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BOOK EXCERPT:
A thorough analysis of the first survival-horror game, Resident Evil. Every passionate gamer knows about the Resident Evil saga. Born in 1996, the series count at least 10 major episodes mainly inspired by the work of George A. Romero. The games take place in the United States infested with zombies. The first episode was so terrifying that it inspired the birth of a new genre: the survival-horror games. As in every Third Éditions’ book, a video game saga is analyzed and decrypted. More than 200 pages to know everything about Resident Evil: the behind-the-scenes development, the gameplay, the story, the universe. Go back to the heart of this great saga, dive into the mysteries of Raccoon City to meet the heroes who fought the evil corporation Umbrella. The figure of the undead never ceases to fascinate. ABOUT THE AUTHORS Nicolas Courcier launched his first magazine, Console Syndrome, with Mehdi El Kanafi in 2004. Nicolas has since published more than twenty books devoted to flagship series, many of which he himself co-authored: Zelda. Chronicles of a legendary saga, Metal Gear Solid. A cult work by Hideo Kojima and The Legend of Final Fantasy VII and IX. Since 2015, he has developed his editorial approach based on the analysis of the great video game sagas within the new publishing house co-founded with Mehdi: Third. Bruno Provezza has been a fan of video games and fantasy films since he was a child. He was editor-in-chief of the official website of Mad Movies magazine, before joining the editorial team of the monthly magazine. He directed their special issue devoted to video games. He co-wrote Resident Evil. Des Zombies et des hommes, Bienvenue à Silent Hill. Journey to the Heart of Hell, Uncharted. Diary of an Explorer and Professor Polymathus in a brief history of video games for Third.
Product Details :
Genre |
: Young Adult Nonfiction |
Author |
: Nicolas Courcier |
Publisher |
: Third Editions |
Release |
: 2021-11-30 |
File |
: 268 Pages |
ISBN-13 |
: 9782377843183 |
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BOOK EXCERPT:
Do you like tales of lost treasure? This is the story of a quest to find a lost treasure . . . only it wasn't your typical treasure. It wasn't a chest full of pirate gold and jewels or a cave full of riches from a long-forgotten kingdom. It wasn't some prized antique or rare collectible, or even a chance discovery made in someone's garage sale or a backroad flea market stall. The item in question was a lost video game. That's right, a lost video game, one that had almost been completed but was canceled only three months prior to its planned release date and, in the time that followed, would become something of a legend among video game fans. It was the original version of the video game that fans have come to know and love as Resident Evil 2. That original version was the treasure being sought. This is the story of the fourteen-year search by a group of dedicated fans from around the world to find a playable development build of that lost original game. This is the story of how a build was finally tracked down, incomplete and badly broken, and how those fans took it upon themselves to both finish the game and make it fully playable. This is also the story of how that effort went awry and how another group of fans had to take action in order to ensure that this original and unaltered development build, despite its incompleteness and many other flaws, finally saw the light of day. This is the story of the hunt for Resident Evil 1.5.
Product Details :
Genre |
: History |
Author |
: Richard Mandel |
Publisher |
: Page Publishing Inc |
Release |
: 2019-01-10 |
File |
: 324 Pages |
ISBN-13 |
: 9781644241257 |
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BOOK EXCERPT:
Following the events of Resident Evil: Apocalypse, the beautiful, dangerous, enigmatic Alice returns, and this time she and her fellow survivor Carlos Olivera are running with a pack of humans led by a new ally, Claire Redfield. Together they are cutting through the wastelands of the United States on a long trek to Alaska. Hunted by the minions of the scheming Dr. Isaacs, Alice has zombies hungry for her flesh and the Umbrella Corporation's monstrous lab rats hungry for her blood...while Alice herself hungers only for revenge.
Product Details :
Genre |
: Fiction |
Author |
: Keith R. A. DeCandido |
Publisher |
: Simon and Schuster |
Release |
: 2007-07-31 |
File |
: 371 Pages |
ISBN-13 |
: 9781416559863 |
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BOOK EXCERPT:
BradyGames' Resident Evil Code: Veronica X Official Strategy Guide features a step-by-step walkthrough. Detailed area maps and expert boss tactics! Complete item and weapon rosters! Game secrets and more! This product is available for sale worldwide, excluding Japan and Asia.
