Starcraft II: Flashpoint
Author: Christie Golden
Publisher: Simon and Schuster
After she is restored to her human form by an ancient relic wielded by Jim Raynor, a still-formidable Sarah Kerrigan unites zerg broods throughout the Koprulu sector in what is revealed to be a menacing new agenda.
Far in the future, 60,000 light-years from Earth, a loose confederacy of Terran exiles is locked in battle with the enigmatic Protoss and the ruthless Zerg Swarm, as each species struggles to ensure its own survival among the stars -- war that will herald the beginning of mankind's greatest chapter or foretell its violent, bloody end. All Ardo Menikov ever dreamed of was to live in peace on the verdant colony world of Bountiful. But when the vicious Zerg Swarm attacked the colony and annihilated his loved ones, Ardo was forced to wake from his dream and accept the brutal realities of a war-torn galaxy. Now a confederate marine, charged with defending the worlds of the Terran confederacy, Ardo must come to terms with the painful memories of his past -- and the unsettling truths that may dominate his future.
For the poor, hardworking citizens of the Confederacy's fringe worlds, the Guild Wars have exacted a huge toll. Swayed by the promise of financial rewards, a new batch of recruits joins the fight alongside a slew of mysteriously docile criminals—and a few dubious military leaders. Eighteen-year-old Jim Raynor, full of testosterone and eager to make things right at home, ships off to boot camp and finds his footing on the battlefield, but he soon discovers that the official mission is not what he's really fighting for. For the first time ever, StarCraft enthusiasts will learn the origins of the enduring friendship between the young upstart Jim Raynor and the streetwise soldier Tychus Findlay. Watch as they battle on the front lines of a fierce interplanetary war and bear witness to the Confederacy's rank corruption—corruption so reprehensible that it rains immeasurable death and destruction upon the government's own people.
It’s easy to design, build, and post a Web page with Google Page Creator or CoffeeCup HTML Editor, but a friendly guide still comes in handy. Creating Web Pages For Dummies®, 9th Edition introduces you to Web design software and online page-building tools, and walks you through the process in record time. Like its previous editions, this book gives you the skinny on getting Web pages up and running with the least amount of hassle. But not just ho-hum Web pages! Yours will look fantastic and be easy to build, and you’ll even get a trial version of CoffeeCup HTML Editor and visual design tools on the bonus CD. You’ll learn to: Get a simple page designed and online by the end of Chapter 3 Optimize photos, video, and audio for the Web and get them onto your page Register for a Google account and use the versatile Google Page Creator Build pages using basic HTML or CoffeeCup HTML Editor Identify and apply elements of design, avoid common errors, and create pages that get noticed Maintain control by creating and editing pages in HTML with a text editor Understand how image file size affects your pages, how to upload photos to Flickr, and how to add sound and video files to your Web pages Develop your pages into a site with CoffeeCup HTML Editor and Visual Editor You’ll even find out more about blogging and Blogger.com. The trial software on the CD is for Windows, but the instructions for building great Web pages work on any system! Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
It was at times like this that Jim Raynor, former marine lance corporal, proud citizen of the Confederacy and erstwhile farm boy, felt most alive. At the speed at which he was urging the vulture, the wind cooled his face so that the oppressive heat vanished. He felt like a wolf hunting down prey, except the purpose of today’s adventure was not the death of a living being but the death of the empty state of Raynor’s and Tychus’s wallets. This was a cargo train, not a passenger train, and inside its silvery innards was—if Tychus’s tip was right, and Jim had every reason to believe it would be—a very lovely, very large safe filled with Confederate credits. “Why, it’s a rescue mission, Jim,” Tychus had rumbled, his blue eyes dancing with good humor as he had filled Raynor in on the plan. “Those poor creds—they’d just be condemned to lining the pockets of some Old Families who don’t need any more money. Or else put to some nefarious scheme that could hurt somebody. It’s our duty—hell, it’s our calling—to liberate them creds to where they could do something that really mattered.” “Like buying us drinks, women, and steak dinners.” “That’s a good start.” “You’ve got a heart of gold, Tychus. I’ve never met such an altruistic man in my life. I got goddamn tears in my eyes.” “It’s a tough job, but somebody’s got to do it.” Jim grinned as he recalled the conversation. He and Tychus were behind the train, catching up to it quickly. He stayed right and Tychus veered left. Tychus crossed over the maglev tracks, adjusting the magnetic frequency on his bike to compensate so that he, like the train itself, could cross easily. Jim increased his speed, moving alongside the maglev until the right car came into view. He and Tychus had spent hours