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This volume collects issues #1 through #4 of the Dark Horse comic-book series Call of Duty: Zombies 2.
In the new Cold War of the 2060s, an elite group of soldiers stages covert assassinations deep in hostile territory. Jacob Hendricks leads his team across a war-torn world transformed by technology. The Call of Duty®: Black Ops III collection serves as a prequel to the successful video game. Collects issues #1–#6. “It is a great piece of fiction about a really awesome section of the military. If you’re obsessed with CoD, you’ll love it. So for all of you who are just like me, this is definitely a must-read.”—ComicWow!
Join Stuhlinger, Misty, Russman, and Marlton as they fight for survival against the undead horde. The Tranzit crew, last seen in the "Buried" map, are trapped on a deeply unstable and fractured future Earth. The Call of Duty®: Zombies miniseries delves into these characters' backstories, providing a crucial piece of the Zombies puzzle. See what happens between the maps as the Tranzit crew fights to escape Maxis' apocalyptic wasteland. Writer Justin Jordan (The Strange Talent of Luther Strode) joins Jason Blundell and Craig Houston to expand the Zombies story, and artist Jonathan Wayshak (Devolution), with Dan Jackson, brings the world to life in a new medium! This volume collects issues #1-#6 of the Dark Horse Comics series. A must-read for fans of Call of Duty®: Zombies The Call of Duty ®: Zombies comics show crucial never-before-seen moments in the Zombies timeline! Nonstop action and a compelling mystery mean even non-gamers can enjoy the comics. Covers by superstar artist Simon Bisley!
When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.
A man must survive the zombie apocalypse armed with only a shotgun, a Samurai bat, and the will to live among the unliving in this horror series debut. It's been two years since civilization ended in an unstoppable wave of chaos and blood. Now, former house painter Augustus "Gus" Berry lives a day-to-day existence of waking up, getting drunk, and preparing for the inevitable moment when "they" will come up the side of his mountain and penetrate his fortress. Living on the outskirts of Annapolis, Gus goes scavenging for whatever supplies remain in the undead suburbia below. Every time he descends the mountain could be his last. But when Gus encounters another survivor, he soon realizes the zombie horde may not be the greatest threat he faces . . . Combining heart-pounding action in a frozen dystopia with complex characters and dark humor, Mountain Man kicks off Keith C. Blackmore's thrilling survival series-perfect for fans of HBO's The Last of Us.
Millions are dying every minute. Heroes and villains alike are falling. Can the Justice League unite to find a way to stop the spread of death? Can they save humanity from extinction? Can they even save themselves? The key to survival may hinge on the last moments of one of the WorldÕs Finest HeroesÉ
A finalist for the 2020 Thurber Prize for American Humor! "The Secret Life of Pets meets The Walking Dead" in this big-hearted, boundlessly beautiful romp through the Apocalypse, where a foul-mouthed crow is humanity's only chance to survive Seattle's zombie problem (Karen Joy Fowler, PEN/Faulkner Award-winning author). S.T., a domesticated crow, is a bird of simple pleasures: hanging out with his owner Big Jim, trading insults with Seattle's wild crows (i.e. "those idiots"), and enjoying the finest food humankind has to offer: Cheetos ®. But when Big Jim's eyeball falls out of his head, S.T. starts to think something's not quite right. His tried-and-true remedies—from beak-delivered beer to the slobbering affection of Big Jim's loyal but dim-witted dog, Dennis—fail to cure Big Jim's debilitating malady. S.T. is left with no choice but to abandon his old life and venture out into a wild and frightening new world with his trusty steed Dennis, where he suddenly discovers that the neighbors are devouring one other. Local wildlife is abuzz with rumors of Seattle's dangerous new predators. Humanity's extinction has seemingly arrived, and the only one determined to save it is a cowardly crow whose only knowledge of the world comes from TV. What could possibly go wrong? Includes a Reading Group Guide.
Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences. This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?
Brings together new research that lays out the current state of contagion studies, from the perspective of media studies, monster studies, and the medical humanities. Offers fresh perspectives on contagion studies from disciplines such as the social sciences and the medical humanities, introducing new methods of collaboration and avenues of research, and demonstrating how these disciplines have already been working in parallel for several decades. Covers a wide variety of international media and contexts, including literature, film, television, public policy, and social networks. Includes key, recent case studies (including public health documents and the popular Netflix series Santa Clarita Diet) that have not yet been analysed anywhere else in the field. Bucks the current trend of going back to plague literature and historical plagues in the search for meaning to address current and late-20th century epidemics, diseases, and monsters.