Call of Duty: Zombies 2 (2019)


Book Description

This volume collects issues #1 through #4 of the Dark Horse comic-book series Call of Duty: Zombies 2.




Call of Duty: Black Ops 3


Book Description

In the new Cold War of the 2060s, an elite group of soldiers stages covert assassinations deep in hostile territory. Jacob Hendricks leads his team across a war-torn world transformed by technology. The Call of Duty®: Black Ops III collection serves as a prequel to the successful video game. Collects issues #1–#6. “It is a great piece of fiction about a really awesome section of the military. If you’re obsessed with CoD, you’ll love it. So for all of you who are just like me, this is definitely a must-read.”—ComicWow!




Call of Duty: Zombies


Book Description

Join Stuhlinger, Misty, Russman, and Marlton as they fight for survival against the undead horde. The Tranzit crew, last seen in the "Buried" map, are trapped on a deeply unstable and fractured future Earth. The Call of Duty®: Zombies miniseries delves into these characters' backstories, providing a crucial piece of the Zombies puzzle. See what happens between the maps as the Tranzit crew fights to escape Maxis' apocalyptic wasteland. Writer Justin Jordan (The Strange Talent of Luther Strode) joins Jason Blundell and Craig Houston to expand the Zombies story, and artist Jonathan Wayshak (Devolution), with Dan Jackson, brings the world to life in a new medium! This volume collects issues #1-#6 of the Dark Horse Comics series. A must-read for fans of Call of Duty®: Zombies The Call of Duty ®: Zombies comics show crucial never-before-seen moments in the Zombies timeline! Nonstop action and a compelling mystery mean even non-gamers can enjoy the comics. Covers by superstar artist Simon Bisley!




The Performance of Video Games


Book Description

When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.




Hollow Kingdom


Book Description

A finalist for the 2020 Thurber Prize for American Humor! "The Secret Life of Pets meets The Walking Dead" in this big-hearted, boundlessly beautiful romp through the Apocalypse, where a foul-mouthed crow is humanity's only chance to survive Seattle's zombie problem (Karen Joy Fowler, PEN/Faulkner Award-winning author). S.T., a domesticated crow, is a bird of simple pleasures: hanging out with his owner Big Jim, trading insults with Seattle's wild crows (i.e. "those idiots"), and enjoying the finest food humankind has to offer: Cheetos ®. But when Big Jim's eyeball falls out of his head, S.T. starts to think something's not quite right. His tried-and-true remedies—from beak-delivered beer to the slobbering affection of Big Jim's loyal but dim-witted dog, Dennis—fail to cure Big Jim's debilitating malady. S.T. is left with no choice but to abandon his old life and venture out into a wild and frightening new world with his trusty steed Dennis, where he suddenly discovers that the neighbors are devouring one other. Local wildlife is abuzz with rumors of Seattle's dangerous new predators. Humanity's extinction has seemingly arrived, and the only one determined to save it is a cowardly crow whose only knowledge of the world comes from TV. What could possibly go wrong? Includes a Reading Group Guide.




War Games


Book Description

Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences. This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?




The Art of Simon Bisley


Book Description




Embodying Contagion


Book Description

Brings together new research that lays out the current state of contagion studies, from the perspective of media studies, monster studies, and the medical humanities. Offers fresh perspectives on contagion studies from disciplines such as the social sciences and the medical humanities, introducing new methods of collaboration and avenues of research, and demonstrating how these disciplines have already been working in parallel for several decades. Covers a wide variety of international media and contexts, including literature, film, television, public policy, and social networks. Includes key, recent case studies (including public health documents and the popular Netflix series Santa Clarita Diet) that have not yet been analysed anywhere else in the field. Bucks the current trend of going back to plague literature and historical plagues in the search for meaning to address current and late-20th century epidemics, diseases, and monsters.




Making Call of Duty Modern Warfare


Book Description

A terrorist organization spreads its poisonous ideology beyond its homeland. An ambitious Russina General pursues a brutal agenda for power and glory. Allied forces are embroilled in a conflict that involves tem all, and threatens to escalate worldwide...The stage is set in multiple theaters of conflict, as Moder Warfare 4 marks a spectacular return for the Call of Duty series. This exciting book provides a peek behind the curtain at game developers, Infinity Ward. With over 200 full color pages filled with amazing images, character profiles, photo-realistic locations and comments from the team who made the game, this is an unmissable book for fans of the series and lovers of the video game artwork alike.




The Uninhabitable Earth


Book Description

#1 NEW YORK TIMES BESTSELLER • “The Uninhabitable Earth hits you like a comet, with an overflow of insanely lyrical prose about our pending Armageddon.”—Andrew Solomon, author of The Noonday Demon NAMED ONE OF THE BEST BOOKS OF THE YEAR BY The New Yorker • The New York Times Book Review • Time • NPR • The Economist • The Paris Review • Toronto Star • GQ • The Times Literary Supplement • The New York Public Library • Kirkus Reviews It is worse, much worse, than you think. If your anxiety about global warming is dominated by fears of sea-level rise, you are barely scratching the surface of what terrors are possible—food shortages, refugee emergencies, climate wars and economic devastation. An “epoch-defining book” (The Guardian) and “this generation’s Silent Spring” (The Washington Post), The Uninhabitable Earth is both a travelogue of the near future and a meditation on how that future will look to those living through it—the ways that warming promises to transform global politics, the meaning of technology and nature in the modern world, the sustainability of capitalism and the trajectory of human progress. The Uninhabitable Earth is also an impassioned call to action. For just as the world was brought to the brink of catastrophe within the span of a lifetime, the responsibility to avoid it now belongs to a single generation—today’s. LONGLISTED FOR THE PEN/E.O. WILSON LITERARY SCIENCE WRITING AWARD “The Uninhabitable Earth is the most terrifying book I have ever read. Its subject is climate change, and its method is scientific, but its mode is Old Testament. The book is a meticulously documented, white-knuckled tour through the cascading catastrophes that will soon engulf our warming planet.”—Farhad Manjoo, The New York Times “Riveting. . . . Some readers will find Mr. Wallace-Wells’s outline of possible futures alarmist. He is indeed alarmed. You should be, too.”—The Economist “Potent and evocative. . . . Wallace-Wells has resolved to offer something other than the standard narrative of climate change. . . . He avoids the ‘eerily banal language of climatology’ in favor of lush, rolling prose.”—Jennifer Szalai, The New York Times “The book has potential to be this generation’s Silent Spring.”—The Washington Post “The Uninhabitable Earth, which has become a best seller, taps into the underlying emotion of the day: fear. . . . I encourage people to read this book.”—Alan Weisman, The New York Review of Books