After more than thirty years of existence, the Zelda saga has been renewed from top to bottom with its last episode, so acclaimed, Breath of the Wild. Open world offering a total freedom of movement, this episode also charmed by its ingenuity and its atmosphere. It was enough to give a volume 2 to our best-seller History of a Legendary Saga, entirely devoted to Breath of the Wild. Creation of the game, explanation of its universe, decryption of its gameplay await you in this book event.
From the award-winning video game writer of such hits as Star Wars Battlefront and BioShock comes an exclusive "compelling look into a world that doesn't like to spill its secrets to outsiders" (NPR): the video game industry.When his satirical musings in a college newspaper got him discharged from the Air Force, it became clear to Walt Williams that his destiny in life was to be a writer--he just never thought he'd end up writing video games, including some of the biggest franchises today. A veteran video game narrative designer, Williams pulls back the curtain on an astonishingly profitable industry that has put its stamp on pop culture and yet is little known to those outside its walls. As Williams walks you through his unlikely and at times inglorious rise within one of the world's top gaming companies, he exposes an industry abundant in brain power and out-sized egos, but struggling to stay innovative. Significant Zero also provides clear-eyed criticism of the industry's addiction to violence and explains how the role of the narrative designer is crucial for expanding the scope of video games into more immersive and emotional experiences. Significant Zero is a rare and illuminating look inside "the video gaming industry in all its lucrative shine and questionable morality... and] provides a refreshing and realistic portrayal of succeeding at attaining a dream via an unforeseen career trajectory" (Booklist).
How the influential industry that produced such popular games as Oregon Trail and KidPix emerged from experimental efforts to use computers as tools in child-centered learning.
Today, computers are part of kids' everyday lives, used both for play and for learning. We envy children's natural affinity for computers, the ease with which they click in and out of digital worlds. Thirty years ago, however, the computer belonged almost exclusively to business, the military, and academia. In Engineering Play, Mizuko Ito describes the transformation of the computer from a tool associated with adults and work to one linked to children, learning, and play. Ito gives an account of a pivotal period in the 1980s and 1990s, which saw the rise of a new category of consumer software designed specifically for elementary school-aged children. "Edutainment" software sought to blend various educational philosophies with interactive gaming and entertainment, and included such titles as Number Munchers, Oregon Trail, KidPix, and Where in the World Is Carmen Sandiego?.
The children's software boom (and the bust that followed), says Ito, can be seen as a microcosm of the negotiations surrounding new technology, children, and education. The story she tells is both a testimonial to the transformative power of innovation and a cautionary tale about its limitations.
Fortnite: Battle Royale is taking the world by storm, combining the high-octane action of traditional shooters with the creative construction elements of sandbox games like Minecraft. With 40 million players and counting, competition is fierce, and strategy is essential. Once you jump from the Battle Bus onto the island below, there can be only one goal: survival. This guide has all the tips and tricks you need to master the melee, whether you're playing on a console, PC, or your phone. Illustrated with dozens of full-color screenshots, find essential information on big-picture offensive and defensive tactics, best practices for building, and indispensable combat techniques. Learn all about uncovering loot, optimizing weapons use, exploring map locations, establishing a fortress, completing challenges, and more--in solo, duo, or squad mode.
BradyGames' "Marvel vs. Capcom 3: Fate of Two Worlds Signature Series Guide " includes the following:
"Worlds Collide for the Ultimate Faceoff"
After a decade of waiting, the biggest names from the Marvel Universe will clash head on with the combined might of Capcom's best known and most feared roster of gaming characters. Marvel vs Capcom 3: Fate of Two Worlds will deliver the best ever match up of legendary fighters and no holds barred fighting action.
Complete Frame Data for Every Character
-Learn the startup, active, recovery, and hit advantage of every attack for every character in the game to punish your challengers in versus mode
Techniques and Game Plans from Tournament Pros
-Discover the best moves for every character and every occasion. Dominate your opposition with zoning techniques, pressure tactics, and ambiguous mix-ups
Individual Character Strategy and Team Building Tactics
-Learn the best crossover and hyper team combo attacks for every character. Create the best team for your playstyle
Insane Combos and Versus Play Setups
-Tips to keep your opposition cornered and combos to destroy them when they make mistakes."
The Legend of Zelda(TM) Art and Artifacts contains over four hundred pages of fully realized illustrations from the entire thirty-year history of The Legend of Zelda(TM) including artwork from the upcoming The Legend of Zelda(TM) Breath of the Wild Every masterwork is printed on high-quality paper in an oversized format so you can immerse yourself in the fine details of each piece. This book includes rare promotional pieces, game box art, instruction booklet illustrations, official character illustrations, sprite art, interviews with the artists, and much, much more The Legend of Zelda(TM) Art and Artifacts collects many of your favorite masterpieces from the storied franchise, as well as rare and never before seen content, presented in one handsome hardcover. Select artwork from the entirety of the franchise A nostalgic look at the past An exciting look at the future Interviews with some of the artists behind The Legend of Zelda(TM) series
Features a step-by-step walkthrough of each single-player mission in the game of Call of Duty: Modern Warfare 2. This title helps to find detailed maps which call out intel locations, alternate routes, and flanking manoeuvres.
An emblematic question that has been fueling debates for years, the question of the artistic essence of video games continues to be debated today. If it appears essential for the recognition of the cultural value of the medium, this subject actually creak many teeth. Among the games that fuel the debate, a trilogy stands out particularly, signed by the Japanese developer Fumito Ueda whose approach to creation -propose something that did not exist elsewhere - has inhabited the making of each of its productions: ICO, Shadow of the Colossus and The Last Guardian.
In Marx at the Arcade, acclaimed researcher Jamie Woodcock delves into the hidden abode of the gaming industry. In an account that will appeal to hardcore gamers, digital skeptics, and the joystick-curious, Woodcock unravels the vast networks of artists, software developers, and factory and logistics workers whose seen and unseen labor flows into the products we consume on a gargantuan scale. Along the way, he analyzes the increasingly important role the gaming industry plays in contemporary capitalism and the broader transformations of work and the economy that it embodies.
In perhaps the most famous switcheroo in all of game history, the Japanese version of Super Mario Bros. 2 was declared "too hard" by Nintendo of America and replaced with a Mario-ified port of the Famicom hit, Yume K� j� Doki Doki Panic. The new game (dubbed Super Mario USA in Japan) was a huge success for its four playable characters, improved graphics, immersive levels, and catchy music, and eventually became the 3rd bestselling game for the NES. And yet. Because of its strange new villains, its wild gameplay, and its mysterious touches, SMB2 has for years been regarded as the Odd Mario Out, even as it has seen popular updates on the Super NES and Game Boy Advance. Irwin's Mario is not a simple retelling of a 25-year-old story, but instead an examination of the game with fresh eyes: both as a product of its time and as a welcome change from the larger Super Mario franchise. Along the way he searches for clues, pulling up a few vegetables of his own. What he finds is not at all what he expected.