Download Free Syndicate Wars Book in PDF and EPUB Free Download. You can read online Syndicate Wars and write the review.

The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.
Until now, scholars have portrayed America's antiwar literature as an outgrowth of World War I, manifested in the works of writers such as Ernest Hemingway and John Dos Passos. But in War No More, Cynthia Wachtell corrects the record by tracing the steady and inexorable rise of antiwar writing in American literature from the Civil War to the eve of World War I. Beginning with an examination of three very different renderings of the chaotic Battle of Chickamauga -- a diary entry by a northern infantry officer, a poem romanticizing war authored by a young southerner a few months later, and a gruesome story penned by the veteran Ambrose Bierce -- Wachtell traces the gradual shift in the late nineteenth century away from highly idealized depictions of the Civil War. Even as the war was under way, she shows, certain writers -- including Herman Melville, Walt Whitman, John William De Forest, and Nathaniel Hawthorne -- quietly questioned the meaning and morality of the conflict. As Wachtell demonstrates, antiwar writing made steady gains in public acceptance and popularity in the final years of the nineteenth century and the opening years of the twentieth, especially during the Spanish-American War and the war in the Philippines. While much of the era's war writing continued the long tradition of glorifying battle, works by Bierce, Stephen Crane, Mark Twain, William Dean Howells, William James, and others increasingly presented war as immoral and the modernization and mechanization of combat as something to be deeply feared. Wachtell also explores, through the works of Theodore Roosevelt and others, the resistance that the antiwar impulse met. Drawing upon a wide range of published and unpublished sources, including letters, diaries, essays, poems, short stories, novels, memoirs, speeches, magazine and newspaper articles, and religious tracts, Wachtell makes strikingly clear that pacifism had never been more popular than in the years preceding World War I. War No More concludes by charting the development of antiwar literature from World War I to the present, thus offering the first comprehensive overview of one hundred and fifty years of American antiwar writing.
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 analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction. Delve into a Collection of Science Fiction Games The beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).
PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.
"Traces the history of the Walnut Street Theatre in Philadelphia from its founding in 1809. Documents the productions and players at the theater, and the difficulties it has faced from economic crises, changing tastes, and competition from new media"--Provided by publisher.
The World is recovering from the First Great War and trying to avert the second one. The Great Depression is still setting economic terms around the world and it will be the catalyst to set the world ablaze again. The year is 1931 New York City - the greatest city in the world. It will become the epicenter to a struggle that could plunge the world into darkness and anarchy forever, if evil was to prevail. When humanity needed it the least, out of the pages of history appears its greatest enemy with evil intentions. This, evil incarnate controls the minds of all those he deems necessary to carry out his will. He has manipulated history to tip the scales of human development his way. He will either rule humanity or completely destroy it. Humanities arch-nemesis is now in New York City, to ensure that the only person that can stop him is dead along with his small band of unknown heroes. This struggle will take you through histories most exciting and powerful moments, in order to stop the Devil, the Vatican and Hitler. Aldric, an incredibly intelligent being and Victoria his centuries old protector must risk it all to save humanity from complete annihilation - from the Devil and from a universal tribunal. In so doing they will rely on some extraordinary humans, as well as some infamous ones Nikola Tesla and Big Pauly Castellano. Several bombs are set to go off around the city. Time is running out for; the world, New York City and our heroes. Clock is ticking and Time Is Of the ESSENCE. Aldo Paredes was born in Havana, Cuba and immigrated to the United States in 1967 along with his parents and sister but leaving behind his older brother - who the communistic government of Cuba declared ineligible due to his age - 14 1/2 years old. Aldo Paredes has acquired more than 20 years of diversified design and construction management experience, with a successful record of achievements in a wide range of projects, including; land development, hospitals, airports, schools, restaurants and residential developments. In the last 5 to 10 years, he has acquired an expertise in Green design with wide ranging applications. A future personal project, which he is currently researching and designing is; to create a proto-typical green house that incorporates a minimum of 90% green design features; from the exterior shell, countertops, fi nishes, power generation, greywater recycling, black water composting, rainwater harvesting and a fully landscaped yard with edible and drought resistant plants.
This timely book investigates fiction that speculates about wars likely to break out in the near or distant future. Ranging widely across periods and conflicts real and imagined, Future Wars explores the interplay between politics, literature, science fiction, and war in a range of classic texts. Individual essays look at Reagan's infamous “Star Wars” project, nuclear fiction, Martian invasion, and the Pax Americana. The use of future war scenarios in military planning dates back to the nineteenth century, and Future Wars concludes with a US Army officer's assessment of the continuing usefulness of future wars fiction.
This book aims to describe and demystify what makes criminal gangs so culturally powerful. It examines their codes of conduct, initiation rites, secret communications methods, origin myths, symbols, and the like that imbue the gangsters with the pride and nonchalance that goes hand in hand with their criminal activities. Mobsters are everywhere in the movies, on television, and on websites. Contemporary societies are clearly fascinated by them. Why is this so? What feature and constituents of organized criminal gangs make them so emotionally powerful—to themselves and others? These are the questions that have guided the writing of this textbook, which is intended as an introduction to organized crime from the angle of cultural analysis. Key topics include: • An historic overview of organized crime, including the social, economic, and cultural conditions that favour its development; • A review of the type of people who make up organized gangs and the activities in which they engage; • The symbols, rituals, codes and languages that characterize criminal institutions; • The relationship between organized crime and cybercrime; • The role of women in organized crime; • Drugs and narco-terrorism; • Media portrayals of organized crime. Organized Crime includes case studies and offers an accessible, interdisciplinary approach to the subject of organized crime. It is essential reading for students engaged with organized crime across criminology, sociology, anthropology and psychology.
Video games permeate our everyday existence. They immerse players in fascinating gameworlds and exciting experiences, often inviting them in various ways to reflect on the enacted events. Gerald Farca explores the genre of dystopian video games and the player's aesthetic response to their nightmarish gameworlds. Players, he argues, will gradually come to see similarities between the virtual dystopia and their own ›offline‹ environment, thus learning to stay wary of social and political developments. In his analysis, Farca draws from a variety of research fields, such as literary theory and game studies, combining them into a coherent theory of aesthetic response to dystopian games.
In a time of post-Singularity and FTL travel, the Helix War has raged across galaxies. Ex-soldier Keenan now works as a private investigator on a planet at the peaceful fringes of the Quad-Gal. Following the brutal death of his family he’s run up hefty debts, gained a bad reputation and become a heavy drinker. When a prince from the Jervai Province offers him a case on a dangerous colony world in exchange for clues that may lead him to his family’s murderer, he accepts the job without hesitation. However, to have any chance of success he must gather together his old military unit, a group who swore they’d never work together again...