The Elder Scrolls V Skyrim The Skyrim Library Vol Iii The Arcane
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Author | : Bethesda Softworks |
Publisher | : National Geographic Books |
Total Pages | : 0 |
Release | : 2016-09-13 |
Genre | : Games & Activities |
ISBN | : 1783293217 |
For the first time, the collected texts from the critically and commercially acclaimed fantasy video game The Elder Scrolls V: Skyrim are bound together in three exciting volumes. Lavishly illustrated and produced, these titles are straight out of the world of Skyrim - and a must for any wandering adventurer.
Author | : Bethesda Softworks |
Publisher | : National Geographic Books |
Total Pages | : 0 |
Release | : 2015-06-23 |
Genre | : Games & Activities |
ISBN | : 1783293195 |
For the first time, the collected texts from the critically and commercially acclaimed fantasy video game The Elder Scrolls V: Skyrim are bound together in three exciting volumes. Lavishly illustrated and produced, these titles are straight out of the world of Skyrim - and a must for any wandering adventurer.
Author | : Dan Luvisi |
Publisher | : |
Total Pages | : 0 |
Release | : 2013-07-16 |
Genre | : Bounty hunters |
ISBN | : 9781616552619 |
Meet Gabriel--last of a genetically engineered breed of supersoldiers known as the Paladin. After winning an interstellar war, he is celebrated back home and given the title of Protector of Amerika. As Gabriel is distracted by his duties, a terrorist organization known as Pandemonium frames the hero. Stripped of his title and prestige, Gabriel is sentenced to the notorious Level-9 facility, where he endures nine years of torture. But as the clock ticks down to Gabriel's eventual demise, he is introduced to Agent O, who offers the Paladin a chance at redemption. Learn his story--and that of his allies and enemies--as he begins to orchestrate his revenge.
Author | : Bethesda Studios |
Publisher | : Dark Horse Comics |
Total Pages | : 188 |
Release | : 2016-11-15 |
Genre | : Games & Activities |
ISBN | : 1506702295 |
The Empire of Isles is home to fabulous wonders beyond count, and dangers to match. Now, walk in the same steps as heroes Corvo Attano and Emily Kaldwin as you examine the complexly beautiful concept and design of Dishonored 2! ArKane Studios and Dark Horse books are proud to present this gorgeous collection, featuring hundreds of pieces of art chronicling the development of the blockbuster stealth-action title. The Art of Dishonored 2 is a must-have item for art fans and gamers alike! • Exclusive never before seen concept art from the making of Dishonored 2! • The comprehensive companion to the wildly anticipated Dishonored 2! • The art book that Dishonored fans have been waiting for! • Dishonored won the 2013 BAFTA for Best Game! This is the Official Art Book for Dishonored 2. Dark Horse was also responsible for the official Art Book for Dishonored, titled Dishonored: The Dunwall Archives (978-1616555627)
Author | : Jay Kristoff |
Publisher | : St. Martin's Press |
Total Pages | : 794 |
Release | : 2021-09-14 |
Genre | : Fiction |
ISBN | : 125024529X |
THE INSTANT NEW YORK TIMES, USA TODAY, AND WALL STREET JOURNAL BESTSELLER From New York Times bestselling author Jay Kristoff comes Empire of the Vampire, the first illustrated volume of an astonishing new dark fantasy saga. From holy cup comes holy light; The faithful hand sets world aright. And in the Seven Martyrs’ sight, Mere man shall end this endless night. It has been twenty-seven long years since the last sunrise. For nearly three decades, vampires have waged war against humanity; building their eternal empire even as they tear down our own. Now, only a few tiny sparks of light endure in a sea of darkness. Gabriel de León is a silversaint: a member of a holy brotherhood dedicated to defending realm and church from the creatures of the night. But even the Silver Order could not stem the tide once daylight failed us, and now, only Gabriel remains. Imprisoned by the very monsters he vowed to destroy, the last silversaint is forced to tell his story. A story of legendary battles and forbidden love, of faith lost and friendships won, of the Wars of the Blood and the Forever King and the quest for humanity’s last remaining hope: The Holy Grail.
