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Showing posts with label BOOK : Computers and Technology. Show all posts
Showing posts with label BOOK : Computers and Technology. Show all posts

Wednesday, 13 May 2015

Video Game Programming for Kids




Do you like to play video games? Have you ever thought about making video games yourself? If so, this is the book for you! In this fun-to-use book, teacher and game developer Jonathan Harbour will teach you about game programming and show you how to create your own video games. Even if you've never programmed a computer before, by following the steps in this book, you will soon be making fun games for yourself and your friends to play. Each chapter will teach you a new skill and help you on your way to becoming a game progammer. The software used in this book is free and easy to use. Get VIDEO GAME PROGRAMMING FOR KIDS, SECOND EDITION today, and get started with your own game-programming fun!


A Brief about –

Jonathan S. Harbour is an associate professor at the University of Advancing Technology (Tempe, AZ). His web site at www.jharbour.com includes an online forum and blog for book support. His most recent game projects are Starflight - The Lost Colony (www.starflightgame.com) and Aquaphobia: Mutant Brain Sponge Madness (www.aquaphobiagame.com).


SAMPLE CUSTOMER REVIEWS –


1) Four Stars - Not a bad program.

By Justin on March 25, 2015




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Sunday, 10 May 2015

Bloodborne Collector's Edition Strategy Guide




And so the nightly hunt begins...
From the same team that created the critically acclaimed Dark Souls II guide comes a new invaluable treasure. We've gone behind the scenes with Bloodborne's creators to unearth every secret hidden within the mysterious city of Yharnam. Your hunt through the streets of Yharnam will be your most exciting and rewarding journey yet, and the road will be hard. But fear not! This guide is your key to mastering the merciless challenges and navigating the darkest depths of the city.

BONUS CHEST
=> Exclusive interview with Bloodborne's creator, Hidetaka Miyazaki
=> Lore index to aid in your research of this dark world
=> The Art of Bloodborne -- every page is a masterpiece of its own
=> Exclusive Dynamic Theme: let the Hunter's Mark adorn your PS4*


*This US edition guide includes redeem codes that are only redeemable in the US and Canada. For customers from PAL territories (incl. Australia), please contact us at support@future-press.com so we can swap your Dynamic Theme code.

Training Manual
Yharnam's no place for novice hunters. Understanding how Bloodborne works starts here, and anyone who doesn't arm themselves with understanding of its intricate systems will be quickly cut down. 

Hunting Grounds
From the streets of Yharnam to the end of the nightmare, critical routes and rewarding detours are plotted on detailed, invaluable maps. Text points highlight events, encounters, and tactics for each area's key landmarks. This hunter's compendium leaves no paving stone unturned.

The Bestiary
A good hunter knows his enemy's weaknesses. He knows their behavior. He knows what it takes to kill them efficiently. Study your prey carefully and discover all of the elements that make them what they are -- and then the hunt is on!

Arsenal and Attire
Your weapon's only lethal if you know how to use it. Here you'll learn about weapon properties, hidden damage modifiers, attack ranges, swing speeds, and much more. Whether you're hunting beasts or other hunters, you'll have the knowledge... and the advantage.

The Chalice Dungeons
These mean labyrinths of death provide an unending treasure trove of discovery and despair. Though the walls may shift and the denizens may change, we have prepared exhaustive notes detailing the horrifying and mysterious Chalice Dungeons. Their rewards are matched only by their challenge; don't rush in unprepared.

Hunter's Appendices
The world of Bloodborne is deep and populated by fascinating people and deadly creatures. Finding all of the NPCs is a first step, and completing their quests is another. We offer more than that, though; here you will find behind the scenes info on the world and its characters from the people who created it! If you seek 100% completion and total mastery of Yharnam, search no further.


A Brief about – 

Redefining Game Guides for more than 16 years

Ever since being founded in 1998, Future Press has been dedicated to producing the highest quality game guides in the world. Our team of highly professional authors and designers work together to guarantee a harmonious and logical interplay between content and design. We've worked closely with the most renowned and successful publishers and developers in the industry, always aiming to redefine what a game guide can be. 

