Monster Hunter: World - Strategy Guide


Book Description

This guide features a full, beginning-to-end walkthrough written in an "ideal chronological order of events" format. Main quests are interspersed with side quests in the order in which they unlock, although some side quests and arena challenges may only be referenced instead of fully explained. These are typically quests that have you facing a monster you've already fought under similar circumstances that offer no unique reward for completion. For example, after completing most main quests you won't be able to attempt that quest again, but you'll usually unlock an identical side quest allowing you to hunt the same monster in the same area with the same success/failure conditions. Monster strategies will be discussed in detail as you encounter them throughout the walkthrough, featuring elemental and status information and drop lists. The guide also features a fully detailed bestiary for those who just want information about specific monsters unaccompanied by a walkthrough. Trophy/achievement information can also be found in a separate trophy/achievement guide, although be warned: many trophies/achievements in Monster Hunter World are easier said than done. Other features of this guide include: -- Information on crafting/harvesting. -- Side quests that unlock mantles, ingredients and other useful features. -- Field Researcher quests including where to catch rare fish, how to capture small monsters, and where to locate Grimalkynes/Gajalaka. -- Grimalkyne/Gajalaka quests. -- How to upgrade the Ancient Tree/Harvest Box and how to unlock various fertilizers. -- How the Elder Melder works, melding different items and decorations. -- Where to find the Powertalon and Armortalon, and how to upgrade them into the Powercharm and Armorcharm. -- Detailed information on how to unlock Tempered Monsters, the difference between Threat Level 1, 2 and 3 Tempered Monsters. -- Information on Feystones, including drop rates, the differences between the types (Mysterious, Gleaming, Worn and Warped). -- How to get Warrior's Streamstones and Hero's Streamstones.




Itchy, Tasty


Book Description

This is the definitive behind-the-scenes account of Capcom’s horror video game series Resident Evil – one of the most popular, innovative and widely influential franchises of all time. Industry expert Alex Aniel spent two years interviewing key former members of Capcom staff, allowing him to tell the inside story of how Resident Evil was envisioned as early as the late 1980s, how its unexpected and unprecedented success saved the company from financial trouble, how the series struggled at the turn of the century and, eventually, how a new generation of creators was born after the release of Resident Evil 4. Itchy, Tasty narrates the development of each Resident Evil game released between 1996 and 2006, interspersed with fascinating commentary from the game creators themselves, offering unique insight into how the series became the world-conquering franchise it is today.




Player vs. Monster


Book Description

A study of the gruesome game characters we love to beat—and what they tell us about ourselves. Since the early days of video games, monsters have played pivotal roles as dangers to be avoided, level bosses to be defeated, or targets to be destroyed for extra points. But why is the figure of the monster so important in gaming, and how have video games come to shape our culture’s conceptions of monstrosity? To answer these questions, Player vs. Monster explores the past half-century of monsters in games, from the dragons of early tabletop role-playing games and the pixelated aliens of Space Invaders to the malformed mutants of The Last of Us and the bizarre beasts of Bloodborne, and reveals the common threads among them. Covering examples from aliens to zombies, Jaroslav Švelch explores the art of monster design and traces its influences from mythology, visual arts, popular culture, and tabletop role-playing games. At the same time, he shows that video games follow the Cold War–era notion of clearly defined, calculable enemies, portraying monsters as figures that are irredeemably evil yet invariably vulnerable to defeat. He explains the appeal of such simplistic video game monsters, but also explores how the medium could evolve to present more nuanced depictions of monstrosity.




Game Design Deep Dive


Book Description

Game Design Critic Josh Bycer is back with another entry in the Game Design Deep Dive series to discuss the Role-Playing Game genre. Arguably one of the most recognizable in the industry today, what is and what isn’t an RPG has changed over the years. From the origins in the tabletop market, to now having its design featured all over, it is one of the most popular genres to draw inspiration from and build games around. This is a genre that looks easy from the outside to make, but requires understanding a variety of topics to do right. • A breakdown of RPG mechanics and systems, perfect for anyone wanting to study or make one themselves • The history of the genre – from tabletop beginnings to its worldwide appeal • The reach of the genre – a look at just some of the many different takes on RPGs that have grown over the past 40 years • An examination of how RPG systems can be combined with other designs to create brand new takes




Second In Command


Book Description

Lieutenant Jazz Perry finds a young girl wandering the downtown streets alone late at night. As the child becomes attached to her, Jazz is reminded of her own experiences in foster care and takes a personal interest even when she knows she should maintain professional distance. . Social worker Emory Blake is good at her job helping children in challenging situations. She believes in the system and knows it works if you let it. When Jazz starts interfering in the case and bypassing the rules, Emory is torn between her responsibilities and an unwelcome attraction she can’t deny.. When on the job responsibilities collide with desires of the heart, becoming personally involved is the only choice..




Game Design Snacks: Easily Digestible Game Design Wisdom


Book Description

This is an edited collection of nuggets of game design wisdom. It covers various areas in game design with examples from commercially released videogames. Its goal is to share and raise awareness of excellent game design. The contributing authors are B. Barker, M. Caldwell, J. Grahmann, K. Kotter, L. Neuschwander, T. S. Richard, and J. Zagal.




The Monster Hunter in Modern Popular Culture


Book Description

As monsters in popular media have evolved and grown more complex, so have those who take on the job of stalking and staking them. This book examines the evolution of the contemporary monster hunter from Bram Stoker's Abraham Van Helsing to today's non-traditional monster hunters such as Blade, Buffy the Vampire Slayer, and Watchmen. Critically surveying a diverse range of books, films, television shows, and graphic novels, this study reveals how the monster hunter began as a white, upper-class, educated male and became everything from a vampire to a teenage girl with supernatural powers. Now often resembling the monsters they've vowed to conquer, modern characters occupy a gray area where the battle is often with their own inner natures as much as with the "evil" they fight.










New York Magazine


Book Description

New York magazine was born in 1968 after a run as an insert of the New York Herald Tribune and quickly made a place for itself as the trusted resource for readers across the country. With award-winning writing and photography covering everything from politics and food to theater and fashion, the magazine's consistent mission has been to reflect back to its audience the energy and excitement of the city itself, while celebrating New York as both a place and an idea.