This second volume is a compendium of video game synopses as well as a feast for the eyes with literally thousands of vivid, high-resolution screen shots; it provides a comprehensive visual tour through the world of PC and video gaming. Sorted by genre, more than 100 of the latest, most exciting software titles are reviewed with information of interest to players, parents, and industry professionals. Each game is featured in a two-page spread that includes detailed game summaries, analysis, and strategies; nine in-game screen shots; lists of games with similarskill and strategy requirements; appropriate age range; notes ESRB content ratings; complete technological specifications; and more. Feature stories are included throughout the book, covering game-related topics such as multiplayer online gaming, games in movies, and the future of gaming. The book also includes useful reference tools such as an illustrated glossary, an overview of game publishers, and information on current hardware platforms such as Sony's new PS3, Nintendo's Wii, and handheld systems, including the Nintendo DS and Sony PSP.
REVIEW
Well Researched, Well Thought Out I was privileged to be sent an advance PDF copy of The Book of Games Volume 2 by author Bendik Stang, and having now completed my reading of this volume in one evening, I am eagerly looking forward to the print version. The Book of Games Vol. 2 has matured exponentially over its previous incarnation, which I feel is very appropriate as Volume 2 has a very pointed focus on the maturity which the videogame industry as a whole is experiencing. While I am still disappointed in regards to the lack of coverage in regards to the Guild Wars properties, that is largely due to personal bias, as I am a casually hardcore Guild Wars player. Now that I have my only truly negative viewpoint out of the way, let's move on to the good stuff.
I was extremely impressed with the amount of research which had obviously gone into the production of Volume 2, as well as the new features which had been added for the individual game listings and ratings. These additions show that the authors listened to those who took the time to give them feedback on Volume 1, and as such have made themselves a part of the gaming community in a way which some authors never achieve, no matter how knowledgeable they may be on their topics. Another interesting sidenote was seeing another book which I am in process of reviewing featured in a sidebar in this book. As a journalist with a heavy research addiction, I always consider how useful a publication will be to me on my endless quest for knowledge, and The Book of Games Volume 2 passed that consideration with ease. There are many, many sources for further reading and education.
While The Book of Games Volume 1 was a handy reference for the parents and relatives of gamers, Volume 2 fully opens up the changing videogame industry, from development to tournaments and beyond. The authors have successfully put the industry into a nutshell - one which gamers, teachers, parents and even grandparents will appreciate. This volume has every component of the videogame world between its covers, and takes a look at every aspect in a well-worded, well-researched, and well-presented manner. Every chapter contains evidence of how videogames have become an integral part of our lives in the 21st century - from those who pick up a quick game of solitaire to those who travel the pro-gamer circuits. One photo I could immediately relate to was that of Norway's Olav Undheim, winner ofthe 2007 World Cyber Games Grand Final Warcraft III Tournament. I saw that match, along with all of the other events held on that final game day in Seattle this past October. I was there when Olav hoisted that $ 20 000.00 cheque over his head at the medals presentation - and that's what this industry called videogaming has at its core - a vibrant, global community - one which we experience at our own annual LAN tournament, and one which The Book of Games Volume 2 has opened to the world.
I think that this book will do more to bring an understanding of the videogame culture to non-gamers than any collection of web sites and media articles could possibly do. Parents everywhere will benefit from this book, while gamers will embrace this book for the validation it brings to our gaming culture. The Book of Games Volume 2 is an excellent counter-weight to those who vocalize loud and long their negative views on the gaming industry as a whole. I challenge those who, without really understanding what videogames are truly all about to pick up this book and read it. Understand what draws those of us who game into our multi-pixelled worlds. The artwork is amazing, the music is incredible, and the passion insurmountable. As the owner of a company which has been trying unsuccessfully for three years to obtain a business license for a digital media centre for youth in our hometown, I would love to see the members of our Township council who oppose us, as well as those in the licensing department who insist on calling us an arcade, read this book. The Book of Games Volume 2, I believe, will become a very useful tool for those of us who are not only proud members of the gaming culture, we support the up and coming designers of tomorrow and all of the possibilities the world of gaming has opened to them, whether they become game designers, engineers, architects or even doctors.
