This beautiful hardcover features twenty-five full-page paintings by World of Warcraft artist Peter Lee, as well as a cosmology chart, half a dozen maps charting changes through time, and other line art illustrations by Joseph Lacroix, and marks the first in a multipart series exploring the Warcraft universe; from the distant past to the modern era.
From the Hardcover edition.
Since discovering a cache of Prothean technology on Mars in 2148, humanity has spread to the stars. Now, on the edge of colonized space, ship commander and Alliance war hero David Anderson investigates the remains of a top secret military research station. Who attacked this post and for what purpose? And where is Kahlee Sanders, the young scientist who mysteriously vanished from the base hours before her colleagues were slaughtered? Sanders is now the prime suspect, but finding her creates more problems than it solves. Partnered with a rogue alien agent he can’t trust and pursued by an assassin he can’t escape, Anderson battles impossible odds on uncharted worlds to uncover a sinister conspiracy—one he won’t live to tell about. Or so the enemy thinks.
Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart.
Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative.
From the Hardcover edition.
And it is in Umbriel’s shadow that a great adventure begins, and a group of unlikely heroes meet. A legendary prince with a secret. A spy on the trail of a vast conspiracy. A mage obsessed with his desire for revenge. And Annaig, a young girl in whose hands the fate of Tamriel may rest . . . .
Based on the award-winning The Elder Scrolls, The Infernal City is the first of two exhilarating novels following events that continue the story from The Elder Scrolls IV: Oblivion, named 2006 Game of the Year.
From the Trade Paperback edition.
Ages before the events of Darksiders and Darksiders II, two of the feared Horsemen—Death and War—are tasked with stopping a group of renegades from locating the Abomination Vault: a hoard containing weapons of ultimate power and malice, capable of bringing an end to the uneasy truce between Heaven and Hell . . . but only by unleashing total destruction.
Created in close collaboration with the Darksiders II teams at Vigil and THQ, Darksiders: The Abomination Vault gives an exciting look at the history and world of the Horsemen, shining a new light on the unbreakable bond between War and Death.
In the ancient world there was a myth about a king, a treasure, and a hellish labyrinth. Now the doors to that hell are open once again.
Nathan Drake, treasure hunter and risk taker, has been called to New York City by the man who taught him everything about the “antiquities acquisition business.” Victor Sullivan needs Drake’s help. Sully’s old friend, a world-famous archaeologist, has just been found murdered in Manhattan. Dodging assassins, Drake, Sully, and the dead man’s daughter, Jada Hzujak, race from New York to underground excavations in Egypt and Greece. Their goal: to unravel an ancient myth of alchemy, look for three long-lost labyrinths, and find the astonishing discovery that got Jada’s father killed. It appears that a fourth labyrinth was built in another land and another culture—and within it lies a key to unmatched wealth and power. An army of terrifying lost warriors guards this underground maze. So does a monster. And what lies beyond—if Drake can live long enough to reach it—is both a treasure and a poison, a paradise and a hell.
Welcome to The Fourth Labyrinth.
From the Trade Paperback edition.
The Illusive Man, leader of the pro-human black ops group Cerberus, is one of the few who know the truth about the Reapers. To ensure humanity’s survival, he launches a desperate plan to uncover the enemy’s strengths—and weaknesses—by studying someone implanted with modified Reaper technology. He knows the perfect subject for his horrific experiments: former Cerberus operative Paul Grayson, who wrested his daughter from the cabal’s control with the help of Ascension project director Kahlee Sanders.
But when Kahlee learns that Grayson is missing, she turns to the only person she can trust: Alliance war hero Captain David Anderson. Together they set out to find the secret Cerberus facility where Grayson is being held. But they aren’t the only ones after him. And time is running out.
As the experiments continue, the sinister Reaper technology twists Grayson’s mind. The insidious whispers grow ever stronger in his head, threatening to take over his very identity and unleash the Reapers on an unsuspecting galaxy.
This novel is based on a Mature-rated video game.
From the Paperback edition.
Amid these momentous events, Tyrael struggles with his position as the new Aspect of Wisdom, feeling out of place as a mortal among his angelic brethren and doubting his ability to fully embody his role. As he searches within himself and the Heavens for reassurance, he senses the Black Soulstone's grim influence on his home. Where harmony of light and sound once reigned, a mounting discord is threatening to shroud the realm in darkness. Imperius and the other archangels vehemently oppose moving or destroying the crystal, leading Tyrael to put Heaven’s fate in the hands of humankind...