Product Details :
Genre |
: Games & Activities |
Author |
: Dan Birlew |
Publisher |
: BradyGames |
Release |
: 2003-10 |
File |
: 132 Pages |
ISBN-13 |
: 0744003091 |
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BOOK EXCERPT:
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.
Product Details :
Genre |
: Games & Activities |
Author |
: Bernard Perron |
Publisher |
: Bloomsbury Publishing USA |
Release |
: 2018-05-31 |
File |
: 489 Pages |
ISBN-13 |
: 9781501316227 |
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BOOK EXCERPT:
Video games take players on a trip through ancient battlefields, to mythic worlds, and across galaxies. They provide players with a way to try on new identities and acquire vast superpowers. Video games also give people the chance to hit reset – to play again and again until they achieve a desired outcome. Their popularity has enabled them to grow far beyond their humble origins and to permeate other forms of popular culture, from comic books and graphic novels to films and television programs. Video games are universal. In 100 Greatest Video Game Franchises, editors Robert Mejia, Jaime Banks, and Aubrie Adams have assembled essays that identify, assess, and reveal the most important video games of all-time. Each entry makes a case for the game’s cultural significance and why it deserves to be on the list, from its influence on other games to its impact on an international scale. In addition to providing information about the game developer and when the franchise was established, these entries explore the connections between the different video games, examining them across genre, theme, and content. This accessible collection of essays gives readers an opportunity to gauge their favorite video game franchises against the best of all time and argue how they each fit among the 100 greatest ever created. Whether casually looking up information on these games or eager to learn how franchises evolved over the years, readers will enjoy this entertaining and informative volume. Comprehensive and engaging, 100 Greatest Video Game Franchises will appeal to fans and scholars alike.
Product Details :
Genre |
: Games & Activities |
Author |
: Robert Mejia |
Publisher |
: Rowman & Littlefield |
Release |
: 2017-08-17 |
File |
: 267 Pages |
ISBN-13 |
: 9781442278158 |
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BOOK EXCERPT:
The cross-cultural interactions of Japanese videogames and the West—from DIY localization by fans to corporate strategies of “Japaneseness.” In the early days of arcades and Nintendo, many players didn’t recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the “Japaneseness” of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness—cultural motifs or technical markers. Games were “localized,” subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players’ interest in Japanese games (and Japanese culture in general) and then investigating players’ DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market.
Product Details :
Genre |
: Games & Activities |
Author |
: Mia Consalvo |
Publisher |
: MIT Press |
Release |
: 2022-06-07 |
File |
: 269 Pages |
ISBN-13 |
: 9780262545761 |
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BOOK EXCERPT:
On the surface, the zombie seems the polar opposite of the human--they are the living dead; we, in essence, are the dying alive. But the zombie is also "us." Although decaying, it looks like us, dresses like us, and sometimes (if rarely) acts like us. In this volume, essays by scholars from a range of disciplines examine the zombie as a thematic presence in literature, film, video games, legal language, and philosophy, exploring topics including zombies and the environment, litigation, the afterlife, capitalism, and the erotic. Through this wide-ranging examination of the zombie phenomenon, the authors seek to discover what the zombie can teach us about being human. Instructors considering this book for use in a course may request an examination copy here.
Product Details :
Genre |
: Performing Arts |
Author |
: Christopher M. Moreman |
Publisher |
: McFarland |
Release |
: 2011-10-10 |
File |
: 230 Pages |
ISBN-13 |
: 9780786488087 |
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BOOK EXCERPT:
This edited collection focuses on gender and contemporary horror in film, examining how and if representations of gender in horror have changed.
Product Details :
Genre |
: Social Science |
Author |
: Samantha Holland |
Publisher |
: Emerald Group Publishing |
Release |
: 2019-03-13 |
File |
: 272 Pages |
ISBN-13 |
: 9781787698970 |
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BOOK EXCERPT:
Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical a
Product Details :
Genre |
: Computers |
Author |
: Neal Roger Tringham |
Publisher |
: CRC Press |
Release |
: 2014-09-10 |
File |
: 540 Pages |
ISBN-13 |
: 9781040074619 |