Released on 2022-10-04Categories Games & Activities

Fight, Magic, Items

Fight, Magic, Items

Author: Aidan Moher

Publisher: Hachette UK

ISBN: 9780762479641

Category: Games & Activities

Page: 386

View: 665

Take a journey through the history of Japanese role-playing games—from the creators who built it, the games that defined it, and the stories that transformed pop culture and continue to capture the imaginations of millions of fans to this day. The Japanese roleplaying game (JRPG) genre is one that is known for bold, unforgettable characters; rich stories, and some of the most iconic and beloved games in the industry. Inspired by early western RPGs and introducing technology and artistic styles that pushed the boundaries of what video games could be, this genre is responsible for creating some of the most complex, bold, and beloved games in history—and it has the fanbase to prove it. In Fight, Magic, Items, Aidan Moher guides readers through the fascinating history of JRPGs, exploring the technical challenges, distinct narrative and artistic visions, and creative rivalries that fueled the creation of countless iconic games and their quest to become the best, not only in Japan, but in North America, too. Moher starts with the origin stories of two classic Nintendo titles, Final Fantasy and Dragon Quest, and immerses readers in the world of JRPGs, following the interconnected history from through the lens of their creators and their stories full of hope, risk, and pixels, from the tiny teams and almost impossible schedules that built the foundations of the Final Fantasy and Dragon Quest franchises; Reiko Kodama pushing the narrative and genre boundaries with Phantasy Star; the unexpected team up between Horii and Sakaguchi to create Chrono Trigger; or the unique mashup of classic Disney with Final Fantasy coolness in Kingdom Hearts. Filled with firsthand interviews and behind-the-scenes looks into the development, reception, and influence of JRPGs, Fight, Magic, Items captures the evolution of the genre and why it continues to grab us, decades after those first iconic pixelated games released.
Released on 2022-10-04Categories Computers

Fight, Magic, Items

Fight, Magic, Items

Author: Aidan Moher

Publisher: Running Press Adult

ISBN: 0762479639

Category: Computers

Page: 224

View: 173

Take a journey through the history of Japanese role-playing games--from the creators who built it, the games that defined it, and the stories that transformed pop culture and continue to capture the imaginations of millions of fans to this day. The Japanese roleplaying game (JRPG) genre is one that is known for bold, unforgettable characters; rich stories, and some of the most iconic and beloved games in the industry. Inspired by early western RPGs and introducing technology and artistic styles that pushed the boundaries of what video games could be, this genre is responsible for creating some of the most complex, bold, and beloved games in history--and it has the fanbase to prove it. In Fight, Magic, Items, Aidan Moher guides readers through the fascinating history of JRPGs, exploring the technical challenges, distinct narrative and artistic visions, and creative rivalries that fueled the creation of countless iconic games and their quest to become the best, not only in Japan, but in North America, too. Moher starts with the origin stories of two classic Nintendo titles, Final Fantasy and Dragon Quest, and immerses readers in the world of JRPGs, following the interconnected history from through the lens of their creators and their stories full of hope, risk, and pixels, from the tiny teams and almost impossible schedules that built the foundations of the Final Fantasy and Dragon Quest franchises; Reiko Kodama pushing the narrative and genre boundaries with Phantasy Star; the unexpected team up between Horii and Sakaguchi to create Chrono Trigger; or the unique mashup of classic Disney with Final Fantasy coolness in Kingdom Hearts. Filled with firsthand interviews and behind-the-scenes looks into the development, reception, and influence of JRPGs, Fight, Magic, Items captures the evolution of the genre and why it continues to grab us, decades after those first iconic pixelated games released.
Released on 2005-04-08Categories Games

