The World of Fallout


Book Description

Examining the four main single player games in the franchise and its related spinoff games, this book explores the world of the popular role-playing video game, Fallout. Kenton Taylor Howard examines the maps of the games, the design of their worlds, and how the franchise has been expanded through fan-created video game modifications and tabletop games. This book highlights the importance of worldbuilding in the Fallout franchise, examining the extensive alternate history the game creates – diverging from real-world history in the early 1900s and resulting in a world that is destroyed by nuclear apocalypse in 2077 – and exploring how the series builds this detailed world over the course of many games. The book also examines how the franchise has served as an extended commentary on American militarism and expansionism. The series is closely examined through the lens of critical media studies, as well as relying on theoretical frameworks relating to video game design and world design. This book will be of interest to students, scholars, and enthusiasts of video game studies, video game design, media fandom and fan studies, transmedia studies, and imaginary worlds.




Fallout


Book Description

A NEW YORK TIMES NOTABLE BOOK OF 2020 New York Times bestselling author Lesley M.M. Blume reveals how one courageous American reporter uncovered one of the deadliest cover-ups of the 20th century—the true effects of the atom bomb—potentially saving millions of lives. Just days after the United States decimated Hiroshima and Nagasaki with nuclear bombs, the Japanese surrendered unconditionally. But even before the surrender, the US government and military had begun a secret propaganda and information suppression campaign to hide the devastating nature of these experimental weapons. The cover-up intensified as Occupation forces closed the atomic cities to Allied reporters, preventing leaks about the horrific long-term effects of radiation which would kill thousands during the months after the blast. For nearly a year the cover-up worked—until New Yorker journalist John Hersey got into Hiroshima and managed to report the truth to the world. As Hersey and his editors prepared his article for publication, they kept the story secret—even from most of their New Yorker colleagues. When the magazine published “Hiroshima” in August 1946, it became an instant global sensation, and inspired pervasive horror about the hellish new threat that America had unleashed. Since 1945, no nuclear weapons have ever been deployed in war partly because Hersey alerted the world to their true, devastating impact. This knowledge has remained among the greatest deterrents to using them since the end of World War II. Released on the 75th anniversary of the Hiroshima bombing, Fallout is an engrossing detective story, as well as an important piece of hidden history that shows how one heroic scoop saved—and can still save—the world.




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 Future of Fallout, and Other Episodes in Radioactive World-Making


Book Description

In The Future of Fallout, and Other Episodes in Radioactive World-Making Joseph Masco examines the strange American intimacy with and commitment to existential danger. Tracking the simultaneous production of nuclear emergency and climate disruption since 1945, he focuses on the psychosocial accommodations as well as the technological revolutions that have produced these linked planetary-scale disasters. Masco assesses the memory practices, visual culture, concepts of danger, and toxic practices that, in combination, have generated a U.S. national security culture that promises ever more safety and comfort in everyday life but does so only by generating and deferring a vast range of violences into the collective future. Interrogating how this existential lag (i.e., the material and conceptual fallout of the twentieth century in the form of nuclear weapons and petrochemical capitalism) informs life in the twenty-first century, Masco identifies key moments when other futures were still possible and seeks to activate an alternative, postnational security political imaginary in support of collective life today.




Fallout


Book Description

New York Times bestselling author Steve Sheinkin presents a follow up to his award-winning book Bomb: The Race to Build--and Steal--the World's Most Dangerous Weapon, taking readers on a terrifying journey into the Cold War and our mutual assured destruction. As World War II comes to a close, the United States and the Soviet Union emerge as the two greatest world powers on extreme opposites of the political spectrum. After the United States showed its hand with the atomic bomb in Hiroshima, the Soviets refuse to be left behind. With communism sweeping the globe, the two nations begin a neck-and-neck competition to build even more destructive bombs and conquer the Space Race. In their battle for dominance, spy planes fly above, armed submarines swim deep below, and undercover agents meet in the dead of night. The Cold War game grows more precarious as weapons are pointed towards each other, with fingers literally on the trigger. The decades-long showdown culminates in the Cuban Missile Crisis, the world's close call with the third—and final—world war. A Shelf Awareness Best Children's Book of 2021 A Chicago Public Library Best of the Best Book of 2021 A Horn Book Fanfare Best Book of the Year Praise for BOMB: A Newbery Honor book A National Book Awards finalist for Young People's Literature A Washington Post Best Kids Books of the Year title “This is edge-of-the seat material that will resonate with YAs who clamor for true spy stories, and it will undoubtedly engross a cross-market audience of adults who dozed through the World War II unit in high school.” —BCCB, starred review “...reads like an international spy thriller, and that's the beauty of it.” —School Library Journal, starred review “[A] complicated thriller that intercuts action with the deftness of a Hollywood blockbuster.” —Booklist, , starred review “A must-read...” —Publishers Weekly, starred review “A superb tale of an era and an effort that forever changed our world.” —Kirkus Also by Steve Sheinkin: The Notorious Benedict Arnold: A True Story of Adventure, Heroism & Treachery The Port Chicago 50: Disaster, Mutiny, and the Fight for Civil Rights Undefeated: Jim Thorpe and the Carlisle Indian School Football Team Most Dangerous: Daniel Ellsberg and the Secret History of the Vietnam War Which Way to the Wild West?: Everything Your Schoolbooks Didn't Tell You About Westward Expansion King George: What Was His Problem?: Everything Your Schoolbooks Didn't Tell You About the American Revolution Two Miserable Presidents: Everything Your Schoolbooks Didn't Tell You About the Civil War Born to Fly: The First Women's Air Race Across America