analyzing all kinds of transportation vessels over the last few years, sometimes simply from blueprints or images, but usually up close and personal, as they were about to do now. They had “liberated” other credits before—it seemed to them like hundreds of thousands over the years, although the liberated credits never seemed to stay with them very long. That was all right too. It was part of the ride that life had become. *** The year is 2494. Almost five years ago, Jim Raynor and Tychus Findlay were members of the Heaven’s Devils, an elite Confederate marine unit praised for its nerves of steeland combat expertise. After making a stand against their corrupt commanding officer, the two men were forced to go AWOL or risk being unjustly prosecuted and resocialized. Now, Raynor and Findlay are outlaws hounded by an unyielding interstellar marshal. Life, however, has never beenbetter. Each day is another chance to pilfer more credits from the Confederacy’s deep coffers. Each night holds the promise of spending their hard-earned profits in bars, brothels, and gambling halls. But a man can only run so far before the law—and his past—catch up with him. . . . Devils’ Due recounts an unforgettable period of Jim Raynor’s life as he descends into the Koprulu sector’s criminal underworld alongside the street-savvy Findlay. Here, far from his humble upbringing on the fringe world of Shiloh, Raynor will face some of the most trying challenges of his life. The decisions he makes will alter his destiny forever and put his father’s oft-spoken wisdom, “A man is what he chooses to be,” to the ultimate test.
Former marshal-turned-rebel Jim Raynor has broken away from the power-crazed Emperor Arcturus Mengsk. Enraged over Mengsk's betrayal of the powerful telepath, Sarah Kerrigan, to the ravenous Zerg, Raynor has lost all faith in his fellow humanity. Yet, in the aftermath of Mengsk's treachery, Raynor is plagued by strange visions of Char -- a deadly, volcanic world haunted by horrifying alien creatures. As the nightmares grow in intensity, Raynor begins to suspect that they may not be figments of his imagination -- but a desperate form of telepathic contact. Convinced that the woman he loves is still alive, Raynor launches a hasty mission to rescue Kerrigan from Char. But deep beneath the planet's smoldering surface, Raynor finds a strange chrysalis...and is forced to watch in horror as a terrible, all-too-familiar entity rises from it. Before him stands a creature of depthless malice and vengeance... Sarah Kerrigan: the Zerg Queen of Blades.
Author: Colin Harvey
Publisher: Wizard's Tower Press
It is 2050. The USA has just been sold to the highest bidders. Detective Pete Shah is a Memory Association Specialist with the NYPD — he reads the last thoughts of murder victims. When he himself is arrested or murder, though, the secrets he brings to light threaten to bring the city to its knees. The Wizard’s Tower edition of this book includes a brand new introduction from Colin’s friend and editor, Lee Harris.
Blizzard Entertainment’s StarCraft saga has captivated millions of players worldwide since its release in 1998. A genre-defying military strategy and sci-fi adventure, StarCraft has enthralled gamers with its immersive gameplay and thrilling storyline chronicling the battle between the scrappy terrans, the mystifying protoss, and the terrifying zerg Swarm. The StarCraft II: Field Manual draws on more than a decade’s worth of lore to create an all-encompassing collector’s item for fans. Presented as an official Dominion Marine Corps–issued combat handbook that has been misplaced by its owner, the book pairs stunning original illustrations and propaganda posters with an engaging narrative that showcases the vital statistics, origins, and history of each unit, vehicle, and building. From an analysis of zerg infestation to the Dominion’s tactical recommendations for what to do upon encountering a colossus (Run!), the StarCraft II: Field Manual covers everything a grunt in the embattled Koprulu sector needs to know. Copyright © 2015 Blizzard Entertainment, Inc. All rights reserved. Blizzard Entertainment and Starcraft are trademarks or registered trademarks of Blizzard Entertainment, Inc., in the U.S. and/or other countries
Author: Micky Neilson
Publisher: Simon and Schuster
Far in the future, 60,000 light-years from Earth, a loose confederacy of Terran exiles are locked in battle with the enigmatic Protoss and the ruthless Zerg Swarm. Each species struggles to ensure its own survival among the stars in a war that will herald the beginning of mankind's greatest chapter -- or foretell its violent, bloody end. She is the Zerg Queen of Blades. Her name has become legend throughout the galaxy, and that legend is death for all who stand against her. Yet once, long ago, Sarah Kerrigan was human -- the unwilling subject of an insidious clandestine experiment. She was forced to serve as a merciless assassin for the Terran Confederacy until a twist of fate propelled her toward a destiny none could have foreseen. This is the untold tale of Kerrigan's shadowy origin...and the war that was fought for her very soul. An original tale of universal conflict set in the world of the award-winning, bestselling computer game from Blizzard Entertainment.