Drawing powerful humans to his side from the far ends of Sanctuary, Tyrael reforges the ancient Horadrim and charges the order with an impossible task: to steal the Soulstone from the heart of Heaven. Among the champions entrustedwith this burden are Jacob of Staalbreak, former avatar of Justice and guardian of the angelic blade El'druin; Shanar, a wizard with phenomenal powers; Mikulov, a lithe and reverent monk; Gynvir, a fearless and battle-hardened barbarian; and Zayl, a mysterious necromancer. With time and the forces of both good and evil against them, can these heroes unite as one and complete their perilous mission before Heaven falls to ruin?
A bold demon hunter risks becoming her own worst enemy while tracking down her sinister prey…A haunted barbarian returns to his shattered homeland to face a harrowing past…A lone monk scours evil from an ancient forest where the line between friend and foe has vanished…A gifted but impetuous wizard finds out that great knowledge and power come with a price…A proud young witch doctor makes a chilling discovery that shakes his faith to its core…A desperate playwright embarks down a dark path of madness and depravity in his quest for fame…An unscrupulous wagon driver learns that his sole passenger is harboring a terrifying secret…
These are stories from the world of Sanctuary, a land of mystery and dread that serves as the backdrop for Blizzard Entertainment's award-winning Diablo video game series. Although these narratives focus on different characters and settings, they are bound together by the web of horror and suspense that is intrinsic to the Diablo universe. In this gothic fantasy realm, terror is a constant. It comes in many forms, from grotesque horned demons to the deepest fears of mortal hearts and minds. Brace yourself for this collection of exciting and frightening tales that will keep you on the edge of your seat from start to finish.
Relive the late '90s, when Stone Cold Steve Austin, DX, Mankind, The Rock, and an infamous roster of rude and lewd Superstars laid the smackdown on pop culture and audience expectations. Packed with exclusive interviews, road stories, firsthand accounts, and gripping photos spanning the entire time frame, WWE®: The Attitude Era is a must-have for fans who remember the years when WWE was for adults-only!
Roland. Mordecai. Brick. And . . . Daphne.
Daphne?! Better known as Kuller the Killer, she was once the galaxy’s most effective assassin for organized crime—until her forced retirement on this abandoned wasteland of a world. Roland is one of the toughest fighters in the Borderlands, and Mordecai is the best shot in four solar systems—all the two really want is to get to the Crystalisks, harvest some Eridium, get rich, and leave the planet for the nearest intergalactic party. But there are nightmarish creatures to deal with: Varkids and Skags and Threshers. Worse, Gynella is still in their way. Brick—a pile of walking muscle who lives to smash his enemies, could be their ally or their enemy . . . but you’d definitely rather have him on your side. As for Daphne Kuller? Don't make her mad. Just . . . don’t.
If you want to hear about the whole thing, take a ride on the bus to Fyrestone with Marcus. Because Marcus has a tale to tell you . . . an untold story of the Borderlands.
A brutal warrior, Kratos is a slave to the gods of Olympus. Plagued by the nightmares of his past and yearning for freedom, the Ghost of Sparta would do anything to be free of his debt to the gods. He is on the verge of losing all hope when the gods give him one last task to end his servitude.
He must destroy Ares, the god of war.
But what chance does a mere mortal have against a god? Armed with the deadly chained Blades of Chaos, guided by the goddess Athena, and driven by his own insatiable thirst for vengeance, Kratos seeks the only relic powerful enough to slay Ares . . . a quest that will take him deep into the mysterious temple borne by the Titan Cronos!
From the black depths of Hades to the war-torn city of Athens to the lost desert beyond, God of War sheds a brutal new light on the bestselling video game and on the legend of Kratos.
From the Trade Paperback edition.
Home is where the war is
America may be reeling from endless recessions and crippling oil wars, but hack reporter Ben Walker never expected to see his homeland invaded and occupied by a reunified Korea—now a formidable world power under Kim Jong-il’s dictator son.
The enemy’s massive cyberattack is followed by the detonation of an electromagnetic pulse that destroys technology across the United States. Communications, weapons, and defense systems are rendered useless; thousands perish as vehicles suddenly lose power and passenger jets plummet to the ground.
Fleeing the chaos of Los Angeles, Walker discovers that although America’s military has been scattered, its fighting spirit remains. Walker joins the soldiers as they head east across the desert, battling Korean patrols—and soon finds his own mission. Walker reinvents himself as the Voice of Freedom, broadcasting information and enemy positions to civilian Resistance cells via guerrilla radio.