The Old Man and the Wasteland


Book Description

Part Hemingway, part Cormac McCarthy's The Road, a suspenseful odyssey into the dark heart of the post-apocalyptic American Southwest. Forty years after the destruction of civilization, human beings are reduced to salvaging the ruins of a broken world. One survivor's most prized possession is Hemingway's classic The Old Man and the Sea. With the words of the novel echoing across the wasteland, a living victim of the Nuclear Holocaust journeys into the unknown to break a curse. What follows is an incredible tale of grit and endurance. A lone traveler must survive the desert wilderness and mankind gone savage to discover the truth of Hemingway's classic tale of man versus nature. Now with a new introduction by author Nick Cole.




Fallout


Book Description

Written in free verse, explores how three teenagers try to cope with the consequences of their mother's addiction to crystal meth and its effects on their lives.




Fallout


Book Description

More than a high-stakes espionage thriller, Fallout painstakingly examines the huge costs of the CIA’s errors and the lost opportunities to halt the spread of nuclear weapons technology long before it was made available to some of the most dangerous and reckless adversaries of the United States and its allies. For more than a quarter of a century, while the Central Intelligence Agency turned a dismissive eye, a globe-straddling network run by Pakistani scientist A. Q. Khan sold the equipment and expertise to make nuclear weapons to a rogues’ gallery of nations. Among its known customers were Iran, Libya, and North Korea. When the United States finally took action to stop the network in late 2003, President George W. Bush declared the end of the global enterprise to be a major intelligence victory that had made the world safer. But, as investigative journalists Catherine Collins and Douglas Frantz document masterfully, the claim that Khan’s operation had been dismantled was a classic case of too little, too late. Khan’s ring had, by then, sold Iran the technology to bring Tehran to the brink of building a nuclear weapon. It had also set loose on the world the most dangerous nuclear secrets imaginable—sophisticated weapons designs, blueprints for uranium enrichment plants, plans for warheads—all for sale to the highest bidder. Relying on explosive new information gathered in exclusive interviews with key participants and previously undisclosed, highly confidential documents, the authors expose the truth behind the elaborate efforts by the CIA to conceal the full extent of the damage done by Khan’s network and to cover up how the profound failure to stop the atomic bazaar much earlier jeopardizes our national security today.




The World Book Encyclopedia


Book Description

The 'World Book Encyclopedia' was first published in 1917 as an 8-volume set. The encyclopedia has been expanded many times through the years and now has 22 volumes. This edition contains 2900 new or revised articles, 200 new or revised maps, 225 new photos, 212 new tables and charts, and 4890 pages are revised.




Story Mode


Book Description

Once considered niche, fringe, and the hobby of only outsiders or loners, video games have rapidly become one of the most popular and influential artistic forms of this century. Their imagery is near ubiquitous—children, adults, and even professional athletes know what a Fortnite dance is without having played the game, and every conversation about violence in media eventually turns toward Grand Theft Auto. We’ve reached a point where, through streaming platforms like Twitch, games don’t even need to be played to be enjoyed, as whole robust communities form around watching others play. Games have grown into more than just products; they’re touchstones, meaning that they’ve become popular enough for something radical to have happened: even while culture shapes our games, games have simultaneously begun shaping our culture. In Story Mode, video games critic and host of the No Cartridge podcast Trevor Strunk traces how some of the most popular and influential game series have changed over years and even decades of their continued existence and growth. We see how the Call of Duty games—once historical simulators that valorized conflicts like World War II—went “modern,” complete with endless conflicts, false flag murders of civilians, and hyperadvanced technology. It can be said that Fortnite’s runaway popularity hinges on a competition for finite resources in an era of horrific inequality. Strunk reveals how these shifts occurred as direct reflections of the culture in which games were produced, thus offering us a uniquely clear window into society’s evolving morals on a mass scale. Story Mode asks the question, Why do video games have a uniquely powerful ability to impact culture? Strunk argues that the participatory nature of games themselves not only provides players with a sense of ownership of the narratives within, but also allows for the consumption of games to be a revelatory experience as the meaning of a game is oftentimes derived by the manner in which they are played. Combining sharp criticism of our most beloved and well-known video game series with a fascinating discussion of how our cultural values form, Story Mode is a truly original examination of the unique space games now occupy, from one of the sharpest games critics working today.