Camp Murderface #2: Doom in the Deep


Book Description

A long-abandoned—and long-haunted—summer camp sets the stage for the sequel to Camp Murderface, perfect for fans of old school scare masters like R.L. Stine and Christopher Pike. There’s no such thing as an uneventful summer at Camp Sweetwater. Now that the Vampire Devils beneath the lake have been awakened, the camp is in big trouble. The first victims? Tez and Corryn’s counselors, Gavin and Scary Mary. The Camp Director insists that the missing counselors are just quitting and going home, but Tez and Corryn don’t believe it. They know something much more eeeeeeevil is afoot. With the help of their cabinmates, Tez and Corryn set out to investigate the disappearances. But what they find is a horror closer than the bottom of the lake... and it might just spell the end for all of them.




Knee-Deep in the Dead


Book Description

From two Nebula nominees—the first novel in a terrifying space epic based on the classic game featuring Marine Corporal Flynn Taggart . . . The Gates were there on Phobos when mankind first arrived. Inert, unyielding, impossibly alien constructs, for twenty years they sat lifeless, mute testaments to their long-vanished creators, their secrets hidden. Then one day, they sprang to life . . . Meet Corporal Flynn Taggart, United States Marine Corps; serial number 888-23-9912. He’s the best warrior the twenty-first century has to offer, which is a damn good thing. Because Flynn Taggart is all that’s standing between the hell that just dropped in on Mars and an unsuspecting planet Earth . . .




Camp Murderface


Book Description

Summer camp turns sinister in Camp Murderface, a spooky middle grade read perfect for fans of scare masters like R.L. Stine and Christopher Pike. The year: 1983. The place: Ohio. The camp: Scary as heck. Camp Sweetwater is finally reopening, three decades after it mysteriously shut down. Campers Corryn Quinn and Tez Jones have each had more than enough of their regular lives—they’re so ready to take their summer at Sweetwater by storm. But before they can so much as toast one marshmallow, strange happenings start…happening. Can they survive the summer? Or will Camp Sweetwater shut down for good this time—with them inside?




Deep in the Jungle of Doom (Give Yourself Goosebumps #11)


Book Description

Reader beware--you choose the scare! GIVE YOURSELF GOOSEBUMPS! You're headed to a South American jungle with your nature-study class. Everything seems pretty cool at first, but then you start to get bored. Where's the beach? Where's the excitement?So you and your friend decide to do a little exploring on your own. That's when you see something so freaky, all you want to do is get out of there! If you run screaming down one trail you'll end up at a waterfall with a creepy underground cave. If you choose the other trail you'll eat some fruit that turns you into a crazy-looking sea monster. Will you get back to normal before things start to get really fish?!!The choice is yours in this scary GOOSEBUMPS adventure that's packed with over 20 super-spooky endings!




DOOM


Book Description

In December 1993, gaming changed forever. id Software's seminal shooter DOOM was released, and it shook the foundations of the medium. Daniel Pinchbeck brings together the complete story of DOOM for the first time. This book takes a look at the early days of first-person gaming and the video game studio system. It discusses the prototypes and the groundbreaking technology that drove the game forward and offers a detailed analysis of gameplay and level design. Pinchbeck also examines DOOM's contributions to wider gaming culture, such as online multiplay and the modding community, and the first-person gaming genre, focusing on DOOM's status as a foundational title and the development of the genre since 1993. Pinchbeck draws extensively from primary data: from the game itself, from the massive fan culture surrounding the title, and from interviews with the developers who made it. This book is not only the definitive work on DOOM but a snapshot of a period of gaming history, a manifesto for a development ethos, and a celebration of game culture at its best.




Infernal Sky


Book Description

Hawaii-- last outpost of civilization on an Earth overrun by demons, traitors. and nightmarish creatures straight out of the pits of hell. Humanity seems doomed to a bloody ending. Then Hawaii receives a message from aliens claiming to be on our side in the battle. Our last chance: make contact. The only man for the job-- Corporal Flynn Taggart, U.S. Marine Corps-- "Fly" to his friends. He led the fight against the demon invaders when they swarmed through the Gates at Phobos Base. Now Fly's got to face the toughest task of his dirty career. Return to Phobos-- and fight his way past those demons to contact mankind's would-be rescuers...