But Walker’s broadcasts have also reached the ears of the enemy. Korea dispatches its deadliest warrior to hunt the Voice of Freedom and crush the ever-growing Resistance before it can mount a new war for American liberty.
In the near future, with physical augmentation gaining ground and nano-cybernetics only years away, the dawn of limitless human evolution is just beyond the horizon, and a secret corporate cabal of ruthless men intends to make sure that humankind stays under its control. But two people on opposite sides of the world are starting to ask questions that could get them killed.
Secret Service agent Anna Kelso has been suspended for investigating the shooting that claimed her partner’s life. Anna suspects that the head of a bio-augmentation firm was the real target, and against orders she’s turned up a few leads concerning a covert paramilitary force and a cadre of underground hackers. But the cover-up runs deep, and now there’s a target on her back. Meanwhile, Ben Saxon, former SAS officer turned mercenary, joins a shadowy special ops outfit. They say they’re a force for good, but Saxon quickly learns that the truth is not so clear-cut. So begins a dangerous quest to uncover a deadly secret that will take him from Moscow to London, D.C. to Geneva, and to the dark truth—if he lives that long.
The year is 2027; in a world consumed by chaos and conspiracy, two people are set on a collision course with the most powerful and dangerous organization in history—and the fate of humanity hangs in the balance.
From the Trade Paperback edition.
Morbed is a thief and a survivor, and his skills in both roles are about to be put to the ultimate test. Joining together with a wizard, a druid, a necromancer, and a crusader, Morbed has arrived at a remote island to track down an elusive vagabond andreclaim valuable items pilfered from the city of Westmarch.
But there is something loose on the island, something that has killed and is very close to killing again. In order to leave the island alive, Morbed will be forced to confront not only the terrifying creature that stalks the forests, but the darkest corners of his own spirit as well.
Learn the Real Story Behind Key Events in WWE History:
The split from the National Wrestling Alliance.
Controversial figures and events from all eras.
National expansion and the perilous risk involved.
The legal and financial strife that nearly devastated WWE.
Triumph in the Monday Night Wars.
Innovations of WrestleMania, Raw, SmackDown, Survivor Series, and more!
With Stunning Visuals and Insider Commentary.
Destiny is a shared-world first person shooter game with many RPG (Role Playing Game) like elements. Players must explore areas and participate in public events to gain new items and weapons that they can use against foes of increasing difficulty.
With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games.
From the Trade Paperback edition.
The once-great city lies in ruins. A massive gash in the fabric of our reality roils against the horizon as it blends into a permanently darkened sky. The world as we know it has come to an end. Demons, the visions of our nightmares, walk the Earth. Mankind, driven in retreat to the sanctuary of the Underground, struggles to survive the Hellish apocalypse.
Among the survivors are those who foresaw the coming of the darkness, those who see it as an opportunity to improve the standing of man, and those who seek revenge for what was lost. All are now banding together in the shadows, arming themselves with futuristic weapons and arcane spells designed for one purpose -- to battle the demonic hordes and take back their world.
Private military corporations have emerged as the dominant armed forces for countless nations, redrawing borders and rewriting the rules of war. Powerful exoskeletons have evolved every aspect of a soldier's battle readiness.
Exploit your new arsenal to the full and gain the competitive edge with this essential guide.
The Borderlands cannot be conquered!
Mordecai and Daphne have gotten themselves in a tough spot near the highly dangerous town of Gunsight, one of the most remote outposts on the planet Pandora, out in the boonies of the boonies of the Borderlands. Daphne has been taken prisoner by Jasper, a local warlord who controls the area around Gunsight . . . except for that other settlement, the former mining town Tumessa. There’s some kind of big secret operation going on in Tumessa—another warlord, a particularly mutated Psycho named Reamus, is somehow making money. And he’s been relentlessly raiding Gunsight and kidnapping Jasper’s people. Jasper may be scum, but he needs those people for raids on other towns, so it all has to balance out. Mordecai needs to negotiate for Daphne’s release, but now the only way he’ll ever see her alive again is to kill his way into Tumessa, find out what’s going on there, and report back to Jasper—only then will Mordecai get a paycheck and the girl. Mordecai doesn’t want the job, but he is pretty devoted to Daphne . . . and somehow, he just might be able to turn this entire mess to his advantage. . .