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Featuring interviews with the creators of 37 popular video games--including SOCOM, Shadow of the Colossus, Tekken Tag Tournament and Sly Cooper--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of the original PlayStation 2 era. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.
A game guide to "Tekken Tag Tournament 2," covering tournaments, level strategies, characters, and frame data.
After disappearing following his skirmish with the demon Azazel, Jin Kazama has recently resurfaced, recruiting several of the world’s greatest fighters to help him retrieve a rare artefact from within the Zaibatsu archives. Still struggling to control the Devil Gene which rages inside of him, Jin hopes to secure the artefact before it can fall into the hands of his diabolical grandfather Heihachi. But with his father, Kazuya, and the dastardly G Corporation threatening to undermine his efforts, it’s going to take more than a few well-placed punches to ensure his plan succeeds.
Twenty-five years ago, Namco released Tekken and redefined the fighting game genre in three dimensions. Known for its deep gameplay, cutting edge graphics, and operatic lore, Tekken has become synonymous with the PlayStation brand while remaining one of the last vestiges of the arcade. The Art of Tekken: A Complete Visual History follows the series history through a visual feast of iconic games and characters, as well as in-depth interviews with the Bandai Namco developers who made it a reality and the players who made it a phenomenon on its way to becoming one of the best-selling fighting game series in history. It's a complete visual retrospective of one of the most indispensable parts of gaming history, over a quarter century in the making, including art from all seven games of the franchise and more.
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.
Brooker on the BNP Party Political Broadcast: 'Nick Griffin's first line is "Don't turn it off!", which in terms of opening gambits is about as enticing as hearing someone shout "Try not to be sick!" immediately prior to intercourse.' Brooker on Philip from The Apprentice: 'If it were legal or even possible to do so, he'd probably marry himself, then conduct a long-term affair with himself behind himself's back, eventually fathering nine children with himself, all of whom would walk and talk like him. And then he'd lock those mini-hims in a secret underground dungeon to have his sick way with his selves, undetected, for decades.' Brooker on Royal Ascot: 'Every year it's the same thing: a 200-year-old countess you've never heard of, who closely resembles a Cruella De Vil mannequin assembled entirely from heavily wrinkled scrotal tissue that's been soaked in tea for the past eight decades, attempts to draw attention away from her sagging neck - a droopy curtain of skin that hangs so low she has to repeatedly kick it out of her path as she crosses the royal compound - by balancing the millinery equivalent of Bilbao's Guggenheim museum on her head.'
From the concert stage to the dressing room, from the recording studio to the digital realm, SPIN surveys the modern musical landscape and the culture around it with authoritative reporting, provocative interviews, and a discerning critical ear. With dynamic photography, bold graphic design, and informed irreverence, the pages of SPIN pulsate with the energy of today's most innovative sounds. Whether covering what's new or what's next, SPIN is your monthly VIP pass to all that rocks.
Anglo-American culture is marked by a gladiatorial impulse: a deep cultural fascination in watching men fight each other. The gladiator is an archetypal character embodying this impulse and his brand of violent and eroticised masculinity has become a cultural shorthand that signals a transhistorical version of heroic masculinity. Frequently the gladiator or celebrity fighter - from the amphitheatres of Rome to the octagon of the Ultimate Fighting Championships - is used as a way of insisting that a desire to fight, and to watch men fighting, is simply a part of our human nature. This book traces a cultural interest in stories about gladiators through twentieth and twenty-first-century film, television and videogames.
GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.
This is the first book that comprehensively describes the history of the game software industry in Japan. A major objective here is to identify the key determinants of the emergence of the business, the maturing of the market, and the changes brought about by innovations, based on the history of the Japanese industry. To date, similar books have focused only on particular topics of the game software industry, such as the success of Nintendo and Sony and the uniqueness of the Japanese industry. There are no books that interpret the development process of this industry from the point of view of innovation. To fully understand the business and derive insightful lessons from it, however, requires a careful and thorough examination of its development process. Currently, many companies aim to improve efficiency by using information and communications technology (ICT), but it is difficult to maintain a balance between the pursuit of efficiency and the encouragement of creativity. In the case of Japan’s game software industry, firms have pursued higher efficiency in product development to build competitive advantage, resulting in a low rate of radical innovation and causing the slow growth of the industry. In certain situations, the development activities that target the creation of new products may, in themselves, hinder the creation of truly new products. This book conceptualizes this phenomenon as a “development productivity dilemma” and clarifies the mechanisms behind it. The dilemma, like the productivity dilemma in the manufacturing industry, evokes a certain innovation pattern and prevents potential growth. Understanding the lessons from the game software business presented in this book, managers, researchers, and policymakers can gain insight into the mechanisms leading to industrial maturity and clues to avoid the development productivity dilemma.