The Art of Fallout 4


Book Description

Bethesda Game Studios, the award-winning creators of Fallout® 3 and The Elder Scrolls V: Skyrim®, welcome you to the world of Fallout® 4 - their most ambitious game ever, and the next generation of open-world gaming. The Art of Fallout 4 is a must-have collectible for fans and a trusty companion for every Wasteland wanderer. Featuring never-before-seen designs and concept art from the game's dynamic environments, iconic characters, detailed weapons, and more -- along with commentary from the developers themselves.




The Art of the Uncharted Trilogy


Book Description

Adventure alongside Nathan Drake, as Dark Horse Books and Naughty Dog team up to bring you this breathtaking, comprehensive exploration into the Uncharted saga! Encompassing Drake's Fortune, Among Thieves, and Drake's Deception, this epic volume offers a look at hundreds of never-before-seen designs and pieces of concept art from the creation of one of the most exciting game series of this generation, along with insightful commentary from the games' creators! Don't miss out on this opportunity to own a piece of Uncharted history!




The Art of Ratchet & Clank


Book Description

A retrospective exploration of the galaxy's most lovable video game heroes--Ratchet and Clank! For fifteen years the most unlikely heroes in the cosmos have been adventuring across the stars, kicking butt and taking names. Ratchet and Clank have rescued innocent civilizations, taken down evil corporations, defeated robot armies, incited space prison breakouts, and even colluded with interstellar pirates! Now, Dark Horse Books and Insomniac Games proudly offer a look back at the history of the iconic series in a Qwark-tastic collection of never-before-seen concept art and behind-the-scenes commentary chronicling eleven amazing games and the brilliant studio that created them!




Ratchet and Clank


Book Description

Written by T.J. FIXMAN - Art by ADAM ARCHER - Cover by CREATUREBOX The bestselling Sony video game franchise is now an action-packed, galaxy spanning comic. With Dr. Nefarious defeated and the universe safe, galactic heroes Ratchet and Clank return to the Solana galaxy for some well-earned rest and relaxation. But when entire planets begin disappearing from the universe without a trace, Galactic President Qwark calls them back into action to solve the mystery. Collecting the 6-issue miniseries! On JUNE 29 - 144 pg, FC, $17.99 US




The Art of Crash Bandicoot: It's about Time


Book Description

The Crash Bandicoot(TM) series has remained a beloved staple of platform gaming ever since the first game's release in 1996. The Art of Crash Bandicoot(TM)4: It's About Time(TM)is a rich repository overflowing with interviews, quotes, observations and anecdotes, accompanied by a treasure trove of concept art detailing the characters and environments of the game. Gamers of every type will cherish this all-encompassing look into the zany, wild and unpredictable world of Crash Bandicoot(TM) .




Art for the Players


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Holograms


Book Description

Holograms have been in the public eye for over a half-century, but their influences have deeper cultural roots. No other visual experience is quite like interacting with holograms; no other cultural product melds the technological sublime with magic and optimism in quite the same way. As holograms have evolved, they have left their audiences alternately fascinated, bemused, inspired or indifferent. From expressions of high science to countercultural art to consumer security, holograms have represented modernity, magic and materialism. Their most pervasive impact has been to galvanise hopeful technological dreams. Engineers, artists, hippies and hobbyists have played with, and dreamed about, holograms. This book explores how holograms found a place in distinct cultural settings. It is aimed at readers attracted to pop culture, visual studies and cultural history, scholars concerned with media history, fine art and material studies and, most of all, cross-disciplinary audiences intrigued about how this ubiquitous but still-mysterious visual medium grew up in our midst and became entangled in our culture. This book explores the technical attractions and cultural uses of the hologram, how they were shaped by what came before them, and how they have matured to shape our notional futures. Today, holograms are in our pockets (as identity documents) and in our minds (as gaming fantasies and 'faux hologram' performers). Why aren't they more often in front of our eyes?




Utopic Dreams and Apocalyptic Fantasies


Book Description

Few books have attempted to contextualize the importance of video game play with a critical social, cultural and political perspective that raises the question of the significance of work, pleasure, fantasy and play in the modern world. The study of why video game play is 'fun' has often been relegated to psychology, or the disciplines of cultural anthropology, literary and media studies, communications and other assorted humanistic and social science disciplines. In Utopic Dreams and Apocalyptic Fantasies, Talmadge Wright, David Embrick and Andras Lukacs invites us to move further and consider questions on appropriate methods of researching games, understanding the carnival quality of modern life, the role of marketing in altering game narratives, and the role of fantasy and desire in modern video game play. Embracing an approach that combines a cultural and/or critical studies approach with a sociological understanding of this new media moves the debate beyond simple media effects, moral panics, and industry boosterism to one of asking critical questions, what does modern video game play 'mean,' what questions should we be asking, and what can sociological research contribute to answering these questions. This collection includes works which use textual analysis, audience based research, symbolic interactionism, as well as political economic and psychoanalytic perspectives to illuminate areas of inquiry that preserves the pleasure of modern play while asking tough questions about what such pleasure means in a world divided by political, economic, cultural and social inequalities.