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Playfully mashing up the romantic elegance of the Victorian era with whimsically modernized technology, the wildly popular steampunk genre is here to stay. Now...long live the revolution! Steampunk Revolution features a renegade collective of writers and artists, including steampunk legends and hot, new talents rebooting the steam-driven past and powering it into the future. Lev Grossman’s “Sir Ranulph Wykeham-Rackham, GBE, a.k.a. Roboticus the All-Knowing” is the Six-Million-Dollar Steampunk Man, possessing appendages and workings recycled from metal parts, yet also fully human, resilient, and determined. Bruce Sterling’s “White Fungus” introduces steampunk’s younger cousin, salvage-punk, speculating on how cities will be built in the future using preexisting materials. Cat Valente’s “Mother Is a Machine” explores the merging of man and machine and a whole new form of parenting. In Jeff VanderMeer’s anti-steampunk story “Fixing Hanover,” a creator must turn his back on his creation because it is so utterly destructive. And Cherie Priest presents “The Clockroach,” a new and very unsettling mode of transportation. Going far beyond corsets and goggles, Steampunk Revolution is not just your granddad’s zeppelin—it’s an even wilder ride.
Stories for Chip brings together outstanding authors inspired by a brilliant writer and critic, Science Fiction Writers of America Grandmaster Samuel R. "Chip" Delany. Award-winning SF luminaries such as Michael Swanwick, Nalo Hopkinson, and Eileen Gunn contribute original fiction and creative nonfiction. From surrealistic visions of bucolic road trips to erotic transgressions to mind-expanding analyses of Delany's influence on the genre—as an out gay man, an African American, and possessor of a startlingly acute intellect—this book conveys the scope of the subject's sometimes troubling, always rewarding genius. Editors Nisi Shawl and Bill Campbell have given Delany and the world at large, a gorgeous, haunting, illuminating, and deeply satisfying gift of a book.
A comprehensive bibliography of books and short fiction published in the English language.
Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.
In 1954, the comic book industry instituted the Comics Code, a set of self-regulatory guidelines imposed to placate public concern over gory and horrific comic book content, effectively banning genuine horror comics. Because the Code applied only to color comics, many artists and writers turned to black and white to circumvent the Code's narrow confines. With the 1964 Creepy #1 from Warren Publishing, black-and-white horror comics experienced a revival continuing into the early 21st century, an important step in the maturation of the horror genre within the comics field as a whole. This generously illustrated work offers a comprehensive history and retrospective of the black-and-white horror comics that flourished on the newsstands from 1964 to 2004. With a catalog of original magazines, complete credits and insightful analysis, it highlights an important but overlooked period in the history of comics.
Arranged in sixteen musical categories, provides entries for twenty thousand releases from four thousand artists, and includes a history of each musical genre.