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Battlefield 3: Prima Official Game Guide
Battlefield 3
Prima Official Game Guide
Paperback      ISBN: 0307890481

*Dominate all online multiplayer maps with strategies from the pros
*Teamwork tactics to make your squad an effective combat unit
*Labeled multiplayer maps with waypoint, vehicle and fixed turret locations
*Choose the right tools for every job with breakdowns of all classes and weapons
*Step-by-step walkthrough to assist you and your fellow Marines survive missions in the USA, Middle East, and Europe.

Marx at the Arcade: Consoles, Controllers, and Class Struggle
Marx at the Arcade
Consoles, Controllers, and Class Struggle
Paperback      ISBN: 1608468666

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.

Final Fantasy Ultimania Archive Volume 1
Final Fantasy Ultimania Archive Volume 1
Hardcover      ISBN: 1506706444
An astonishing journey through the creation of the seminal role playing epic, officially available in English for the first time ever This holy grail of Final Fantasy fandom is packed full of original concept art, process pieces, and notes from the original artists and designers chronicling the creation of these timeless games.

Dark Horse and Square Enix are thrilled to offer the first of three volumes celebrating the entrancing lore and exciting development of the initial six entries into the Final Fantasy saga. Totaling over three-hundred pages and collected in a high-quality hard-cover binding, Final Fantasy Ultimania Archive Volume 1 remains faithful to its original Japanese source material while simultaneously offering unparalleled accessibility for Western readers. No Final Fantasy collection is complete without this beautiful tome of art, lore, and history.
Console Wars: Sega, Nintendo, and the Battle That Defined a Generation
Console Wars
Sega, Nintendo, and the Battle That Defined a Generation
Paperback      ISBN: 0062276700

A BEST BOOK OF THE YEAR: NPR, Slate, Publishers Weekly, Goodreads

Following the success of The Accidental Billionaires and Moneyball comes Console Wars--a mesmerizing, behind-the-scenes business thriller that chronicles how Sega, a small, scrappy gaming company led by an unlikely visionary and a team of rebels, took on the juggernaut Nintendo and revolutionized the video game industry.

In 1990, Nintendo had a virtual monopoly on the video game industry. Sega, on the other hand, was just a faltering arcade company with big aspirations and even bigger personalities. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about videogames and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo.

The battle was vicious, relentless, and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the US against Japan.

Based on over two hundred interviews with former Sega and Nintendo employees, Console Wars is the underdog tale of how Kalinske miraculously turned an industry punchline into a market leader. It's the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, birth a $60 billion dollar industry.

--Booklist
Sunset Overdrive
Sunset Overdrive
Paperback      ISBN: 0744015979

Thoroughly enjoy your apocalypse and save Sunset City in style with the BradyGames "Sunset Overdrive Official Strategy Guide."

Complete walkthrough leads you step-by-step through the entire game.

Traverse the city with speed and style using our detailed maps.

Obliterate mutants and enemies with our coverage of the game s massive and unconventional arsenal.

Keep the momentum and grab every collectible

Master the Amps special abilities and customize your character using a vast number of possible combinations.

Increase the Chaos and earn the best rewards with tips for the multiplayer Chaos Squad.

About "Sunset Overdrive: " The year is 2027. A toxic energy drink, OverCharge Delirium XT, has turned most of the Sunset City population into mutants. Players must bounce, jump, vault, grind, and shoot their way through the city. The game s open-world becomes the player s playground, as they battle enemies with a massive and unconventional arsenal. This irreverent and stylish game seamlessly transitions between single and multiplayer, and delivers a truly unique adventure."

Sidemen: The Book
Sidemen
The Book
Hardcover      ISBN: 1473648165

Billions of you have watched their videos and millions of you have followed them on social media.

So here we go; it's time to back up because YouTube superstars, The Sidemen, are finally here in book form and they're dishing the dirt on each other as well as the YouTube universe.

There's nowhere to hide as KSI, Miniminter, Behzinga, Zerkaa, Vikkstar123, Wroetoshaw and Tobjizzle go in hard on their living habits, their football ability, and their dodgy clobber, while also talking Fifa, Vegas and superheroes. They'll also give you their grand house tour, letting you in on a few secrets, before showing you their hall of fame, as well as revealing some of their greatest shames.

Along the way you'll learn how seven of the world's biggest YouTube stars started off with nothing more than a computer console, a PC and a bad haircut before joining forces to crush the internet. And they'll tell you just how they did it (because they're nice like that) with their ultimate guide to YouTube while also sharing their memories of recording their favourite videos as well as a typical day in the life of The Sidemen.

You'll feel like you're with them every step of the way, smelling the 'sweet' aroma of the boys' favourite dishes in the kitchen, stamping your passport as you follow them on their trips around the world and kicking every ball as the boys gear up for the biggest football match of their lives.

It's going to get personal. It's going to get intense, and JJ is going to have lots of tantrums, so take a moment to prepare yourself, because this is The Sidemen book you've been waiting for

Engineering Play: A Cultural History of Children's Software
Engineering Play
A Cultural History of Children's Software
Hardcover      ISBN: 0262013355

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.

The Art of Titanfall
The Art of Titanfall
Hardcover      ISBN: 178329194x

Titanfall has already accumulated a plethora of prestigious gaming awards and gained worldwide media attention ahead of its release. The Art of Titanfall offers fans of this ground-breaking game an exclusive insight into its visual development through all stages of production. The Art of Titanfall offers an intricately detailed look at the concept and development art behind arguably the most eagerly anticipated game of 2014, Titanfall. The Art of Titanfall will be released ahead of the launch date for the game, offering fans a sneak-peak at what they can expect. Titanfall won over 60 awards at E3 2013, including Best Original Game, Best Console Game, Best PC Game, Best Action Game, Best Online Multiplayer, and the coveted Best of Show. Titanfall has won several critics choice awards from reputable gaming websites such as IGN, Game Informer, and Destructoid. Titanfall will be a launch game released on the next-gen console Xbox One and will have a huge marketing campaign behind it from both the game developers and Microsoft.

Gamelife
Gamelife
Hardcover      ISBN: 0865478287

You have been awakened.

Floppy disk inserted, computer turned on, a whirring, and then this sentence, followed by a blinking cursor. So begins Suspended, the first computer game to obsess seven-year-old Michael, to worm into his head and change his sense of reality. Thirty years later he will write: "Computer games have taught me the things you can't learn from people."

Gamelife is the memoir of a childhood transformed by technology. Afternoons spent gazing at pixelated maps and mazes train Michael's eyes for the uncanny side of 1980s suburban Illinois. A game about pirates yields clues to the drama of cafeteria politics and locker-room hazing. And in the year of his parents' divorce, a spaceflight simulator opens a hole in reality.

In telling the story of his youth through seven computer games, Michael W. Clune captures the part of childhood we live alone.

A History of Videogames: In 14 Consoles, 5 Computers, 2 Arcade Cabinets ...and an Ocarina of Time
A History of Videogames
In 14 Consoles, 5 Computers, 2 Arcade Cabinets ...and an Ocarina of Time
Hardcover      ISBN: 1787390640

The fascinating story of the creation and development of videogames encompasses hardware, software, concept, equipment, and more. Now the curators of the award-winning National Videogame Arcade go on a journey through joysticks and microchips, Game Boys and guitars, exploring how videogames are made, played, and loved. This entertaining history ranges from The Age of Empires III Collectors' Edition and Barcode Battler to Packman, Nintendo, Tamagotchi, and Virtual Reality Headsets.