Dungeons & Dragons For Dummies

Dungeons & Dragons For Dummies

Author: Bill Slavicsek

Publisher: John Wiley & Sons

ISBN: 9780764599248

Category: Games

Page: 434

View: 320

Caught in traffic. Trapped in a cubicle. Stuck in a rut. Tangled up in red tape. In the real world, sometimes you feel powerless—but not in Dungeons & Dragons (D & D). In this fantasy-adventure, you have all kinds of special powers. You can slay the evil dragon, overcome the orc or the ogre, haunt the werewolf, and triumph over sinister trolls. You venture into strange realms, encounter strange creatures, and use magical powers. Your character grows and develops with every adventure. With this guide, you can learn the ins and outs of D & D and start playing right away. Dungeons & Dragons For Dummies gives beginners the basics of the complex game and helps experienced players fine-tune their roleplaying. It guides you through: Creating your character (a powerful fighter, a sneaky rogue, a crafty sorcerer, or a charismatic cleric), and character advancement The races: humans, dwarves, elves, and halflings The types of character actions: attack rolls, skill check, and ability checks The 6 abilities: strength, dexterity, constitution, intelligence, wisdom, charisma Feat requirements and types Playing the game, including moving in combat, attacking with a weapon (melee attacks or ranged attacks), and damage and dying Picking skills, armor, weapons, and gear Choosing spells if your character is a sorcerer or domains for a cleric Building encounter or combat strategies and using advanced tactics Maximizing your character’s power with the acquisition of the right magic items: armor, weapons, potion, scroll, ring, wand, staff, rod, plus wondrous items D & D game etiquette Becoming a Dungeon Master There’s even a sample play session that walks you through typical play, gets you comfortable using the battle grid and character markers, lets you test player characters against each other and against monsters, and shows you how to add story elements to create an adventure. Produced in partnership with Wizards of the Coast, written by D & D game designers, and complete with a battle grid, a sample dungeon map, and a glossary, this guide arms you with the knowledge to create and equip a character and empowers you to enter the captivating, fascinating world of D & D.
Released on 2015-02-26Categories Social Science

The Interface Envelope

The Interface Envelope

Author: James Ash

Publisher: Bloomsbury Publishing USA

ISBN: 9781623565572

Category: Social Science

Page: 184

View: 170

In The Interface Envelope, James Ash develops a series of concepts to understand how digital interfaces work to shape the spatial and temporal perception of players. Drawing upon examples from videogame design and work from post-phenomenology, speculative realism, new materialism and media theory, Ash argues that interfaces create envelopes, or localised foldings of space time, around which bodily and perceptual capacities are organised for the explicit production of economic profit. Modifying and developing Bernard Stiegler's account of psychopower and Warren Neidich's account of neuropower, Ash argues the aim of interface designers and publishers is the production of envelope power. Envelope power refers to the ways that interfaces in games are designed to increase users perceptual and habitual capacities to sense difference. Examining a range of examples from specific videogames, Ash identities a series of logics that are key to producing envelope power and shows how these logics have intensified over the last thirty years. In turn, Ash suggests that the logics of interface envelopes in videogames are spreading to other types of interface. In doing so life becomes enveloped as the environments people inhabit becoming increasingly loaded with digital interfaces. Rather than simply negative, Ash develops a series of responses to the potential problematics of interface envelopes and envelope power and emphasizes their pharmacological nature.
Released on 2015-07-20Categories History

Frostgrave

Frostgrave

Author: Joseph A. McCullough

Publisher: Bloomsbury Publishing

ISBN: 9781472805058

Category: History

Page: 137

View: 456

In this fantasy skirmish wargame, wizards do battle amidst the frozen ruins of the ancient city of Felstad in the hopes of discovering the treasures of a fallen empire. Each player takes on the role of a wizard from one of ten schools of magic, and builds his band of followers. The wizard's apprentice will usually accompany his master and more than a dozen other henchmen types are available for hire, from lowly thugs to heavily armoured knights and stealthy assassins. Wizards can expand their magical knowledge by unlocking ancient secrets and can learn up to 80 different spells. As they gain power and wealth, wizards can also develop their headquarters on the outskirts of the city, turning one of a dozen different basic locations into bastions of their art, equipping them with alchemical laboratories, mystical forges, astronomical telescopes and other magical resources. While individual games of Frostgrave are quick and can easily be played in an hour or two, it is by connecting these games into an ongoing campaign, that players will find the most enjoyment. The scenarios given in the book are merely the beginning of the limitless, thrilling adventures that can be found amidst the ruins of the lost city.
Released on 2010-12-15Categories Games & Activities

