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This edition of Double Edge Magazine is our Entertainment edition which features an exclusive inside look at "Ghost of Tsushima."
When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.
An illustrated account of one of the most important campaigns in the history of Japan and the origin of the kami kaze - a key part of Japanese national identity. From his seat in Xanadu, the great Mongol Emperor of China, Kubla Khan, had long plotted an invasion of Japan. However, it was only with the acquisition of Korea, that the Khan gained the maritime resources necessary for such a major amphibious operation. Written by expert Stephen Turnbull, this book tells the story of the two Mongol invasions of Japan against the noble Samurai. Using detailed maps, illustrations, and newly commissioned artwork, Turnbull charts the history of these great campaigns, which included numerous bloody raids on the Japanese islands, and ended with the famous kami kaze, the divine wind, that destroyed the Mongol fleet and would live in the Japanese consciousness and shape their military thinking for centuries to come.
This book is a major historical and cultural overview of an increasingly popular genre. Starting with the cultural phenomenon of Godzilla, it explores the evolution of Japanese horror from the 1950s through to contemporary classics of Japanese horror cinema such as Ringu and Ju-On: The Grudge. Divided thematically, the book explores key motifs such as the vengeful virgin, the demonic child, the doomed lovers and the supernatural serial killer, situating them within traditional Japanese mythology and folk-tales. The book also considers the aesthetics of the Japanese horror film, and the mechanisms through which horror is expressed at a visceral level through the use of setting, lighting, music and mise-en-scene. It concludes by considering the impact of Japanese horror on contemporary American cinema by examining the remakes of Ringu, Dark Water and Ju-On: The Grudge.The emphasis is on accessibility, and whilst the book is primarily marketed towards film and media students, it will also be of interest to anyone interested in Japanese horror film, cultural mythology and folk-tales, cinematic aesthetics and film theory.
A beautifully realized tome inspired by traditional Japanese aesthetics and featuring art from the delicately crafted video game from Sucker Punch Productions. Dark Horse Books and Sucker Punch Productions are honored to present The Art of Ghost of Tsushima. Explore a unique and intimate look at the Tsushima Islands--all collected into a gorgeous, ornately designed art book. Step into the role of Tsushima Island's last samurai, instilling fear and fighting back against the Mongolian invasion of Japan in the open-world adventure, Ghost of Tsushima. This volume vividly showcases every detail of the vast and exotic locale, featuring elegant illustrations of dynamic characters, spirited landscapes, and diagrams of Samurai sword-fighting techniques, along with a look at storyboards and renders from the most intense, eloquent, and expressive cinematic moments of the game.
This book examines the phenomenon of war-related contents tourism throughout Japanese history, from conflicts described in ancient Japanese myth through to contemporary depictions of fantasy and futuristic warfare. It tackles two crucial questions: first, how does war transition from being traumatic to entertaining in the public imagination and works of popular culture; and second, how does visitation to war-related sites transition from being an act of mourning or commemorative pilgrimage into an act of devotion or fan pilgrimage? Representing the collaboration of ten expert researchers of Japanese popular culture and travel, it develops a theoretical framework for understanding war-related contents tourism and demonstrates the framework in practice via numerous short case studies across a millennium of warfare in Japan including: the tales of heroic deities in the Kojiki (Records of Ancient Matters, AD 712), the Edo poetry of Matsuo Basho, and the Pacific war through lens of popular media such as the animated film Grave of the Fireflies. This book will be of interest to researchers and students in tourism studies and cultural studies, as well as more general issues of war and peace in Japan, East Asia and beyond.
This book explores the challenges which faced the United States and Taiwanese alliance during the Cold War, addressing a wide range of events and influences of the period between the 1950s and 1970s. Tackling seven main topics to outline the fluctuations of the U.S.–Taiwan relationship, this volume highlights the impact of the mainland counteroffensive, the offshore islands, Tibet, Taiwan’s secret operations in Asia, Taiwan’s Soviet and nuclear gambits, Chinese representation in the United Nations, and the Vietnam War. Utilizing multinational archival research, particularly the newly available materials from Taiwan and the United States, to reevaluate Taiwan’s foreign policy during the Cold War, revealing a pragmatic and opportunistic foreign policy disguised in nationalistic rhetoric. Moreover, this study represents a departure from previous scholarship, emphasizing the dictatorial and incompetent nature of the Chinese Nationalist regime, to provide fresh insights into the nature of U.S.–Taiwan relations. Presenting a revisionist view of one of the strongest bilateral relationships of the Cold War, this will be an insightful resource for scholars and students of Chinese and East Asia History, Cold War History, Asian Studies, and International Relations.
The fourth edition of Game Development Essentials: An Introduction takes readers on a fascinating journey through the game development process and the industry itself. This thoroughly updated, highly anticipated new edition includes 12 chapters divided into three parts: The chapters in Part I explore game development history, platforms, genres, and player stats. Part II delves into content creation and concepts behind story and character development, gameplay, level design, interface design, and audio. Finally, Part III focuses on team roles, production, management, and marketing. All the current industry trends and technologies are covered-including: next-generation platforms PlayStation 5 and Xbox Series X/S; usability and accessibility; virtual, mixed, and augmented reality; and development tools and techniques. Game Development Essentials: An Introduction is the starting point for anyone who's interested in learning everything there is to know about the thriving, fast-moving game industry. • High-impact game screenshots, photos, diagrams, and illustrations. • Revealing case studies, profiles, quotes, and tips contributed by industry experts. • Insightful objectives, exercises, notes, and sidebars that help readers hone their critical thinking skills.