Alan Wake Illuminated


Book Description

- Created by Microsoft Games Studios, this collectible hardcover is an in-depth examination of "Alan Wake"'s creation, from conception to the final game. - Production art and stills take you on a tour through the inspirations for Bright Falls and the horror that lurks within it. - The history of Remedy, the game's developer: Where they came from and how they grew to become the creators of "Alan Wake," one of the most highly-anticipated games ever. - This stand-alone book, "Alan Wake Illuminated, " is identical to the hardcover book sold in "Prima's Official Alan Wake Collector's Edition" bundle.




The Alan Wake Official Survival Guide


Book Description

* Full-color, fully-annotated maps to light the way. With ammunition, supplies, collectibles, weapons, Safe Havens, and much more labeled on every one to assure a complete tour through the horrors of Bright Falls. * Every Achievement is listed, showing the name, the description before and after you succeed, plus details on how to achieve each one. * All six Episodes are given a complete and incredibly detailed walkthrough written in a narrative style. The most important parts are highlighted so you can skip to the "good bits" or read the story completely through. * There are over 300 collectibles, Achievements, Easter eggs, and encounters to tally up while playing. The guide has comprehensive lists for all of them, including locations and the Episodes where (and when) each one can be found.




Alan Wake Collector's Edition Bundle


Book Description

The more you know, the longer you'll survive. This two-book collector's edition bundle contains the most information available anywhere about the mysterious and suspenseful gameAlan Wake. Alan Wake: The Official Survival Guide • A unique guide, brimming with documents, maps, resident biographies, and a full walkthrough. • All six Episodes are given a complete and incredibly detailed walkthrough. The most important parts are highlighted, and ever area receives a full-color, fully-annotated map. • Every collectible in the game is revealed along with details on how to complete every Achievement. Alan Wake Illuminated • Created by Microsoft Games Studios, this collectible hardcover is an in-depth examination ofAlan Wake's creation, from conception to the final game. • Production art and stills take you on a tour through the inspirations for Bright Falls and the horror that lurks within it. • The history of Remedy, the game's developer: Where they came from and how they grew to become the creators ofAlan Wake, one of the most highly-anticipated games ever.




The Warning


Book Description

Authentic accounts of saints and mystics of the Church who have spoken of a day when we will all see our souls in the light of truth, and fascinating stories of those who have already experienced it for themselves."With His divine love, He will open the doors of hearts and illuminate all consciences. Every person will see himself in the burning fire of divine truth. It will be like a judgment in miniature."- Our Lady to Fr. Stefano Gobbi of the Marian Movement of Priests




Alan Wake


Book Description

Welcome to Bright Falls-a seemingly idyllic small town in the Pacific Northwest. The perfect place for Alan Wake, a bestselling crime novelist, and his wife, Alice, to relax for a few weeks. Maybe a second honeymoon and the fresh air will cure Wake of his writer's block. But when Alice goes missing under mysterious circumstances, Wake's desperate search for her leads him into a hell only he could imagine. In the depths of nearby Cauldron Lake, a dark and malevolent presence has awakened from a long slumber. It's reaching out now, turning the townsfolk into mindless killers. Sheathed in shadows, vulnerable only to light, they are Taken. Wake's journey will lead him to the very edge of madness, and deep within the dark woods, he will come face-to-face with a story he has no recollection of ever writing.







Narrative Instability


Book Description

This book introduces the concept of 'narrative instability' in order to make visible a new trend in contemporary US popular culture, to analyze this trend's poetics, and to scrutinize its textual politics. It identifies those texts as narratively unstable that consciously frustrate and obfuscate the process of narrative understanding and comprehension, challenging their audiences to reconstruct what happened in a text's plot, who its characters are, which of its diegetic worlds are real, or how narrative information is communicated in the first place. Despite - or rather, exactly because of - their confusing and destabilizing tendencies, such texts have attained mainstream commercial popularity in recent years across a variety of media, most prominently in films, video games, and television series. Focusing on three clusters of instability that form around identities, realities, and textualities, the book argues that narratively unstable texts encourage their audiences to engage with the narrative constructedness of their universes, that narratively unstable texts encourage their audiences to engage with the narrative constructedness of their universes, that narrative instability embodies a new facet of popular culture, that it takes place and can only be understood transmedially, and that its textual politics particularly speak to white male, middle-class Americans.




Silent Abuse, Control


Book Description

Are you searching for understanding, guidance, and release from the grip of a loved ones verbal beatings and never-ending mind games? Have you constantly been made to feel devalued, incapable, and ignored? At times, do you feel like you are living with a caring loved one who, without warning, rages into a monster? This book can help provide many of the answers youve been seeking. Controlling behavior is a very real form of abuse that verbally, mentally, and psychologically batters a person into a state of defeat, virtually erasing any self-esteem or confidence. It is silent abuse because it is the most undetectable, common, and misunderstood form of abuse that exists today. Its affects are so devastating because it ever so slowly creeps in, striking unexpectedly from the mouth of a loved one and emotionally paralyzing a person, over time destroying all hope and joy for life. The first step in dealing with this abuse is to recognize it in every form it takes. Learn by example through relatable, attention-grabbing stories based on facts, told from the point of view of people who have experienced this specific type of abuse. These personal stories expose the common behavior and characteristics of controlling abusers. Abuse doesnt care who you are; what your age, ethnicity, or social class isit doesnt discriminate. It is important to understand that abuse in any form is never deserved or acceptable. These inspiring stories will give you hope and leave you feeling encouraged through the true accounts of people who have emerged from a dark pit of despair as they were guided to the source of needed strength to prevail. It is time to feel encouraged knowing that there is a very real possibility of life and more abundantly where you may not think it could exist. A life without control and verbal abuse is possible and accessible!




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.




Entertainment Computing - ICEC 2012


Book Description

This book constitutes the refereed proceedings of the 11th International Conference on Entertainment Computing, ICEC 2012, held in Bremen, Germany, in September 2012. The 21 full papers, 13 short papers, 16 posters, 8 demos, 4 workshops, 1 tutorial and 3 doctoral consortium submissions presented were carefully reviewed and selected from 115 submissions. The papers are organized in topical sections on story telling; serious games (learning and training); self and identity, interactive performance; mixed reality and 3D worlds; serious games (health and social); player experience; tools and methods; user interface; demonstrations; industry demonstration; harnessing collective intelligence with games; game development and model-driven software development; mobile gaming, mobile life – interweaving the virtual and the real; exploring the challenges of ethics, privacy and trust in serious gaming; open source software for entertainment.