Our focus is, and always has been, on creating the best possible guide for the game we're covering. This is why we only produce one guide at a time, with our entire staff dedicated to its production. Our core team of authors is made up of exceptionally skilled gamers, working alongside single-project specialist players who are among the best in the world at the type of game we're writing about. Our ultimate goal is to give the reader the best possible understanding of the game they are playing and to deepen their enjoyment of playing it, regardless of their skill level.



SAMPLE CUSTOMER REVIEWS –


1) Well worth the wait, excellent guide. - I received my copy today (April 20th, Noon CDT). It was well worth the wait. Future Press has always done an impressive job. The guide is well laid out, a gorgeous hard front, bind and back cover. I've included some photos to help give you an better idea.






By Josh on April 20, 2015


2) Fear the Old Blood, A Hunter Must Hunt - A video game getting delayed is one thing... but a strategy guide? Such was the case when Bloodborne was released. Coming from Future Press, the guys who brought us two excellent guides for the Dark Souls games, many of us were ecstatic to find they'd be by our side with Bloodborne. Considering the depth and usefulness of those Dark Souls guides, it was great to see Future Press returning to publish a guide for yet another FromSoftware title. Unfortunately the guide was delayed for nearly a month after the game's initial release. Those of us who realize that Future Press guides are genuinely useful (as well as collector's items) were forced to trek through Bloodborne without it. This brought about the question, would the guide be worth it after the wait? The answer is a resounding yes. It's worth every penny. As a collector's item and a guide through the world of Bloodborne for those who haven't yet found everything, this guide is well worth the time.

Coming in at over 550 pages, the Bloodborne guide is one of the thickest by Future Press. This is because when the game was initially released, Future Press wanted to make sure everything was good and accurate. Of course, we all know how FromSoftware works. Even though this guide is here and it's great... some things could be subject to change. Though right now the information is as accurate as it can be, it's always possible that FromSoftware will change things up that the guide won't update on. The good news is that it's more likely to be data and your strategies will still work.

So let's dive in. The training manual is quick. Very quick. That's saying a lot for this guide because every chapter has so much information it can be easy to feel overwhelmed by everything you're reading. This moment is only here to tell you how the basics of the game work. By now most of you are familiar with the controls and the flow of combat. What's helpful here, though, isn't all that stuff, but rather reading about how the various different abilities and attributes work. For instance, the guide has a break down of how your stats look at each statistical level. So if you increase your HP to level 50, the guide will tell you how much HP you should have. Some of these tables are useful because you'll definitely want to know how to distribute your stats. For instance, once your Arcane reaches 50 there's not much more reason to keep increasing it. It's good to have these tables. For those just starting Bloodborne... you definitely want to start here. The manual you can access via the game is only good at pointing out what this stuff is... but this guide will actually tell you how it works. It's very important for beginners and inexperienced players to start here. You don't just learn about the basics, but also how they work and why they work the way they do.

The second chapter is, aptly enough, The Hunting Grounds. This is the guides fancy way of saying "Walkthrough." It's over 150 pages and it's one of the most helpful parts of the entire guide as a whole. You'll be spending a lot of time here so you better get familiar with it and how it works. If you've picked up the Dark Souls II guide you'll be able to better understand the walkthrough sooner. Again, it can feel like the guide is providing way more information than it appears. Each section begins with a quick introduction and then it shows a series of maps. On these maps it points out all the items (in a nice handy chart) shows where the bosses are and even has page references for the bosses (you'll need those). There is also a handy table to show you all the enemies in the area, how much health they have, telling you whether they're strong or weak... and finally a page number to find them in the guide's bestiary. Again, really helpful stuff.

However, the walkthrough also breaks down each section. Yes, there are lots of maps in each new area, but the walkthrough prefers to take it one section at a time. So you have the overall map and then smaller area maps. In these maps they have diagrams showing you how to run through each area. They also show you all the items in each area while also pointing out unique locations. The text itself is very detailed, but you're going to need to use the maps along with it in order to get the most out of it. The guide is helpful enough to point out where every enemy is as well. If there are branching paths the walkthrough calls it out. If an area looks to be too difficult, the guide will suggest ways in which to lure enemies out and take them down with very little danger to you. As you might also expect, there are lots of screenshots scattered throughout. The text will always tell you which screenshot to look at because every screenshot is numbered. At times it feels like you're using a textbook for Bloodborne. The walkthrough looks like it's complicated at first, but it's actually really easy to use.