Endgame


Book Description

They left behind everything that mattered to them-- friends, lovers, country-- to journey to the stars. Now Sergeant Flynn Taggart and Pfc. Arlene Sanders, USMC, have reached their destination... the homeworld of the demon invaders who destroyed Earth. But there, they find a scene of destruction that rivals any they left back on Earth. And suddenly, "Fly" and Arlene find themselves face-to-face with an even deadlier enemy than the demons they came to fight. The war for Earth is over. But the battle for the stars has just begun...




Doom 3: Worlds on Fire


Book Description

The year is 2144...and the battle over Earth's precious resources has raged for a century. With global economies in ruins and all-out world war more than a possibility, the U.S government turned to the Union Aerospace Corporation, giving it carte blanche on the legendary red planet of Mars in a desperate bid to construct an off-world outpost that might provide resources, a military advantage...as well as something so secret that even members of government don't have a clue about it.... Special Ops Marine Lieutenant John Kane was once a careerist simply glad to have a job, and couldn't care less about politics just as long as Uncle Sam's check cleared. But that was before he listened to his conscience and disobeyed a direct order. Busted down to private, Kane has been reassigned to the "U.S. Space Marines" -- the private army of the UAC -- with the prospect of becoming little more than a glorified security guard on Mars.... Now Lt. Kane's fate leads him to Mars City -- part environmental community, part lab center, and all owned and protected by the UAC. It's a strange world with a fatal environment, and the thousands who live and work within the city have already begun to think of themselves as Martians. And away from Mars City, at the strange ancient sites uncovered on the planet, a small squad of marines stand guard while scientists uncover wall glyphs and search for artifacts, having already found something that is so far amazing and inexplicable -- including the relic called "U1," nicknamed "the Soul Cube" -- and unknown to all, the bringer of destructive chaos and unspeakable horror....




The Art of DOOM: Eternal


Book Description

A full-color digital art book containing concept art and commentary from the development of DOOM Eternal, the next entry in the iconic first-person shooter series. The newest chapter in the quintessential game franchise from id Software is here. Witness DOOM Eternal! This epic volume explores the art and development of the hotly anticipated sequel to the 2016 Game Award-winner for Best Action Game! Explore the twisted demonic invasion of Earth, the cultist UAC facilities, and plunge into otherworldly and unknown locations new to the DOOM universe. Admire the dangerous glimmering edges of the Slayer's arsenal and armor. Examine the ancient designs and breeds of Hell's soldiers and lords--all in gloriously designed full color images straight from the files of the game's artists themselves! Dark Horse Books and id Software join forces to present The Art of DOOM Eternal, encompassing every detail you've come to love from DOOM!




Doom


Book Description

"All disasters are in some sense man-made." Setting the annus horribilis of 2020 in historical perspective, Niall Ferguson explains why we are getting worse, not better, at handling disasters. Disasters are inherently hard to predict. Pandemics, like earthquakes, wildfires, financial crises. and wars, are not normally distributed; there is no cycle of history to help us anticipate the next catastrophe. But when disaster strikes, we ought to be better prepared than the Romans were when Vesuvius erupted, or medieval Italians when the Black Death struck. We have science on our side, after all. Yet in 2020 the responses of many developed countries, including the United States, to a new virus from China were badly bungled. Why? Why did only a few Asian countries learn the right lessons from SARS and MERS? While populist leaders certainly performed poorly in the face of the COVID-19 pandemic, Niall Ferguson argues that more profound pathologies were at work--pathologies already visible in our responses to earlier disasters. In books going back nearly twenty years, including Colossus, The Great Degeneration, and The Square and the Tower, Ferguson has studied the foibles of modern America, from imperial hubris to bureaucratic sclerosis and online fragmentation. Drawing from multiple disciplines, including economics, cliodynamics, and network science, Doom offers not just a history but a general theory of disasters, showing why our ever more bureaucratic and complex systems are getting worse at handling them. Doom is the lesson of history that this country--indeed the West as a whole--urgently needs to learn, if we want to handle the next crisis better, and to avoid the ultimate doom of irreversible decline.