Rebirth


Book Description

"For the first time ever, Westerners can enjoy one of the traditional Tibetan pastimes-the game of Rebirth. This authentic Tibetan board game depicts the Buddhist map of the universe in a scheme of 104 squares. Each square represents a stage of enlightenment and, with each roll of the die, one progresses toward nirvana, afloat among gods of delight, or descends to one of many hellish states, such as that of the realm of hungry ghosts with necks the size of a pin, bellies as big as hills, and in whose mouths food turns to fire. Rebirth was invented in the thirteenth century by the great Sanskrit scholar Sakya pandita Kunga Gyaltsen ("Whose Banner Is Total Joy'); it came to be regarded as an educational game, teaching children the Buddhist religious philosophy while providing entertainment for adults and a means of determining present states of consciousness and future patterns of rebirth.The modern reader may use the game as either an instructive pastime, or as a form of divination similar to that offered by the I Ching. This version is presented with an introduction, complete instructions for playing the game, commentary for each of the 104 squares, and a full-color poster- size tanka gameboard which-drawn in accord with ritual iconography-may be used for worship and meditation." --




Symbaroum


Book Description

Come join the adventure in Symbaroum, the acclaimed Swedish roleplaying game! Explore the vast Forest of Davokar in the hunt for treasure, lost wisdom and eternal fame. Visit the barbarian clans to trade or to plunder their treasuries. Establish a base of power among princes, guilds or rebellious refugees in the capital city of Yndaros. Or survive encounters with Arch Trolls, dark-minded Blight Beasts and undead warlords. But whatever you do, never ignore the warnings spoken by the wardens of the forest: tread carefully and do not disturb the ruins of old, for the dark deep of Davokar is about to awaken. Made in Sweden




Rebirth of the Oracle


Book Description

Modern interpretations for the ancient symbols of the Tarot cards.




Open World Empire


Book Description

Finalist, 2021 John Hope Franklin Prize, given by the American Studies Association Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play Video games vastly outpace all other mediums of entertainment in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products. Instead, they seem to reflect the open and uncontaminated reputation of information technology. Video games are undeniably imperial products. Their very existence has been conditioned upon the spread of militarized technology, the exploitation of already-existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before it, video games have become the main artistic expression of empire today: the open world empire, formed through the routes of information technology and the violences of drone combat, unending war, and overseas massacres that occur with little scandal or protest. Though often presented as purely technological feats, video games are also artistic projects, and as such, they allow us an understanding of how war and imperial violence proceed under signs of openness, transparency, and digital utopia. But the video game, as Christopher B. Patterson argues, is also an inherently Asian commodity: its hardware is assembled in Asia; its most talented e-sports players are of Asian origin; Nintendo, Sony, and Sega have defined and dominated the genre. Games draw on established discourses of Asia to provide an “Asiatic” space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments.




Rebirth


Book Description

"What was the historical context for the Buddha's teachings on rebirth? What is reborn? Do all Buddhist traditions agree about what happens after death? Is it necessary to believe in rebirth to consider oneself a Buddhist? All these questions will be addressed in this short, reliable, and accessible introduction to Rebirth across Buddhist history and traditions. The book will also cover contemporary refutations of rebirth in secular Buddhist contexts as well as western scientific attempts to document reincarnation in conversation with Buddhist beliefs"--




On Soulsring Worlds


Book Description

The first book-length study devoted to FromSoftware games, On Soulsring Worlds explores how the Dark Souls series and Elden Ring are able to reconcile extreme difficulty in both gameplay and narrative with broad appeal. Arguing that the games are strategically positioned in relation to contemporary audiences and designed to tap into the new forms of interpretation afforded by digital media, the author situates the games vis-à-vis a number of current debates, including the posthuman and the ethics of gameplay. The book delivers an object lesson on the value of narrative (and) complexity in digital play and in the interpretive practices it gives rise to. Cross-fertilizing narrative theory, game studies, and nonhuman-oriented philosophy, this book will appeal to students and scholars of game studies, media studies, narratology, and video game ethnography.




Blood Phoenix


Book Description

Before she ran into a compelling stranger on the busy streets of NYC, before she knew the truth about her father, before she died, Ria was just a normal girl, trying to make ends meet. Now with an unhelpful six-thousand-year-old mentor, she wished someone had written a handbook on how to be undead. But small details, like how to drink blood without killing, why she wakes up in the middle of the day, and how to juggle two paranormal men, are near pointless when the scary Wicked Witch of Watertown has given her a week to report to the training facility. Better yet, she's popped up on the collection list for the Assetato and the king of the were-lions. Can Ria survive long enough to come head-to-head with a ten-thousand-year-old vampire?




NieR: Automata World Guide Volume 2


Book Description

Over 300 full-color pages collected into a hardcover volume that explores the secrets and strategies of Square Enix's NieR:Automata! Revisit the characters, combat, and environment that enchanted players with stunning action and profound adventure from video game director Yoko Taro. Discover the intricacies of Submergence City, learn more about the characters and enemies with the Data Library, and master the Androids' arsenal! Also featuring concept art and commentary, this second volume of the NieR:Automata World Guide is a must have item for fans of the game! Dark Horse Books and Square Enix come together again to present this adaptation of the original Japanese volume, officially offered in English for the first time!




F-O


Book Description




Level Up 2025: An AFK Book


Book Description

Get ready for the ultimate annual video game guide! From scoops on the hottest games on the horizon to tips and tricks that will help you become a certified gaming master, Level Up 2025 has got it all! Get hyped for a wild year of gaming with this guide to all the year's latest and greatest! Level Up 2025 is has got you covered with info on all the coolest games and consoles that you may have missed, as well as what to look out for next! From heavy hitters like Mario and Zelda to secret indie gems, this guide has it all! All games featured in AFK's Level Up 2025 are rated T for Teen or younger -- perfect for young gamers.