I whole-heartedly give The Book of Games Volume 2 a five star rating, and if there have been this many improvements in the series just between volumes 1 and 2, I can hardly wait until I get a look at Volume 3 which will be out in November 2008. To the authors I say "this is a work to be proud of, a job very well done."
A feast for the eyes with literally thousands of vivid, high-resolution screen shots, this book provides a comprehensive visual tour through the world of PC and video gaming. Sorted by genre, 150 of the most exciting current software titles are reviewed with information of interest to players, parents, and industry professionals. Each game is featured in a two-page spread that includes detailed game summary, analysis, and strategy, nine representative in-game screen shots, games with similar skill and strategy requirements, appropriate age range, ESRB content ratings, complete technological specifications, and more. Feature stories are included throughout the book, covering game-related topics such asmultiplayer online gaming, games in movies, and the future of gaming. The book also includes useful reference tools such as an illustrated glossary, an overview of game publishers, and information on current and upcoming hardware platforms such as Sony's new PS3 and Nintendo's Wii.
REVIEW
Great resource Based on the reviews in the book, I just found a game that is perfect for mye nephew. I'm looking forward to Volume 2
The third volume in this acclaimed series features more than 100 of the newest games from a variety of platforms. A complete compendium of video game synopses as well as a feast for the eyes with literally thousands of vivid, high-resolution screen shots, this comprehensive visual tour through the world of PC and video gaming is sorted by genre, with each game review containing information of interest to players, parents, and industry professionals. A two-page spread includes detailed game summaries, analysis, and strategies; nine in-game screen shots; lists of games with similar skill and strategy requirements; appropriate age range; notes Entertainment Software Rating Board (ESRB) content ratings; and complete technological specifications to supplement each game's profile. A game developers' Hall of Fame and a thorough run-down of the world's best gamers, clans, and guilds are coupled with fascinating stories about the politics of video gaming, the latestresearch on gaming's effects, and the world of Flash and Java games. Useful reference tools such as an illustrated glossary, an overview of game publishers, and information on current hardware platforms—such as Sony's new PlayStation 3, Nintendo's Wii, and handheld systems, including the Nintendo DS and Sony PSP—are also provided.
The Sony PlayStation has achieved unrivaled success in the "Super Console" arena through the quality and volume of its software. But with all these great titles available, you could easily be forgiven for thinking that there isn?t a tips book big enough to cover all the games in your collection. Well there wasn?t — until now.
Prima?sBig PlayStation Book offers you tips, tricks, and even complete walkthrough solutions to over one hundred of the greatest PlayStation titles ever released. Classic older games like Destruction Derby, Crash Bandicoot, WipeOut, Doom, Descent, Resident Evil, and Tekken are all covered. You?ll also find newer games like SoulBlade, Command & Conquer, Nanotek Warrior, Soviet Strike, and War Gods tipped to death in this amazing book.
So it makes no difference whether you have just bought your PlayStation or you had it from day one — this is the book for you! All the best games and all the best tips, straight from the experts. You couldn?t wish for anything more!
About the Author
Prima Creative Services is a team of gaming experts that has produced over 60 strategy guides for Prima Publishing, and collectively has two decades of experience in the gaming magazine field.
REVIEW
Big Playstation 2Book This book is used and it is in very good conditon. It has no highlighting no wrting and no torn page.
Completewith a sample disk of combat games, here's the only authorized strategy book for Lucasfilm's enormously popular air combat simulation series that gives players the opportunity to relive history as they fly WWII combat missions. Filled with facts and tips impossible to get elsewhere, this book offers strategy guides, battle history, technical information, flight instruction, and much more.
Uncensored, unofficial edition! This all-new, full-color guide to the most popular games for the Super NES system could be the hottest hint book of the year. Tips and tricks for more than 100 Super NES games are given in this fast-paced, exciting compendium. It is a must-buy for anyone who owns a Super NES system.
Basic Game Design and Creation teaches novices (8-80) how to create ten different games – no programming required. The book portrays two different but interconnected technologies – game design, which teaches game enthusiasts simple techniques (players, sound, animation, scoring, scenery, etc) and object technology, a new natural paradigm for creating software that is revolutionizing the software industry. Through the step-by-step projects and creation of numerous games, readers actually become game designers, creating different kinds of objects and environments. Every chapter helps readers to create a new two dimensional and isometric game using Game Maker, a rapid-application development tool for beginning game programmers. Using many "drag and drop" tools and video tutorials, users are able to learn object technology, and can create and publish games very quickly. This is a must-have resource for anyone who is looking to master introductory game programming!
