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The mummy of a beautiful young girl from Shang Dynasty China is found in an ornate and astonishingly large underground tomb. Preliminary research shows that her cells contain reptilian DNA, and a Japanese research lab is asked to investigate further... Working under the stern Dr. Li, molecular biologist Morishita Anri begins to probe the mysteries locked in the mummy's genetic code, while experiencing strange hallucinations of a different time and place. As Dr. Li hints at prehuman intelligences and huge caverns under the earth, Anri begins to wonder why uniformed soldiers of the PRC Liberation Army are present in the research center in Tokyo. Hallucinations and reality begin to fuse as innocents begin to die in both realities... A classic work of modern horror from the fevered brain of Asamatsu Ken, recognized as a master of weird fiction and horror in Japan. Stunning cover art by Kojima Ayami.
Carmilla is a gothic novella by Joseph Sheridan Le Fanu, first published in 1872. It is often considered a seminal work in the vampire literature genre, predating Bram Stoker's Dracula by 25 years. The story revolves around a young woman named Laura and her encounter with a female vampire named Carmilla. The novella is narrated from Laura's perspective, who recounts her strange and eerie experiences with Carmilla. The two young women form a close bond, but Laura begins to experience disturbing dreams and declining health. It is eventually revealed that Carmilla is a vampire, and she is destroyed by a group of vampire hunters. Carmilla is notable for its exploration of lesbian themes, which were considered taboo at the time of its publication. The relationship between Laura and Carmilla is portrayed as intimate and sensual, although it is also fraught with danger and fear. The novella can be interpreted as a commentary on the societal attitudes towards same-sex desire in the Victorian era. The novella is also significant for its contribution to the vampire literature genre. Carmilla is depicted as a seductive and predatory figure, a trope that would become common in later vampire fiction. The novella also introduces the idea of a vampire hunter, a character type that would become a staple of the genre. Carmilla has been adapted into various forms of media, including film, television, and stage productions. It has also inspired a number of derivative works, including the web series Carmilla (2014-2016) and the novel The Gilda Stories (1991) by Jewelle Gomez. In terms of critical reception, Carmilla has been praised for its atmospheric writing and its exploration of taboo themes. However, it has also been criticized for its slow pacing and its lack of character development. Overall, Carmilla is a significant work in the gothic and vampire literature genres, and it continues to be studied and analyzed by scholars and fans alike.
In fewer than fifty years videogames have become one of the most popular forms of entertainment, but which are the best games, the ones you must play? This action packed book presents the best videogames from around the world - from 80's classic Donkey Kong to Doom, Frogger and Final Fantasy. Covering everything from old favourites to those breaking new ground, these are the games that should not be missed. Video game expert Tony Mott presents 1001 of the best video games from around the world and on all formats, from primitive pioneering consoles like Atari's VCS to modern-day home entertainment platforms such as Sony's PlayStation 3. 1001 VIDEO GAMES defines arcade experiences that first turned video gaming into a worldwide phenomenon such as Space Invaders, Asteroids, and Pac-Man - games that made the likes of Atari, Sinclair and Commadore household names. It also includes the games that have taken the console era by storm from Nintendo Wii to Sony Playstation and beyond - games of the modern era that have become cultural reference points in their own right including multi-million selling series such as Halo, Grand Theft Auto and Resident Evil. For aficionados this is a keepsake - charting the highlights of the past fifty years giving them key information for games they must play. For those just discovering the appeal of gaming this extensive volume will provide everything they need to ensure they don't miss out on the games that revolutionized this overwhelmingly popular medium.
Reproduction of the original: Ozma of Oz by Frank L. Baum
For more than twenty years, the artists behind Diablo have conjured new visions of the heavens and the hells, built nightmarish corridors filled with monsters and demons, and unleashed swarms of malevolent creatures upon tens of millions of players worldwide. Featuring never before seen content, The Art of Diablo plunges into the concept, design, and environmental art that has defined the world of Sanctuary and the Eternal Conflict at the core of Blizzard Entertainment's action-packed dungeon-crawling game.
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