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Bethesda Game Studios, the award-winning creators of Fallout® 3 and The Elder Scrolls V: Skyrim®, welcome you to the world of Fallout® 4 - their most ambitious game ever, and the next generation of open-world gaming. The Art of Fallout 4 is a must-have collectible for fans and a trusty companion for every Wasteland wanderer. Featuring never-before-seen designs and concept art from the game's dynamic environments, iconic characters, detailed weapons, and more -- along with commentary from the developers themselves.
Based on a game rated M for Mature (17+) by the ESRB.
"Print Guide: Full coverage of the original Fallout 4 content. GOTY DLC Expansions: The free eGuide provides interactive maps plus coverage of each of the DLC expansions (Automatron, Wasteland Workshop, Far Harbor, Contraptions Workshop, Vault-Tec Workshop, and Nuka-World)! NAVIGATING THE WASTELAND: If you do choose to go aboveground, we have provided an atlas of the surrounding area, with as much detail and information as possible, to satisfy your curiosity and dissuade you from ever venturing outside. EQUIPMENT AND SURVIVAL GEAR: In the unfortunate event that you actually decide to leave the Vault, this manual provides schematics and data for the types of weaponry you may be inclined to use while fighting for your life. Again, we urge you to reconsider going outside. CRAFTING AND RESOURCES: Making good use of your surroundings is essential for survival, should you make the poor decision to venture outside Vault 111. But, just in case, this guide contains schematics and data vital for creating and repairing useful weapons and essential technology. TIPS FOR DANGEROUS ENCOUNTERS: Nothing should deter you from leaving the safety of the Vault like the threat of good, old-fashioned danger. Be sure to study the data that our scientists have compiled about the radiated terrors that you might find outside the comforts of Vault 111. You have been warned! Free Mobile-Friendly eGuide: Includes a code to access the eGuide, a web-access version of the complete guide optimized for a second-screen experience."--Amazon.com.
Bethesda Game Studios, the award-winning creators of Fallout® 3 and The Elder Scrolls V: Skyrim®, welcome you to the world of Fallout® 4 - their most ambitious game ever, and the next generation of open-world gaming. The Art of Fallout 4 is a must-have collectible for fans and an ultimate resource for every Wasteland wanderer. Featuring 368 oversize pages, never-before-seen designs, and concept art from the game's dynamic environments, iconic characters, detailed weapons, and more -- along with commentary from the developers themselves.
Enjoy exotic 'postwar' images of Power Armor, Deathclaws, and more - each suitable for hanging above your bunk in Sanctuary Hills with the Minutemen or in your quarters at the mysterious Institute. Every piece is printed on sturdy gallery quality stock and coated with a gloss varnish to protect and showcase the art. Whether you're a casual fan of amazing art, or a grizzled wasteland wanderer, this poster book is sure to be a valued addition to your settlement.
The year was 1997 and Fallout: A Post Nuclear Role Playing Game had just been released by Interplay. This book looks back at the entire Fallout saga, tells the story of the series' birth, retraces its history and deciphers its mechanics. The perfect book to discover and understand the origins of Fallout, with the saga's genesis and the decryption of each of his episodes ! EXTRACT "The intro music and the end credits were the final main components of this hybrid post-apocalyptic/50s ambiance. Initially, Brian Fargo wanted to signal Fallout’s inspiration with Warriors of the Wasteland, by Frankie Goes to Hollywood, but when he heard The Ink Spots, he changed his mind and loved the result. The first choice was I Don’t Want To Set The World On Fire by this group of crooners from the 1930s/40s, but unfortunately the high cost made it impossible to acquire the rights. But while browsing an extensive list of tracks from the era, the team found that Maybe, by the same group, had almost the same sound-with the added bonus of being cheap! The lyrics are about a break-up, from the point of view of the person being left behind: "Maybe you’ll think of me when you are all alone/ Then maybe you’ll ask me to come back again". Leonard Boyarsky notes that, "It worked with the intro [and the ending]", referring to the ending with the betrayal and lonely exile of Fallout’s hero. "It felt like it was this genius plan we had [...] but it was only later that we decided to kick [the player] out of the Vault. I feel like this is a metaphor for the whole game: it looks like we had a better picture in mind than we did, it just came out of the things we were doing"."
Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.
Fantastic fiction is traditionally understood as Western genre literature such as fantasy, science fiction, and horror. Expanding on this understanding, these essays explore how the fantastic has been used in Western societies since the Middle Ages as a tool for organizing and materializing abstractions in order to make sense of the present social order. Disciplines represented here include literature studies, gender studies, biology, ethnology, archeology, history, religion, game studies, cultural sociology, and film studies. Individual essays cover topics such as the fantastic creatures of medieval chronicle, mummy medicine in eighteenth-century Sweden, how fears of disease filtered through the universal and adaptable vampire, the gender aspects of goddess worship in the secular West, ecocentrism in fantasy fiction, how videogames are dealing with the remediation of heritage, and more.
Will social media lead to social law? The force of legal remediation? Virtual courts and online judges? Paperless trials? Electronic discovery? All of these novel legal developments impact how we conceive of the practice of law. Here, international specialists from new and established domains of law, media, film and virtual studies address the emergence of the jurist in the era of digital transmission. From the cinema of the early 20th century to social media, this volume explores the multiple intersections of these visual technologies and the law from the theoretical insight they generate to the nature of law to the impact they have on doctrinal development.
This book presents and engages the world-building capacity of legal theory through cultural legal studies of science and speculative fictions. In these studies, the contributors take seriously the legal world building of science and speculative fiction to reveal, animate and critique legal wisdom: juris-prudence. Following a common approach in cultural legal studies, the contributors engage directly, and in detail, with specific cultural ‘texts’, novels, television, films and video games in order to explore a range of possible legal futures. The book is organized in three parts: first, the contextualisation of science and speculative fiction as jurisprudence; second, the temporality of law and legal theory and third, the analysis of specific science and speculative fictions. Throughout, the contributors reveal the way in which law as nomos builds normative universes through the narration of a future. This book will appeal to scholars and students with interests in legal theory, cultural legal studies, law and the humanities and law and literature.