MediEvil II

MediEvil II
Author :
Publisher : Prima Games
Total Pages : 0
Release :
ISBN-10 : 0761530061
ISBN-13 : 9780761530060
Rating : 4/5 (61 Downloads)

Synopsis MediEvil II by : Greg Off

19th century London has been besieged by an army of the undead. Lord Palethorn, a greedy megalomaniac with a thirst for wealth and power, has found some of the pages of Zarok's ancient spell book. Yes . . . THAT Zarok- the very face of evil that Sir Daniel Fortesque conquered some 500 years earlier. Palethorn has used the limited knowledge of Black Magic that these transcripts have afforded him to raise the dead in Victorian England, causing a plague of the non-living upon the land. Unknown to Palethorn, Sir Dan has also been reanimated in the process. Our brave hero is back and ready to take on all of the powers of darkness. Are you prepared to aid Sir Dan in his noble quest? - Detailed maps for every level, with all critical items noted - Complete walkthroughs, featuring hundreds of full-color screenshots, for each of the game's 17 levels - " Rewards and Usage" chart shows locations of all special weapons - Special " Danhand" section reveals hidden treasures - All chalices located and special weapons obtained

MediEvil

MediEvil
Author :
Publisher : Titan Comics
Total Pages : 50
Release :
ISBN-10 : 9781787734470
ISBN-13 : 1787734471
Rating : 4/5 (70 Downloads)

Synopsis MediEvil by : Chris Sorrell

The un-dead hero of MediEvil returns in this thrilling prequel from the original creators of the critically acclaimed videogame. After being swept through time and landing in his own past, Sir Daniel Fortesque finds himself teaming up with old friends – including a were-dog and cockney-fairies – in order to once again save the kingdom of Gallowmere. The evil sorcerer Zarok is raising an evil un-dead army, and Sir Dan is the only one who can ensure his cowardly former-self prevails. Delve deep into MediEivl lore as the secret history of Sir Dan is revealed, and a brand new adventure, that follows on directly from MediEvil 2, begins!

A Research Guide to Gothic Literature in English

A Research Guide to Gothic Literature in English
Author :
Publisher : Rowman & Littlefield
Total Pages : 253
Release :
ISBN-10 : 9781442277489
ISBN-13 : 1442277483
Rating : 4/5 (89 Downloads)

Synopsis A Research Guide to Gothic Literature in English by : Sherri L. Brown

The Gothic began as a designation for barbarian tribes, was associated with the cathedrals of the High Middle Ages, was used to describe a marginalized literature in the late eighteenth century, and continues today in a variety of forms (literature, film, graphic novel, video games, and other narrative and artistic forms). Unlike other recent books in the field that focus on certain aspects of the Gothic, this work directs researchers to seminal and significant resources on all of its aspects. Annotations will help researchers determine what materials best suit their needs. A Research Guide to Gothic Literature in English covers Gothic cultural artifacts such as literature, film, graphic novels, and videogames. This authoritative guide equips researchers with valuable recent information about noteworthy resources that they can use to study the Gothic effectively and thoroughly.

Castle

Castle
Author :
Publisher : Houghton Mifflin Harcourt
Total Pages : 94
Release :
ISBN-10 : 0395329205
ISBN-13 : 9780395329207
Rating : 4/5 (05 Downloads)

Synopsis Castle by : David Macaulay

"Text and detailed drawings follow the planning and construction of a "typical" castle and adjoining town in thirteenth-century Wales."--Title page verso.

Thomas Becket

Thomas Becket
Author :
Publisher : Random House
Total Pages : 449
Release :
ISBN-10 : 9780679603412
ISBN-13 : 0679603417
Rating : 4/5 (12 Downloads)

Synopsis Thomas Becket by : John Guy

A revisionist new biography reintroducing readers to one of the most subversive figures in English history—the man who sought to reform a nation, dared to defy his king, and laid down his life to defend his sacred honor NEW YORK TIMES BESTSELLER • NAMED ONE OF THE BEST BOOKS OF THE YEAR BY KANSAS CITY STAR AND BLOOMBERG Becket’s life story has been often told but never so incisively reexamined and vividly rendered as it is in John Guy’s hands. The son of middle-class Norman parents, Becket rose against all odds to become the second most powerful man in England. As King Henry II’s chancellor, Becket charmed potentates and popes, tamed overmighty barons, and even personally led knights into battle. After his royal patron elevated him to archbishop of Canterbury in 1162, however, Becket clashed with the King. Forced to choose between fealty to the crown and the values of his faith, he repeatedly challenged Henry’s authority to bring the church to heel. Drawing on the full panoply of medieval sources, Guy sheds new light on the relationship between the two men, separates truth from centuries of mythmaking, and casts doubt on the long-held assumption that the headstrong rivals were once close friends. He also provides the fullest accounting yet for Becket’s seemingly radical transformation from worldly bureaucrat to devout man of God. Here is a Becket seldom glimpsed in any previous biography, a man of many facets and faces: the skilled warrior as comfortable unhorsing an opponent in single combat as he was negotiating terms of surrender; the canny diplomat “with the appetite of a wolf” who unexpectedly became the spiritual paragon of the English church; and the ascetic rebel who waged a high-stakes contest of wills with one of the most volcanic monarchs of the Middle Ages. Driven into exile, derided by his enemies as an ungrateful upstart, Becket returned to Canterbury in the unlikeliest guise of all: as an avenging angel of God, wielding his power of excommunication like a sword. It is this last apparition, the one for which history remembers him best, that will lead to his martyrdom at the hands of the king’s minions—a grisly episode that Guy recounts in chilling and dramatic detail. An uncommonly intimate portrait of one of the medieval world’s most magnetic figures, Thomas Becket breathes new life into its subject—cementing for all time his place as an enduring icon of resistance to the abuse of power.

