Lexcalibur


Book Description

A collection of nerdy poems for adventurers of all ages, written by Jerry Holkins and featuring illustrations by Mike Krahulik.




Penny Arcade: Attack of the bacon robots!


Book Description

Collects the first two years of the most popular webcomic of all time, about two friends, Tycho and Gabe, who spend most of their time gaming.




In the Penny Arcade


Book Description

The seven stories of In the Penny Arcade blend both the real and the fantastic in a seductive mix that illuminates the full range of Steven Millhauser¿s gifts, from ¿August Eschenburg¿, the story of a clockmaker¿s son whose extraordinary talent for creating animated figures is lost on a world whose taste for the perverse and crude supersedes that of the refined and beautiful, to ¿Cathay¿, a kingdom whose wonders include landscape paintings executed on the bodies of court ladies.




Penny Arcade Vol. 9


Book Description

Jonathan Gabriel: Supreme Lycar of the secretive, xenophobic, and insular Wildfur clan. Tycho Brahe: the "fresh meat" in an elite, Top Secret werewolf-killing squad known only as "The Werewolf Killers." But there is a thirst beyond thirst—a thirstening Jonathan Gabriel knows only too well. Tycho feels it, too; to be drunk on moonlight, entwined in the super hairy arms of some kind of man/wolf type dude. PASSION'S HOWL, or whatever. Listen! This is just solicit copy. Everything inside is Penny Arcade comics. Specifically, all the Penny Arcade comics from 2009.




Perdido Street Station


Book Description

WINNER OF THE AUGUST DERLETH AND ARTHUR C. CLARKE AWARDS • A masterpiece brimming with scientific splendor, magical intrigue, and fierce characters, from the author who “has reshaped modern fantasy” (The Washington Post) “[China Miéville’s] fantasy novels, including a trilogy set in and around the magical city-state of New Crobuzon, have the refreshing effect of making Middle-earth seem plodding and flat.”—The New York Times The metropolis of New Crobuzon sprawls at the center of the world. Humans and mutants and arcane races brood in the gloom beneath its chimneys, where the river is sluggish with unnatural effluent and foundries pound into the night. For a thousand years, the Parliament and its brutal militias have ruled over a vast economy of workers and artists, spies and soldiers, magicians, crooks, and junkies. Now a stranger has arrived, with a pocketful of gold and an impossible demand. And something unthinkable is released. The city is gripped by an alien terror. The fate of millions lies with a clutch of renegades. A reckoning is due at the city’s heart, in the vast edifice of brick and wood and steel under the vaults of Perdido Street Station. It is too late to escape.




Dungeons & Dragons Acquisitions Incorporated HC (D&D Campaign Accessory Hardcover Book)


Book Description

Explore a wealth of peril and personalities in this campaign book for the world’s greatest roleplaying game, Dungeons & Dragons. Acquisitions Incorporated is a different flavor of Dungeons & Dragons. A fifth edition D&D book created in partnership with Penny Arcade Inc. and inspired by the podcast and web series, this book is full of madcap heists, hilarious moments, and all the ingredients you need to include the adventurers of Acquisitions Incorporated in your own fifth edition D&D campaign. • Start up your own Acquisitions Incorporated franchise in the Forgotten Realms or anywhere in the multiverse. • Live out your fantasy of climbing the corporate ladder of the most notorious retrieval agency in the Forgotten Realms—Acquisitions Incorporated. • The 224-page book will give Dungeon Masters and players plenty of bits to play a D&D fifth edition game just as if you were on stage with the crew at PAX! New backgrounds, character options, franchise information and more. • You'll also find an adventure that will take characters from levels 1 through 6, establishing your party's claim on a world they've just begun to explore—and to strip-mine for profit. Dungeons & Dragons is the world’s greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming.




The Splendid Magic of Penny Arcade


Book Description

Includes original and previously unseen material, behind-the-scenes features, creator commentary, and essays.




Billboard


Book Description

In its 114th year, Billboard remains the world's premier weekly music publication and a diverse digital, events, brand, content and data licensing platform. Billboard publishes the most trusted charts and offers unrivaled reporting about the latest music, video, gaming, media, digital and mobile entertainment issues and trends.




Billboard


Book Description

In its 114th year, Billboard remains the world's premier weekly music publication and a diverse digital, events, brand, content and data licensing platform. Billboard publishes the most trusted charts and offers unrivaled reporting about the latest music, video, gaming, media, digital and mobile entertainment issues and trends.




Atari Age


Book Description

The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful). Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity. Newman shows that the “new media” of video games were understood in varied, even contradictory ways. They were family fun (but mainly for boys), better than television (but possibly harmful), and educational (but a waste of computer time). Drawing on a range of sources—including the games and their packaging; coverage in the popular, trade, and fan press; social science research of the time; advertising and store catalogs; and representations in movies and television—Newman describes the series of cultural contradictions through which the identity of the emerging medium worked itself out. Would video games embody middle-class respectability or suffer from the arcade's unsavory reputation? Would they foster family togetherness or allow boys to escape from domesticity? Would they make the new home computer a tool for education or just a glorified toy? Then, as now, many worried about the impact of video games on players, while others celebrated video games for familiarizing kids with technology essential for the information age.