The Making of Tomb Raider


Book Description

Back in 1994 at the game company ‘CORE Design’ in Derby, Lara Croft was born. Through eighteen months of pure hard work from the team, Tomb Raider was released in 1996 and became the success that we see today; taking part in the mid-nineties celebrations of Brit-Pop and Girl Power. This is the story of the team who were involved in creating the first two games, then leaving the series to a new team in 1998. Lara Croft brought class, comedy, and a James Bondian role to the game, dreamt up by Toby Gard and helped to become a pitch with Paul Douglas. The game was a gamble, but because everyone at the company believed in it, it led to huge success for everyone, except for Toby and Paul. ‘The Making of Tomb Raider’ goes into detail of how Lara and the games were born, alongside why Toby Gard and Paul Douglas left before the sequel was released. Throughout eleven chapters of countless interviews, this book will tell you who was responsible for creating the first two games; from its levels, its music, the many voices of Lara Croft, and much more. The team also reveals all about the star of the second game; Winston the Butler, and how he came to be by Joss Charmet. Over twenty people were interviewed for this story; from the pitch for what would be Tomb Raider, alongside the challenges along the way, up until the release of Tomb Raider 2 in 1997...




Psychonauts Official Strategy Guide


Book Description

BradyGames' Psychonauts Official Strategy Guide includes the following: WALKTHROUGH WITH AREA MAPS - important locations and items are indicated! REAL WORLD ITEM LOCATOR - for those who don't need a walkthrough, but want help finding every item! BASIC BRAINING -- learn everything from basic controls to earning badges! AND MORE -- character information and cheats! Platform: PlayStation 2, Xbox, & PC Genre: Action/Adventure This product is available for sale in North America only.




Liber Null & Psychonaut


Book Description

“The most original and probably the most important writer on Magick since Aleister Crowley."—Robert Anton Wilson, author of the Prometheus Rising and other works Peter Carroll’s classic work has been profound influence on the Western magical world and on the practice of chaos magick in particular. In Liber Null and Psychonaut, Carroll presents an approach to the practice of magic that draws on the foundations of shamanism and animism, as well as that found in the Greek magical papyri, the occult works of Eliphas Levi and Aleister Crowley, and the esoteric meditative practices of classical India and China. Also very much at work in the text are 20th century scientific ideas of quantum physics and chaos theory. The result is a profoundly original work of magical studies that also includes a selection of extremely powerful rituals and exercises for committed occultists with instructions that lead the reader through new concepts and practices to achieve Carroll’s definition of magic itself: the raising of the whole individual in perfect balance to the power of infinity. This Weiser Classics edition is a thoroughly revised republication of Liber Null and Psychonaut, first published by Weiser in 1987, and includes a new foreword by Ronald Hutton, a leading authority on modern witchcraft and paganism.




Psychonauts 2


Book Description

Professional Strategy Guide!!! ★★★★★ Psychonauts 2 is available this week, We's helping you out with a handy collectibes count guide detailing the types of collectibles you'll need to track down, and the numbers of each per level. It goes without saying that spoilers continue in the form of collectible names, level names and collectible numbers. Achievements and Trophies tied to collectibles include Safecracker (Crack All Vaults), Figheaded (Find all Figments), You're It! (Tag all Emotional Baggage), and to some extent, any tied to level progression (Figments & PSI Challenge Cards assist in this greatly). No collectible is missable, thankfully, as you can revisit any location during and after the main game. This is a comprehensive guide that will walk you through all the most critical pieces of the game. In this book, I'll be sharing tips and tricks that I wished I knew earlier so you can benefit from them during your play. Scroll to the top of the page and click add to cart to purchase instantly







Playing with Reality


Book Description

What was it that got you through the Covid-19 pandemic? For some it was long walks; others turned to home baking. For millions it was video games, a booming industry which exploded in popularity over the pandemic years. Confined to our homes and with the lines of reality becoming blurred as everyday life shifted to screens, perhaps it was no wonder that so many of us were desperate to be transported to different worlds. In Playing with Reality: Gaming in a Pandemic, journalist and presenter Alex Humphreys, a passionate gamer herself, investigates this extraordinary boom in the gaming industry. Charting its rise, Alex interviews players and developers, sharing a glimpse of what was going on behind closed doors as studios closed and games were finished from home. Playing with Reality explores exactly what it was that made gaming a lifeline for so many, and what the future holds as we look to the metaverse. Alexandra brilliantly chronicles the boundless creativity of an industry persevering through unprecedented times. Aaryn Flynn




The Art of Immortals: Fenyx Rising


Book Description

The creative team of Ubisoft Quebec presents a fantastical world based on mythological tales, rife with creatures such as bestial minotaur, gigantic cyclops, evil chimera, ferocious harpies, and the terrifying Medusa. This volume offers an inside look at the craft behind that massive and magical land, wherein readers will find themselves taking part in a heroic journey that spans the lush paradisiacal lands of Aphrodite the goddess of love, through the scarred battlefield and fortress of Ares the god of war, up Mount Olympus home of the mighty Zeus, down into the darkest corners of the underworld. and much more!




Where They Wait


Book Description

A “mesmerizing” (Stephen King) supernatural novel about a sinister mindfulness app with fatal consequences from the New York Times bestselling author of The Chill. In this “taut, creepy techno-chiller” (Paul Tremblay, author of A Head Full of Ghosts), recently laid-off newspaper reporter Nick Bishop takes a humbling job: writing a profile of a new mindfulness app called Clarity. The app itself seems like a retread of old ideas—relaxing white noise and guided meditations. But then there are the “Sleep Songs.” A woman’s hauntingly beautiful voice sings a ballad that is anything but soothing—it’s disturbing, and more of a warning than a relaxation—but it works. Deep, refreshing sleep follows. So do the nightmares. Vivid and chilling, they feature a dead woman who calls Nick by name and whispers guidance—or are they threats? And her voice follows him long after the song is done. As the effects of the nightmares begin to permeate his waking life, Nick makes a terrifying discovery: no one involved with Clarity has any interest in his article. Their interest is in him.




The Adventure of Self-Discovery


Book Description

Here Grof presents a useful model of the psyche—a model extended by his thirty years of studying non-ordinary states of consciousness. It is useful for understanding such phenomena as shamanism, mysticism, psychedelic states, spontaneous visionary experiences, and psychotic episodes. The model is also useful in explaining the dynamics of experiential psychotherapies and a variety of sociopolitical manifestations such as war and revolution. This book might have been entitled Beyond Drugs. The second part describes the principles and process of the non-pharmacological technique developed by the author and his wife, Christina, for self-exploration and for psychotherapy. Grof explores in detail the components of this technique. He describes its method, its effective mechanisms, as well as its goals and potential. Its practice is simple, since it utilizes the natural healing capacity of the psyche.




The Billboard


Book Description

The Billboard is about a fictional Black women’s clinic in Chicago’s Englewood neighborhood on the South Side and its fight with a local gadfly running for City Council who puts up a provocative billboard: “Abortion is genocide. The most dangerous place for a Black child is his mother’s womb,” spurring on the clinic to fight back with their own provocative sign: “Black women take care of their families by taking care of themselves. Abortion is self-care. #Trust Black Women.” The book also has a foreword and afterword and Q&A with a founder of reproductive justice. As a play and book, The Billboard is a cultural force that treats abortion as more than pro-life or pro-choice.