correct what they considered to be a mistake that was influenced by a supposed political agenda. Through the introduction of the theoretical framework of the 'White Mythic Space', this book seeks to investigate the reasons behind the racist rejection of soldiers of color by Battlefield 1 players in order to answer the question: Why do individuals reject the presence of people of African descent in popular representations of history?
A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games.Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
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