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The alternate timelines of Charles Stross' Empire Games trilogy have never been so entangled than in Invisible Sun—the techno-thriller follow up to Dark State—as stakes escalate in a conflict that could spell extermination for humanity across all known timelines. An inter-timeline coup d'état gone awry. A renegade British monarch on the run through the streets of Berlin. And robotic alien invaders from a distant timeline flood through a wormhole, wreaking havoc in the USA. Can disgraced worldwalker Rita and her intertemporal extraordaire agent of a mother neutralize the livewire contention before it's too late? At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Dark State is the second book in a thrilling series - set in the same world as Charles Stross' Merchant Princes series. This book follows Empire Games. The time for peace is ending . . . In the near future, one America is experiencing its first technological revolution – whilst in a parallel world, the United States is a hi-tech police state. But both timelines are poised for conflict. Miriam Burgeson’s America is heading for civil war. However, a high profile defection might avert this crisis, if only Miriam and her agents can arrange it in time. And Rita Douglas, rival US spy, arrives during this turmoil. Rita’s world is rocked when she realizes Miriam is her birth mother, changing her own mission irrevocably. Then her United States discovers yet another parallel earth, and the remains of an advanced society. Something destroyed that civilization, Rita’s people are about to rouse it – and two worlds will face the consequences.
John Perkins’ controversial and bestselling exposé, Confessions of an Economic Hit Man, revealed for the first time the secret world of economic hit men (EHMs). But Perkins’ Confessions contained only a small piece of this sinister puzzle. The full story is far bigger, deeper, and darker than Perkins’ personal account revealed. Here other EHMs, journalists, and investigators join Perkins to tell their own stories, providing the first probing and expansive look into this pervasive web of systematic corruption. With chapters spotlighting how specific countries around the globe have been subverted, A Game As Old As Empire uncovers the inner workings of the institutions behind these economic manipulations. The contributors detail concrete examples of how the “economic hit man game” is still being played: an officer of an offshore bank hiding hundreds of millions of dollars in stolen money, IMF advisers slashing Ghana’s education and health programs, a mercenary defending a European oil company in Nigeria, a consultant rewriting Iraqi oil law, and executives financing warlords to secure supplies of coltan ore in Congo. Together they show how this system of corruption and plunder operates in real life, and reveal the price that the rest of the world must pay as a result. Most important, A Game As Old As Empire connects the dots, showing how the various pieces of this system come together to create the world’s first truly global empire.
Join a battle of mythical proportions. ·Covers all 6 main characters and 12 allies, plus villains and colleagues ·Maps for every area reveal shrines, containers, and key locations ·Advanced training for the Martial, Weapon, Support, Transformation, and Magic fighting styles ·Comprehensive walkthroughs for each chapter, including every quest ·Follow the lofty path of the Open Palm, or tread the dark road of the Closed Fist ·Proven strategies for mastering every mini-game ·Detailed appendices feature complete info for all items and weapons
Over a century before Monopoly invited child players to bankrupt one another with merry ruthlessness, a lively and profitable board game industry thrived in Britain from the 1750s onward, thanks to publishers like John Wallis, John Betts, and William Spooner. As part of the new wave of materials catering to the developing mass market of child consumers, the games steadily acquainted future upper- and middle-class empire builders (even the royal family themselves) with the strategies of imperial rule: cultivating, trading, engaging in conflict, displaying, and competing. In their parlors, these players learned the techniques of successful colonial management by playing games such as Spooner’s A Voyage of Discovery, or Betts’ A Tour of the British Colonies and Foreign Possessions. These games shaped ideologies about nation, race, and imperial duty, challenging the portrait of Britons as "absent-minded imperialists." Considered on a continuum with children’s geography primers and adventure tales, these games offer a new way to historicize the Victorians, Britain, and Empire itself. The archival research conducted here illustrates the changing disciplinary landscape of children’s literature/culture studies, as well as nineteenth-century imperial studies, by situating the games at the intersection of material and literary culture.
How did England go from a position of inferiority to the powerful Spanish empire to achieve global pre-eminence? In this important second book, Alison Games, a colonial American historian, explores the period from 1560 to 1660, when England challenged dominion over the American continents, established new long-distance trade routes in the eastern Mediterranean and the East Indies, and emerged in the 17th century as an empire to reckon with. Games discusses such topics as the men and women who built the colonial enterprise, the political and fiscal factors that made such growth possible, and domestic politics that fueled commercial expansion. Her cast of characters includes soldiers and diplomats, merchants and mariners, ministers and colonists, governors and tourists, revealing the surprising breath of foreign experiences ordinary English people had in this period. This book is also unusual in stretching outside Europe to include Africa, Asia, and the Middle East. A comparative imperial study and expansive world history, this book makes a lasting argument about the formative years of the English empire.
In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
This stand-alone sequel to Card's "New York Times"-bestselling novel "Empire" continues the author's message about the dangers of extreme political polarization and the need to reassert moderation and mutual citizenship ("Booklist").
The life story of Gary Gygax, godfather of all fantasy adventure games, has been told only in bits and pieces. Michael Witwer has written a dynamic, dramatized biography of Gygax from his childhood in Lake Geneva, Wisconsin to his untimely death in 2008. Gygax's magnum opus, Dungeons & Dragons, would explode in popularity throughout the 1970s and '80s and irreversibly alter the world of gaming. D&D is the best-known, best-selling role-playing game of all time, and it boasts an elite class of alumni--Stephen Colbert, Robin Williams, and Junot Diaz all have spoken openly about their experience with the game as teenagers, and some credit it as the workshop where their nascent imaginations were fostered. Gygax's involvement in the industry lasted long after his dramatic and involuntary departure from D&D's parent company, TSR, and his footprint can be seen in the genre he is largely responsible for creating. But as Witwer shows, perhaps the most compelling facet of his life and work was his unwavering commitment to the power of creativity in the face of myriad sources of adversity, whether cultural, economic, or personal. Through his creation of the role-playing genre, Gygax gave two generations of gamers the tools to invent characters and entire worlds in their minds. Told in narrative-driven and dramatic fashion, Witwer has written an engaging chronicle of the life and legacy of this emperor of the imagination.
Our world is in crisis mode, but God is still on the throne in this powerful and prophetic book from New York Times bestselling author and pastor John Hagee. Bible prophecy clearly reveals that immediately prior to the rapture of the Church, four powerful kings will race onto the stage of world history. Pastor Hagee reveals who they are, where they come from, and what they signify. Learn why Hagee believes that we are in the beginning stages of World War III, and how this will eventually take us to the Battle of Armageddon. Pastor Hagee vividly describes the key players that signify the King is coming!