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BradyGames' Final Fantasy XI Atlas includes the following: Comprehensive resource detailing each area in this huge game. Maps are provided for every area including the cities, regions and dungeons throughout Vana'diel, and more. Notorious monsters and critical in-game characters are called out in each illustration. Region and dungeon-specific bestiaries for every monster. The Atlas will be packaged with a cool dust jacket featuring art by well-known Japanese illustrator, Yoshitaka Amano. This essential resource is a great value that's as useful as it is collectible. Platform: PlayStation 2 and PC Genre: MMORPG This product is available for sale in the U.S. and Canada only.
A cultural history of digital gameplay that investigates a wide range of player behavior, including cheating, and its relationship to the game industry. The widely varying experiences of players of digital games challenge the notions that there is only one correct way to play a game. Some players routinely use cheat codes, consult strategy guides, or buy and sell in-game accounts, while others consider any or all of these practices off limits. Meanwhile, the game industry works to constrain certain readings or activities and promote certain ways of playing. In Cheating, Mia Consalvo investigates how players choose to play games, and what happens when they can't always play the way they'd like. She explores a broad range of player behavior, including cheating (alone and in groups), examines the varying ways that players and industry define cheating, describes how the game industry itself has helped systematize cheating, and studies online cheating in context in an online ethnography of Final Fantasy XI. She develops the concept of "gaming capital" as a key way to understand individuals' interaction with games, information about games, the game industry, and other players. Consalvo provides a cultural history of cheating in videogames, looking at how the packaging and selling of such cheat-enablers as cheat books, GameSharks, and mod chips created a cheat industry. She investigates how players themselves define cheating and how their playing choices can be understood, with particular attention to online cheating. Finally, she examines the growth of the peripheral game industries that produce information about games rather than actual games. Digital games are spaces for play and experimentation; the way we use and think about digital games, Consalvo argues, is crucially important and reflects ethical choices in gameplay and elsewhere.
Atlas at War! collects fifty hard-hitting stories from Atlas Comics, the company that became Marvel Comics and published more war titles than anyone in the industry between the years 1951 and 1960. Comics historian Dr. Michael J. Vassallo has chosen the best of the best, many of which are coming back into print for the first time, from sixteen different Atlas war titles and featuring the artwork of twenty different artists--giants of the genre, including Russ Heath, John Severin, Bernie Krigstein, Joe Maneely, Jerry Robinson, Steve Ditko, and Jack Kirby. Each page has been meticulously restored from its first printing by comic art restorer Allan Harvey. Atlas at War! covers the brutal pre-code period where graphic depictions of war action were rendered by artists who were World War II veterans themselves, as well as the post-code period, where code restrictions forced creators to tell stories without graphic violence but produced some of the most beautiful comic art of the genre. In addition to the artists, stories cover all aspects of war--from famous campaigns, weaponry, and personal soldier stories to political topics, Nazi atrocities, and even one story tinged with pre-code horror! Often overlooked in favor of its competitors, Atlas at War! will finally show that Atlas' war titles were second to no one.