Dungeons and Dragons 4th Edition For Dummies

Dungeons and Dragons 4th Edition For Dummies

Author: Bill Slavicsek

Publisher: John Wiley & Sons

ISBN: 9781118052570

Category: Games & Activities

Page: 468

View: 243

Explore the fantasy world of D&D and delve into dungeons, slay monsters, and gain treasure! If you've been thinking of playing D&D or you've played before and you want to get up to speed on the all-new 4th Edition, this is the book for you. Here's what you need to know to join the fantasy fun. D&D terminology — understand what ability check, modifier, saving throw, AC, gp, hp, and XP mean Roll the dice — add modifiers and see if you rolled the d20 high enough to beat the challenge Minding your manners — know D&D etiquette so you'll be welcome in any adventure Character building — select your character's race and class, and choose the best powers, skills, feats, and gear Roleplaying — give your character a background and personality quirks Combat — use combat rules, a battle grid, and miniatures to play out furious battles Open the book and find: Everything a new player needs to get started playing D&D Details on four fantasy races and four iconic classes Explanations of every number and statistic on the character sheet The best magic items and equipment for characters of all classes Advice on roleplaying and teamwork A ready-to-use adventure to get you started as a Dungeon Master A ready-to-use battle grid with character and monster markers
Released on 2022-05-27Categories Young Adult Fiction

Chillin’ in Another World with Level 2 Super Cheat Powers: Volume 5

Chillin’ in Another World with Level 2 Super Cheat Powers: Volume 5

Author: Miya Kinojo

Publisher: J-Novel Club

ISBN: 9781718380066

Category: Young Adult Fiction

Page:

View: 406

The twins Elinàsze and Garyl are growing up fast. Thanks to their mother Rys’s demonic blood accelerating their growth, they’re ready to start school at less than a year old. And since all signs point to them inheriting their father Flio’s omnipotent power, they’re proving to be quite a handful! Business at the Fli-o’-Rys General Store is also booming... Meanwhile, the Dark One Yuigarde has pressed his victory too far and pursued the rebel devil Zanzibar into the desert on a fool’s errand. The bulk of the Dark Army is occupied with his mad chase, while back at the Dark Citadel, the Infernal Four are still waiting for any word. With the demons fighting among themselves, the war between humans and demons has ground to a halt. Flio’s dream of a peaceful world has never been closer at hand. Is this the end of the Dark Army? Can old wounds be healed so easily? What will become of Zanzibar and Yuigarde? And can Flio achieve work-life balance? Either way, the future looks chill.
Released on 2012-03-08Categories Games & Activities

Classic Home Video Games, 1989Ð1990

Classic Home Video Games, 1989Ð1990

Author: Brett Weiss

Publisher: McFarland

ISBN: 9780786492312

Category: Games & Activities

Page: 344

View: 696

The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.–released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author’s critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein—Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.
Released on 2006-03Categories Indic fiction (English)

The Simoqin Prophecies

The Simoqin Prophecies

Author: Samit Basu

Publisher: Penguin Books India

ISBN: 0144000776

Category: Indic fiction (English)

Page: 516

View: 905

India'S First Ever Sff (Science Fiction/Fantasy) Genre Novel In English The Simoqin Prophecies Marks The Debut Of An Assured New Voice. Written With Consummate Ease And Brimming With Wit And Allusion, It Is At Once Classic Sff And Subtle Spoof, Featuring Scantily Clad Centauresses, Flying Carpets, Pink Trolls, Belly Dancers And Homicidal Rabbits. Monty Python Meets The Ramayana, Alice In Wonderland Meets The Lord Of The Rings And Robin Hood Meets The Arabian Nights In This Novel A Breathtaking Ride Through A World Peopled By Different Races And Cultures From Mythology And History. The Prophecies Foretell The Reawakening Of The Terrible Rakshas, Danh-Gem, And The Arrival Of A Hero To Face Him. But Heroes Do Not Appear Magically Out Of Nowhere; They Have To Be Found And Trained. And Sometimes The Makers Of Prophecies Don'T Know Everything They Need To Know... As The Day Of Danh-Gem'S Rising Draws Closer And The Chosen Hero Is Sent On A Quest, Another Young Man Learns Of Terrible Things He Must Do In Secret And The Difficult Choices He Must Make In Order To Save The World From The Rakshas. Drawn From A Variety Of Sources Ranging From Greek And Indian Epics To Spy Novels, Fairy Tales To Superhero Comics, The Simoqin Prophecies Is A Compelling Tale, Marked By Meticulous Plotting And Artful Storytelling A Page-Turner Sure To Grip You From Start To Finish.