KEY FEATURES: • Teaches how to create ten different games with GameMaker – no programming required • Includes a companion CD-ROM with a demo of GameMaker and video tutorials for projects in the book • Topics covered include basic game design, particle systems, multiplayer games, and much more
REVIEW
Excellent Book Tired of your kids playing video games? Buy this book.
Easy to follow, my 10 and 14 year olds are using this book and having a great time. It is has step by step instructions. They are having fun designing and creating their own game.
No prior experience necessary.
I hope that more books like this are in the works.
Welcome to the sixth volume of the Game Programming Gems series. With team sizes constantly expanding, developers are finding themselves pushed to become increasingly specialized. This makes it important to have cutting-edge, ready-to-use material in your specialization, as well as resources that you can call upon if you need to work outside your area of expertise. Volume 6 has been explicitly designed with your current challenges in mind. With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. All of these capabilities require robust teams and longer schedules, so to help ensure that your games are still delivered on time and on budget, you’ll find 50 all new articles written by experts in game technology from many different backgrounds and over twenty countries. This volume also includes a brand new section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. So, whether you're a new game programmer starting out on this exciting path, a grizzled, industry veteran, or a most welcome visitor, we hope that you will find inspiration, insight, and at least one or two true gems to use in your world!
REVIEW
Programming Tips from the Pros Intended for the intermediate to advanced game programmer, this is a book that will literally have something for everyone. It contains fifty-two 'gems' that is, articles on how to some particular aspect of game programming. Sophisticated game programming is probably the most complex programming there is. And this book goes into some pretty sophisticated programming details.
For instance:
1.2 Using Multicore Processors - New software that facilitates programming to make the most effective use of dual/triple core CPUs.
2.5 - Exact Buoyancy for Polyhedra - Your game character has built a raft. How does it look like it's floating realistically?
5.9 - Practical Sky Rendering - The sky is so simple, unless, of course you want it to look real. ==There is no question that the main driving force for faster computers is to make for more realistic gaming. And the faster computers allow more sophisticated programming to be done to make the grass wave realistically.
This is probably not a book you're going to sit down and read from cover to cover. You'll probably scan through and read the ones that are applicable to just what you need to do next. But then in a couple of weeks, in a couple of months....
-- Covers the hottest technology of 2-D and 3-D game art and shows step-by-step how to create the special effects in today's leading games -- Teaches specialized skills, tricks, and techniques used to create professional-quality game art elements, including backgrounds, special effects, lighting, and much more -- Features a 32-page color section that displays various techniques, screen shots of games, game textures, and other game assets -- Discusses the parts of a computer game from the artist's perspective including interfaces, menus, characters, 3-D models, and game levels -- Includes a CDROM containing a large collection of game development software and graphic elements
REVIEW
A Gamer When I got this book I was like WOW! This Is good.But after I read It 3 times and did what It said I was very disaponted!It said what a game shoud be but not how to do it!It only does a few short lines of That.If you want two completely copy Doom Get this Book,If not,Don't.
Character evolution - improve Laras abilities and witness her adapt to how you play the game. You are rewarded for puzzle solving and exploration in the form of improvements to Laras jumping ability, brainpower, upper body strength etc.* Character interaction - for the very first time in a Tomb Raider game, Lara has the ability to talk to characters. The choices you make in conversation will affect Laras route through the game.* Take more direct and fluid control over Lara with an entirely new control system and experience new levels of gameplay with hand-to-hand combat, stealth attacks, last chance grabs and more.Recent events have cast a shadow over Lara's life. Radically changed after her near-death experience in Egypt, Lara has become harder, darker and less tolerant. Whatever happened there has left its mark and she has withdrawn from contact with anyone from her previous life. No one can get through.She refuses to confirm or deny rumors about time spent among obscure North African tribes, but whatever happened after Egypt has caused her to become almost a recluse since her return. The dark memories that haunt her remain locked inside. And no one risks getting close enough to ask.