Writing for Visual Media
Author: Anthony Friedmann
Publisher: Taylor & Francis
This book looks at the fundamental problems a writer faces as a beginner learning to create content for media that is to be seen rather than read. It takes you from basic concepts to a first level of practice through explicit methods that train you to consistently identify a communications problem, think it through, and find a resolution before beginning to write. Through successive exercises, Writing for Visual Media helps you acquire the basic skills and confidence you need to write effective films, corporate and training videos, documentaries, ads, PSAs, TV series, and other types of visual narrative. A new chapter looks at adaptation as a specific script writing problem. Writing for Visual Media also lays a foundation for understanding interactive media and writing for non-linear content with new chapters that cover writing for the web, interactive corporate communication, instructional media, and video games. This book will make you aware of current electronic writing tools and scriptwriting software through a companion DVD, which offers links to demos and enriches the content of the printed book with video, audio, and sample scripts. Scripts are linked to video clips that are the produced result of the words on a script page. The DVD demonstrates the visual language of scriptwriting (shots, basic camera movement, transitions, etc.) discussed in the book by means of an interactive, illustrated glossary (video and stills) of terms and concepts.
Reviews of over 300 graphic adventure games, focusing on games from prominent publishers such as LucasArts, Sierra On-Line, and Legend Entertainment but covering games from independent developers as well. Reviews primarily cover games published 1984-2000. Interviews with game creators/developers Al Lowe, Corey Cole, Bob Bates, and Josh Mandel are included.
Author: Ian Bogost, Simon Ferrari, Bobby Schweizer
Publisher: MIT Press
Journalism has embraced digital media in its struggle to survive. But most online journalism just translates existing practices to the Web: stories are written and edited as they are for print; video and audio features are produced as they would be for television and radio. The authors of Newsgames propose a new way of doing good journalism: videogames. Videogames are native to computers rather than a digitized form of prior media. Games simulate how things work by constructing interactive models; journalism as game involves more than just revisiting old forms of news production. The book describes newsgames that can persuade, inform, and titillate; make information interactive; re-create a historical event; put news content into a puzzle; teach journalism; and build a community. Wired magazine's game Cutthroat Capitalism, for example, explains the economics of Somali piracy by putting the player in command of a pirate ship, offering choices for hostage negotiation strategies. And Powerful Robot's game September 12th offers a model for a short, quickly produced, and widely distributed editorial newsgame. Videogames do not offer a panacea for the ills of contemporary news organizations. But if the industry embraces them as a viable method of doing journalism--not just an occasional treat for online readers--newsgames can make a valuable contribution.
Author: Diane Stanley
Publisher: Harper Collins
The country is at war, terrorists strike at random, widespread rationing is in effect, and the power grid is down. But thirteen-year-old Sky Brightman is remarkably untouched by it all. She lives off the grid on sixty acres of rural New Mexico ranch land with chores to do and horses to ride and no television or internet to bring disturbing news into her family's adobe house. Sky's schoolmates think she's a little weird. Then a string of mysterious arrests begins, and her new friend, Kareem, becomes a target. Sky is finally forced to confront the world in all its complexity. Summoning her considerable courage and ingenuity, she takes a stand against injustice. With humor, hope, and fierce determination, she proves that even a child can change the world.
Batman: Arkham Origins
Author: Adam Beechen, Doug Wagner
The best-selling video game comes to comic books in BATMAN: ARKHAM ORIGINS! In the video game Batman: Arkham Origins, Black Mask orders a hit on the Dark Knight and assassins from all across Gotham City answer the call. Batman must defeat the likes of Deathstroke, Bane, The Joker, Copperhead and others while trying to find out what Black Mask is up to. Collects digital chapters #1-14