The Art of System Shock


Book Description

A full-color hardcover art book chronicling the renowned Nightdive Studios’ faithful recreation of the iconic cyber-sci-fi action thriller video game, System Shock! When a powerful artificial intelligence named SHODAN is liberated of her ethical constraints, the inhabitants of the Citadel space station are rapidly corrupted into bloodthirsty cyborgs and mutants and placed under her control. It’s up to a resourceful rogue hacker to traverse the station level by level, battling the monstrous crew and computer-controlled robots before ultimately facing down with the AI herself! Now fans of the groundbreaking cyber-action shooter can explore the development of the lovingly recreated System Shock in intricate detail—including art of Citadel Station’s mysterious interiors, vile enemies, clever props, and much more. Nightdive Studios and Dark Horse Books invite readers to relive the unforgettable experience of the classic game, remade with enormous care for a new generation. Celebrate the return to Citadel Station with The Art of System Shock.




Shock to the System


Book Description

How violent events and autocratic parties trigger democratic change How do democracies emerge? Shock to the System presents a novel theory of democratization that focuses on how events like coups, wars, and elections disrupt autocratic regimes and trigger democratic change. Employing the broadest qualitative and quantitative analyses of democratization to date, Michael Miller demonstrates that more than nine in ten transitions since 1800 occur in one of two ways: countries democratize following a major violent shock or an established ruling party democratizes through elections and regains power within democracy. This framework fundamentally reorients theories on democratization by showing that violent upheavals and the preservation of autocrats in power—events typically viewed as antithetical to democracy—are in fact central to its foundation. Through in-depth examinations of 139 democratic transitions, Miller shows how democratization frequently follows both domestic shocks (coups, civil wars, and assassinations) and international shocks (defeat in war and withdrawal of an autocratic hegemon) due to autocratic insecurity and openings for opposition actors. He also shows how transitions guided by ruling parties spring from their electoral confidence in democracy. Both contexts limit the power autocrats sacrifice by accepting democratization, smoothing along the transition. Miller provides new insights into democratization’s predictors, the limited gains from events like the Arab Spring, the best routes to democratization for long-term stability, and the future of global democracy. Disputing commonly held ideas about violent events and their effects on democracy, Shock to the System offers new perspectives on how regimes are transformed.




System Shock 2


Book Description

Character creation & development tips Detailed maps! All secrets revealed Complete walkthrough Contents of every replicator




System Shock


Book Description

The game System Shock is currently selling at tens of thousands of copies a week and will soon be released on CD-ROM. This strategy guide is written by industry insider, gaming columnist Bernie Yee, who lets readers in on every detail, secret, and strategy of play--even those previously known only to the game's designers and programmers. Features CD-resolution, 4-color graphics.




Shock to the System


Book Description

Young Paul Haig dies after hiring PI Donald Strachey. Despite his dislike of her, Strachey agrees with the boy's homophobic mother: Paul didn't commit suicide. But, she clings to deep denial about her son's sexual orientation. Conversion therapy - interventions to create ex-gays - get the once over in this Strachey mystery, and it ain't a pretty sight. 1995 Lambda Finalist




System Shock


Book Description

The doctor lands in 1998 London to stop a race of technically advanced alien marauders from controlling the global information superhighway




Postmortems from Game Developer


Book Description

The popular Postmortem column in Game Developer magazine features firsthand accounts of how some of the most important and successful games of recent years have been made. This book offers the opportunity to harvest this expertise with one volume. The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques. Readers learn how superstars of the game industry like Peter Molyneux and Warren Spector have dealt with the development challenges such as managing complexity, software and game design issues, schedule challenges, and changing staff needs.




BioShock


Book Description

A historical, critical look at the famous videogame franchise BioShock, understanding it through philosophical, ideological and computational interpretations of systems, decisions and 'propaganda'.




The World of Scary Video Games


Book Description

As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.




100 Computer Games to Play Before You Die


Book Description

This is a must-have book for any computer enthusiast whether they are young or old. Covering the100 best games ever to be produced from Pac-Man Vs andPokemon Red/Blue to Grand Theft Auto: Vice City and Worms -- make sure you've not missed out any of the cult classics. With detailed descriptions of each game, the design process behind them and the secrets that lie within, this book will rekindle games from your childhood as well as introducing you to previously un-played games.