Kirkus' Best Fiction of 2017 From New York Times bestselling author Cory Doctorow, an epic tale of revolution, love, post-scarcity, and the end of death. "Walkaway is now the best contemporary example I know of, its utopia glimpsed after fascinatingly-extrapolated revolutionary struggle." —William Gibson Hubert Vernon Rudolph Clayton Irving Wilson Alva Anton Jeff Harley Timothy Curtis Cleveland Cecil Ollie Edmund Eli Wiley Marvin Ellis Espinoza—known to his friends as Hubert, Etc—was too old to be at that Communist party. But after watching the breakdown of modern society, he really has no where left to be—except amongst the dregs of disaffected youth who party all night and heap scorn on the sheep they see on the morning commute. After falling in with Natalie, an ultra-rich heiress trying to escape the clutches of her repressive father, the two decide to give up fully on formal society—and walk away. After all, now that anyone can design and print the basic necessities of life—food, clothing, shelter—from a computer, there seems to be little reason to toil within the system. It’s still a dangerous world out there, the empty lands wrecked by climate change, dead cities hollowed out by industrial flight, shadows hiding predators animal and human alike. Still, when the initial pioneer walkaways flourish, more people join them. Then the walkaways discover the one thing the ultra-rich have never been able to buy: how to beat death. Now it’s war – a war that will turn the world upside down. Fascinating, moving, and darkly humorous, Walkaway is a multi-generation SF thriller about the wrenching changes of the next hundred years...and the very human people who will live their consequences. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
#1 INTERNATIONAL BESTSELLER • A timeless, structure-bending classic that explores how actions of individual lives impact the past, present and future—from a postmodern visionary and one of the leading voices in fiction Featuring a new afterword by David Mitchell and a new introduction by Gabrielle Zevin, author of Tomorrow, and Tomorrow, and Tomorrow One of the New York Times’s 100 Best Books of the 21st Century • Shortlisted for the International Booker Prize Cloud Atlas begins in 1850 with Adam Ewing, an American notary voyaging from the Chatham Isles to his home in California. Ewing is befriended by a physician, Dr. Goose, who begins to treat him for a rare species of brain parasite. The novel careens, with dazzling virtuosity, to Belgium in 1931, to the West Coast in the 1970s, to an inglorious present-day England, to a Korean superstate of the near future where neocapitalism has run amok, and, finally, to a postapocalyptic Iron Age Hawaii in the last days of history. But the story doesn’t end even there. The novel boomerangs back through centuries and space, returning by the same route, in reverse, to its starting point. Along the way, David Mitchell reveals how his disparate characters connect, how their fates intertwine, and how their souls drift across time like clouds across the sky. As wild as a video game, as mysterious as a Zen koan, Cloud Atlas is an unforgettable tour de force that, like its incomparable author, has transcended its cult classic status to become a worldwide phenomenon.
BradyGames' FINAL FANTASY XI Official Strategy Guide provides incredible character strategy featuring coverage of races, standard and advanced jobs, attributes, abilities, macros and more. The detailed quest and mission lists are arranged by city and incorporate the character giving the quest, requirements, items needed, rewards, and maps for specific quests-everything gamers need to finish each task! The guide also provides a variety of aids to help players master their environment, including comprehensive weapons, armor, and accessory tables, an in-depth bestiary, spell lists, a skillchain chart and more. And for those gamers wishing to follow the path of a crafter, the guide gives guild-specific information for each trade. This product is available for sale in the U.S. and Canada only.
"The Atlas of Cyberspace" is one of the first books to explore the new cartographic and visualization techniques being employed to map the spatial and visual nature of cyberspace and its infrastructure. Lavish illustrations and clear writing are aimed at the intelligent lay person and should appeal to all Web users.
Counterpoints: A San Francisco Bay Area Atlas of Displacement and Resistance brings together cartography, essays, illustrations, poetry, and more in order to depict gentrification and resistance struggles from across the San Francisco Bay Area and act as a roadmap to counter-hegemonic knowledge making and activism. Compiled by the Anti-Eviction Mapping Project, each chapter reflects different frameworks for understanding the Bay Area’s ongoing urban upheaval, including: evictions and root shock, indigenous geographies, health and environmental racism, state violence, transportation and infrastructure, migration and relocation, and speculative futures. By weaving these themes together, Counterpoints expands normative urban-studies framings of gentrification to consider more complex, regional, historically grounded, and entangled horizons for understanding the present. Understanding the tech boom and its effects means looking beyond San Francisco’s borders to consider the region as a socially, economically, and politically interconnected whole and reckoning with the area’s deep history of displacement, going back to its first moments of settler colonialism. Counterpoints combines work from within the project with contributions from community partners, from longtime community members who have been fighting multiple waves of racial dispossession to elementary school youth envisioning decolonial futures. In this way, Counterpoints is a collaborative, co-created atlas aimed at expanding knowledge on displacement and resistance in the Bay Area with, rather than for or about, those most impacted.