Out of the East

Out of the East
Author :
Publisher : Yale University Press
Total Pages : 344
Release :
ISBN-10 : 9780300211313
ISBN-13 : 0300211317
Rating : 4/5 (13 Downloads)

Synopsis Out of the East by : Paul Freedman

How medieval Europe’s infatuation with expensive, fragrant, exotic spices led to an era of colonial expansion and discovery: “A consummate delight.” —Marion Nestle, James Beard Award–winning author of Unsavory Truth The demand for spices in medieval Europe was extravagant—and was reflected in the pursuit of fashion, the formation of taste, and the growth of luxury trade. It inspired geographical and commercial exploration, as traders pursued such common spices as pepper and cinnamon and rarer aromatic products, including ambergris and musk. Ultimately, the spice quest led to imperial missions that were to change world history. This engaging book explores the demand for spices: Why were they so popular, and why so expensive? Paul Freedman surveys the history, geography, economics, and culinary tastes of the Middle Ages to uncover the surprisingly varied ways that spices were put to use—in elaborate medieval cuisine, in the treatment of disease, for the promotion of well-being, and to perfume important ceremonies of the Church. Spices became symbols of beauty, affluence, taste, and grace, Freedman shows, and their expense and fragrance drove the engines of commerce and conquest at the dawn of the modern era. “A magnificent, very well written, and often entertaining book that is also a major contribution to European economic and social history, and indeed one with a truly global perspective.” —American Historical Review

Great Medieval Projects

Great Medieval Projects
Author :
Publisher : Nomad Press
Total Pages : 292
Release :
ISBN-10 : 9781619300828
ISBN-13 : 1619300826
Rating : 4/5 (28 Downloads)

Synopsis Great Medieval Projects by : Kris Bordessa

Great Medieval Projects You Can Build Yourself brings the Middle Ages in Europe alive through hands-on activities for kids ages 9-12. Addressing various aspects of medieval life, this book provides historically accurate details of the period leading up to the Renaissance. From monastic life to castle living, villages to towns, each section offers a glimpse into the daily existence of the people who lived in medieval Europe. Sidebars and fun trivia break up the text. Readers will expand their knowledge of this era beyond knights, fair maidens, and castles as they learn about siege warfare, life in a medieval village, medieval clothing, markets and fairs, the Plague, medieval medicine, and the Crusades.

The Video Games Guide

The Video Games Guide
Author :
Publisher : McFarland
Total Pages : 385
Release :
ISBN-10 : 9780786472574
ISBN-13 : 078647257X
Rating : 4/5 (74 Downloads)

Synopsis The Video Games Guide by : Matt Fox

The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.

Queen Isabella

Queen Isabella
Author :
Publisher : Ballantine Books
Total Pages : 530
Release :
ISBN-10 : 9780345497062
ISBN-13 : 0345497066
Rating : 4/5 (62 Downloads)

Synopsis Queen Isabella by : Alison Weir

BONUS: This edition contains an excerpt from Alison Weir's Mary Boleyn. In this vibrant biography, acclaimed author Alison Weir reexamines the life of Isabella of England, one of history’s most notorious and charismatic queens. Isabella arrived in London in 1308, the spirited twelve-year-old daughter of King Philip IV of France. Her marriage to the heir to England’s throne was designed to heal old political wounds between the two countries, and in the years that followed she became an important figure, a determined and clever woman whose influence would come to last centuries. Many myths and legends have been woven around Isabella’s story, but in this first full biography in more than 150 years, Alison Weir gives a groundbreaking new perspective.

Video Game Spaces

Video Game Spaces
Author :
Publisher : MIT Press
Total Pages : 315
Release :
ISBN-10 : 9780262293013
ISBN-13 : 0262293013
Rating : 4/5 (13 Downloads)

Synopsis Video Game Spaces by : Michael Nitsche

An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.