Author | : |
Publisher | : |
Total Pages | : |
Release | : 2020 |
Genre | : |
ISBN | : 9781789095708 |
Author | : Andrew Reinhard |
Publisher | : Berghahn Books |
Total Pages | : 236 |
Release | : 2018-06-18 |
Genre | : Social Science |
ISBN | : 1785338749 |
A general introduction to archeogaming describing the intersection of archaeology and video games and applying archaeological method and theory into understanding game-spaces. “[T]he author’s clarity of style makes it accessible to all readers, with or without an archaeological background. Moreover, his personal anecdotes and gameplay experiences with different game titles, from which his ideas often develop, make it very enjoyable reading.”—Antiquity Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. From the introduction: Archaeogaming, broadly defined, is the archaeology both in and of digital games... As will be described in the following chapters, digital games are archaeological sites, landscapes, and artifacts, and the game-spaces held within those media can also be understood archaeologically as digital built environments containing their own material culture... Archaeogaming does not limit its study to those video games that are set in the past or that are treated as “historical games,” nor does it focus solely on the exploration and analysis of ruins or of other built environments that appear in the world of the game. Any video game—from Pac-Man to Super Meat Boy—can be studied archaeologically.
Author | : Greg Keyes |
Publisher | : Random House Worlds |
Total Pages | : 337 |
Release | : 2011-09-27 |
Genre | : Fiction |
ISBN | : 0345508025 |
Forty years after the Oblivion crisis, the empire of Tamriel is threatened by a mysterious floating city, Umbriel, whose shadow spawns a terrifying undead army. Reeling from a devastating discovery, Prince Attrebus continues on his seemingly doomed quest to obtain a magic sword that holds the key to destroying the deadly invaders. Meanwhile, in the Imperial City, the spy Colin finds evidence of betrayal at the heart of the empire—if his own heart doesn’t betray him first. And Annaïg, trapped in Umbriel itself, has become a slave to its dark lord and his insatiable hunger for souls. How can these three unlikely heroes save Tamriel when they cannot even save themselves? Based on the award-winning Elder Scrolls® series, Lord of Souls is the second of two exhilarating novels that continue the story from The Elder Scrolls IV: Oblivion, named 2006 Game of the Year by numerous outlets, including Spike TV, the Golden Joystick Awards, and the Associated Press.
Author | : Greg Keyes |
Publisher | : Del Rey |
Total Pages | : 305 |
Release | : 2009-11-24 |
Genre | : Fiction |
ISBN | : 0345516974 |
Based on the award-winning The Elder Scrolls, The Infernal City is the first of two exhilarating novels following events that continue the story from The Elder Scrolls IV: Oblivion, named 2006 Game of the Year. Four decades after the Oblivion Crisis, Tamriel is threatened anew by an ancient and all-consuming evil. It is Umbriel, a floating city that casts a terrifying shadow—for wherever it falls, people die and rise again. And it is in Umbriel’s shadow that a great adventure begins, and a group of unlikely heroes meet. A legendary prince with a secret. A spy on the trail of a vast conspiracy. A mage obsessed with his desire for revenge. And Annaig, a young girl in whose hands the fate of Tamriel may rest . . . .
Author | : Antonio José Planells de la Maza |
Publisher | : Lulu.com |
Total Pages | : 270 |
Release | : 2017-11-21 |
Genre | : Performing Arts |
ISBN | : 1387386425 |
In current digital games, classic fictional worlds are transformed into ludofictional worlds, spaces rich in characters and emotions that are especially affected by the intervention of a player. In this book, we propose a model, inspired by the Semantics of Fiction and Possible Worlds, which is oriented to the analysis of video games as integrated systems.