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The turn-based tactical role playing series Jagged Alliance has been sequeled, expanded, modded, optioned, multiplayered, and kickstarted, but the series' many fans usually point to Jagged Alliance 2 as the high water mark, and one of the finest turn-based video games of all time. Jagged Alliance 2 brings to the table a wicked sense of humor, simulation-driven character design, a combination of strategic overworld and tactical battles reminiscent of the X-COM series, and a surprisingly deep open-world RPG experience reminiscent of the Ultima or Elder Scrolls games. Focusing on JA2′s development history and basing his book largely on new personal interviews with the game's developers, game designer and web technology developer Darius Kazemi delves deep into the legacy of a game that still has much to teach gamers and game-makers 14 years after its release.
Videogame development is usually seen as a male dominated field; even playing videogames is often wrongly viewed as a pastime for men only. But behind the curtain, women have always played myriad important roles in gaming. From programmers to artists, designers to producers, female videogame developers endure not only the pressures of their jobs but also epic levels of harassment and hostility. Jennifer Brandes Hepler’s Women in Game Development: Breaking the Glass Level-Cap gives voice to talented and experienced female game developers from a variety of backgrounds, letting them share the passion that drives them to keep making games. Key Features Experience the unique stories of nearly two dozen female game developers, from old-school veterans to rising stars. Understand the role of women in videogames, from the earliest days of development to the present day. Hear first-hand perspectives from working professionals in fields including coding, design, art, writing, community management, production and journalism. Get tips for how to be a better ally and make your company and teams more inclusive. Learn about the obstacles you face if you’re an aspiring female developer, and how to overcome them. Meet the human face of some of the women who have endured the industry’s worst harassment... and kept on going.
Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.
Table of Contents 6 Security Camera: A Great Weekend Project 10 Java Installation Script for Developers: The Perfect Fix For All of Your Cup of Java Needs 19 Camera Calibration Using OCAM and ODROID-XU4: A Technical Tutorial 29 Baby NAP (Night Activity Program): Part 2 - Software Components 36 BASH Script Command Center Minecraft Edition: Useful Scripts for Creating and Managing a Minecraft Server 37 Cartridge Ports: Download Top-Notch Software for Your ODROID 38 Linux Gaming: Strategy Games on the ODROID - Part 2 42 The Impulse T2: An ODROID-XU4 Tilt Touch Table 44 Compiling Synergy for ODROID: Chronicles of a Mad Scientist 47 Samba Server: Setting Up a RAID Array 49 Breaking WEP Security: A Guide to Cracking the Simplest Wireless Encryption 54 Meet an ODROIDian: Andrew Ruggeri, Assistant Editor of ODROID Magazine
Boss Fight is proud to present our first multi-author collection, Continue? The Boss Fight Books Anthology. In these digital pages, Anna Anthropy celebrates her second favorite Epic MegaGames title, David LeGault offers a tour of the lost 80s Action Max console, and Mike Meginnis tells his Best American Short Stories-selected tale of a father and son who become obsessed with the saddest adventure game in the world. The eBook collects a diverse survey of essays and short stories from Boss Fight series authors Michael P. Williams, Ken Baumann, Jon Irwin, and Darius Kazemi, as well newcomers Matt Bell, Tevis Thompson, Rebekah Frumkin, Brian Oliu, Salvatore Pane, Mike Lars White, and Rachel B. Glaser.
A troubled man travels to a mysterious town from his past after receiving a letter from his wife... who's been dead for years. And while our "hero" explores dark corridors and battles countless disturbing enemies, his journey offers more psychological horror than survival horror. Welcome to Silent Hill, where the monster is you. Silent Hill 2 doubles down on what made the first game so compelling: The feeling of being lost in a foggy, upside-down town as unsettling as it is familiar. Nearly two decades after first experiencing Silent Hill 2, writer and comedian Mike Drucker returns to its dark depths to explore how this bold video game delivers an experience that is tense, nightmarish, and anything but fun. With an in-depth and highly personal study of its tragic cast of characters, and a critical examination of developer Konami’s world design and uneven marketing strategy, Drucker examines how Silent Hill 2 forces its players to grapple with the fact that very real-world terrors of trauma, abuse, shame, and guilt are far more threatening than any pyramid-headed monster could ever be.
In perhaps the most famous switcheroo in all of game history, the Japanese version of Super Mario Bros. 2 was declared "too hard" by Nintendo of America and replaced with a Mario-ified port of the Famicom hit, Yume Kōjō Doki Doki Panic. The new game (dubbed Super Mario USA in Japan) was a huge success for its four playable characters, improved graphics, immersive levels, and catchy music, and eventually became the 3rd bestselling game for the NES. And yet. Because of its strange new villains, its wild gameplay, and its mysterious touches, SMB2 has for years been regarded as the Odd Mario Out, even as it has seen popular updates on the Super NES and Game Boy Advance. Irwin's Mario is not a simple retelling of a 25-year-old story, but instead an examination of the game with fresh eyes: both as a product of its time and as a welcome change from the larger Super Mario franchise. Along the way he searches for clues, pulling up a few vegetables of his own. What he finds is not at all what he expected.
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A game's creation as told by its creator, perhaps the best rpimer on game design.