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When a boy named Ico grows long curved horns overnight, his fate has been sealed—he is to be sacrificed in the Castle in the Mist. But in the castle, Ico meets a young girl named Yorda imprisoned in its halls. Alone they will die, but together Ico and Yorda might just be able to defy their destinies and escape the magic of the castle. Based on the video game filmmaker Guillermo del Toro (Hellboy, Pan's Labyrinth) called a “masterpiece,” Japan's leading fantasist Miyuki Miyabe has crafted a tale of magic, loss, and love that will never be forgotten. -- VIZ Media
When her brother Hiroki disappears after a violent altercation with school bullies, Yuriko finds a magical book in his room. The book leads her to another world where she learns that Hiroki has been possessed by the evil King in Yellow, and that only she can save him...and solve the riddle of why the King is also called "Hero." -- VIZ Media
Go behind the scenes of the creation of the Fumito Ueda trilogy ! Fumito Ueda has worked on 3 games: ICO, Shadow of the Colossus and The Last Guardian. Each of them was able to express the depth of their author's reflection, his love of purity and showed a real poetry. Are video games art ? This study of the Futimo Ueda's work focuses on the question of the artistic essence of video games. EXTRACT When the game ICO was released in 2001, it had several decades’ worth of video games behind it. The game itself was significantly influenced by video games that had touched its creator, Fumito Ueda: Another World by Éric Chahi and Prince of Persia by Jordan Mechner. Yet, when a player takes the ethereal Yorda’s hand, when they feel this physical contact through the vibrations in the controller, something happens. Something new and profound. Something that can only exist through a video game. A simple idea, attached to the R1 button, and digital interaction opens a new door. Of course, this insignificant-seeming gesture is but a small representation of what can really happen. Its strength lies elsewhere; it draws from everything that makes up ICO: its art direction (everything in chiaroscuro), its vanishing lines, its simple and clear game mechanics, its lack of visual interface, its quest for physical realism, its minimalist narration, its extraordinary sensibilities. It is an opening to an evocative otherworld that lets our imagination soar. Contemplative, slow and nearly speechless, ICO offers an uncommon, poetic adventure, rejecting traditional video game standards while still drawing from them. Many remained indifferent to it. Just as many were touched as rarely before. ABOUT THE AUTHOR Passionate about films and video games, Damien Mecheri joined the writing team of Gameplay RPG magazine in 2004 and wrote several articles for the second special edition on the Final Fantasy saga. With this same team, Damien continued his work in 2006 for another publication known as Background, before continuing the adventure online in 2008, with Gameweb.fr. Since 2011, he has written and co-written numerous works for Third Éditions, including The Legend of Final Fantasy X, Dark Souls: Beyond the Grave and Welcome to Silent Hill: Journey to the Center of Hell and actively participates in the “Level Up” and “Video Game Almanac” collections from the same publisher.
From multi-award-winning Neil Gaiman comes a spectacularly silly, mind-bendingly clever, brilliantly bonkers adventure with lip-smackingly gorgeous illustrations by Chris Riddell
This prize-winning book is both an illustrated tour of a Tokyo rarely seen in Japan travel guides and an artist's warm, funny, visually rich, and always entertaining graphic memoir. Florent Chavouet, a young graphic artist, spent six months exploring Tokyo while his girlfriend interned at a company there. Each day he would set forth with a pouch full of color pencils and a sketchpad, and visit different neighborhoods. This stunning book records the city that he got to know during his adventures. It isn't the Tokyo of packaged tours and glossy guidebooks, but a grittier, vibrant place, full of ordinary people going about their daily lives and the scenes and activities that unfold on the streets of a bustling metropolis. Here you find businessmen and women, hipsters, students, grandmothers, shopkeepers, policemen, and other urban types and tribes in all manner of dress and hairstyles. A temple nestles among skyscrapers; the corner grocery anchors a diverse assortment of dwellings, cafes, and shops--often tangled in electric lines. The artist mixes styles and tags his pictures with wry comments and observations. Realistically rendered advertisements or posters of pop stars contrast with cartoon sketches of iconic objects or droll vignettes, like a housewife walking her pet pig, a Godzilla statue in a local park, and an urban fishing pond that charges 400 yen per half hour. This very personal guide to Tokyo is organized by neighborhood with hand-drawn maps that provide an overview of each neighborhood, but what really defines them is what caught the artist's eye and attracted his formidable drawing talent. Florent Chavouet begins his introduction by observing that, "Tokyo is said to be the most beautiful of ugly cities." With wit, a playful sense of humor, and the multicolor pencils of his kit, he sets aside the question of urban ugliness or beauty and captures the Japanese essence of a great city in this truly vital portrait.
Wataru Mitani has to grow up fast, and not just in this world but in a magical land called Vision. Young Wataru flees his messed-up life to navigate the magical world of Vision, a land filled with creatures both fierce and friendly. His ultimate destination is the Tower of Destiny where a goddess of fate awaits. Only when he has finished his journey and collected five elusive gemstones will he possess the Demon's Bane--the key that will grant him his most heartfelt wish...the wish to bring his family back together again! Young Wataru flees his messed-up life to navigate the magical world of Vision, a land filled with creatures both fierce and friendly. His ultimate destination is the Tower of Destiny where a goddess of fate awaits. Only when he has finished his journey and collected five elusive gemstones will he possess the Demon's Bane--the key that will grant him his most heartfelt wish...the wish to bring his family back together again!
Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
From Pod 153, to fans of NieR Automata [ref &NieR: Automata: a Short Story Long] Question: What is a novel? Affirmative: It is hypothesized that this book is “interesting.” Hypothesis: “Interest” is an internal incentive that allows humans to practice tolerance. Recommendation: To purchase both existing novel forms. From Pod 153 to 042: Affirmative. We have also concluded executing additional advertisement duties. -- VIZ Media
"In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a video game. It was the best thing that ever happened to me.” So begins this story of personal redemption through the unlikely medium of electronic games. Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist. Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives. Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences. “We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.” —Chris Baker, Wired “This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.” —Raph Koster, game designer and author of A Theory of Fun for Game Design “Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’” —Joshua Davis, author of The Underdog “This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.” —John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Invention digitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.
"The prequel to the award-winning and bestselling video game franchise"--Cover.