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HOMEWORLD 2: PRIMA'S OFFICIAL STRATEGY GUIDE gives players what they need to unravel the secrets of the Homeworld universe. Get details on each race's technology, capabilities, and tactics. Learn how to build powerful ships for victory in every mission and mode. Achieve success with expert multiplayer strategies. Let PRIMA be your guide to the ultimate space combat experience! GAME STRENGTHS Combining elements of real-time strategy and space combat, HOMEWORLD 2 delivers an all new enemy that is distinctive and menacing. The size and complexity of each ship has increased from HOMEWORLD, allowing for more strategy in each level. HOMEWORLD 2 supports 6 users in multiplayer mode, and new features like subsystems, squadrons, and shlpyards. Instead of focusing on the fate of a single planet, players now have access to the whole galaxy. Sierra Entertainment, Inc., a studio of Vivendi Universal Publishing and part of its Games division, is one of the original developers and largest worldwide publishers of interactive entertainment and productivity software. Sierra is renowned for releasing critically acclaimed and award winning titles that re
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A playful reflection on animals and video games, and what each can teach us about the other Video games conjure new worlds for those who play them, human or otherwise: they’ve been played by cats, orangutans, pigs, and penguins, and they let gamers experience life from the perspective of a pet dog, a predator or a prey animal, or even a pathogen. In Game, author Tom Tyler provides the first sustained consideration of video games and animals and demonstrates how thinking about animals and games together can prompt fresh thinking about both. Game comprises thirteen short essays, each of which examines a particular video game, franchise, aspect of gameplay, or production in which animals are featured, allowing us to reflect on conventional understandings of humans, animals, and the relationships between them. Tyler contemplates the significance of animals who insert themselves into video games, as protagonists, opponents, and brute resources, but also as ciphers, subjects, and subversive guides to new ways of thinking. These animals encourage us to reconsider how we understand games, contesting established ideas about winning and losing, difficulty settings, accessibility, playing badly, virtuality, vitality and vulnerability, and much more. Written in a playful style, Game draws from a dizzying array of sources, from children’s television, sitcoms, and regional newspapers to medieval fables, Shakespearean tragedy, and Edwardian comedy; from primatology, entomology, and hunting and fishing manuals to theological tracts and philosophical treatises. By examining video games through the lens of animals and animality, Tyler leads us to a greater humility regarding the nature and status of the human creature, and a greater sensitivity in dealings with other animals.
Long before moving to Canada from India, a young Gursharn Zal was writing poetry in Punjabi, Urdu and Farsi, and garnering much interest as a poet to watch. However, as Zal is quick to point out, all poetry springs from the same source regardless of the language in which it is ultimately expressed. This is Zal's fifth collection in English. He currently resides in southwestern Ontario, where he finds daily inspiration and solace in nature and in the beauty of the surrounding countryside.
Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical a
After leaving Earth’s orbit behind, the spaceship Velocity and its crew hurtle through the galaxy toward their alien ancestor’s homeworld, Dwynna Major. Trouble arises when Chief Engineer Claire Gordon’s neural interface device malfunctions, and she secretly struggles to retain the knowledge desperately needed to keep the Velocity running. Adding to her fear of failing, Claire’s falling in love with the only crew member who’s untouchable—Captain Holly Crowe. Holly’s only priority is to keep the crew safe as they face the unknowns of interstellar space. Maintaining the strict rules and regulations of her captaincy is the only way she can lead, even if it distances her from the rest of the crew. When Claire’s failing interface puts them all in danger, however, Holly’s rigid approach to command is called into question. Will Holly and Claire continue their mission to Dwynna Major even if it puts their lives and their hearts at risk?
After a destructive war, the survivors of Homeworld were relocated to a galactic Siberia. Your goal is to build and manage a traveling society and protect it from peril during its journey back to Homeworld. This strategy guide includes combat tips, strategies, and tips on navigation and fleet building.
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela
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