One thing that is of note, however, is how some spots in the walkthrough are color coded. For instance, in Yharnam, you can go after either the Cleric Beast first or Father Gascoigne. The walkthrough is covering ALL of Yharnam so it shows diagrams for each path. Taking the red path the walkthrough guides you to the Cleric Beast (and thus the red headers refer to this). Taking the blue path takes you to Father Gascoigne (and thus the blue headers refer to this path). This is important when reading because you don't want to get easily lost. Always figure out where you want to go and use the guide accordingly. Blue header sections refer to the blue path and red to the red one. In some cases just showing a different path may also just be pointing out a different way to run through an area or show a diverging path. Either way, it helps to keep this in mind as it makes the walkthrough far easier to use and makes it feel less overwhelming with information.

For the most part, the maps and the text are really easy to use. There are also boss call outs and sometimes helpful hints called out in the text to help you along. Either way, the walkthrough is extremely useful. If you are feeling lost exploring Bloodborne it's very easy to reorient yourself using this guide.

If you want to explore and just use maps, the guide has a small "Progression Guide," after the walkthrough which is basically just the maps and basic objectives of each level. This is quicker less in depth guide for those who want the joy of exploring for themselves without the walkthrough being too intrusive for you in doing that.

Beyond the walkthrough is the Bestiary, which is where I have my only real complaint with this guide. The bestiary works exactly as you expect. It tells you how every enemy works. Their stats and their attacks. It also provides strategies for defeating each enemy one-by-one. Every enemy has their own unique strategy called out. The reason I have some small complaint here is that I wish they'd organized this similar to the Dark Souls II guide. That way certain enemy strategies would actually be in the walkthrough instead of having to flip through several pages. In particular, if those boss strategies in the walkthrough seem like they aren't enough... it's because the REAL strategy is detailed in the Bestiary under the boss themselves. These are totally valuable strategies, pointing out how each phase of a battle works. I just wish it were in the walkthrough as opposed to being in the bestiary. Considering the 120 page length of the bestiary, though... I'll deal.

We then get a huge breakdown of the Chalice Dungeons. Usually in instances like this where things seem more "random" guides typically just toss in some tips. Not here. In the case of this guide, it's like you're getting a whole second strategy guide. This explains the rituals, gives maps and step by step advice on how to tackle each one. At a mere 90 pages, this is actually the smallest section in this guide outside of the game basics.

We then come into all of the attire and weapons. Every weapon is given several pages of explanation. Several. With each trick weapon we are told how to get it, how its stats increase (as well as scaling when using blood shards) and how they increase with increasing certain stat levels when leveling up. You also get some hints on how to use gems with it. Beyond that the guide will then also give you charts detailing how much stamina gets used, inherent attack bonuses and the impact of said attacks. It'll detail all of these things for charge attacks, dash attacks and the various step attacks. It'll do this for all weapons and it will do it for all of the weapons forms as well. Again, all of this stuff feels like information overload, but you are getting A LOT out of it. The runes and gems are also talked about here. Including how to get them, what they do and how best to utilize them.

This section also talks about the various NPCs and how their quest progression goes and when things will change within them. Should you want to kill them there are also basic stats. If you want to befriend some, it'll tell you how to do it. If you want to get the best items out of them it'll tell you how to do it. This is really useful stuff. There is even a flow chart to help you get through every NPCs quest in order so that you miss nothing. Once beyond this there is also a trophy guide which will help you get every trophy you can in the game.

The last thing is a bonus. You get an interview with Hidetaka Miyazaki. This isn't some short two page spread. This is a fourteen page interview that'll help you learn everything there is to know about Bloodborne. You'll get a lot of insight out of this. The interview is also peppered with lots of artwork as well.

The guide is so huge that you'll feel exhausted just looking at it sometimes. There is an index in the back to help you find your way. Really, though, I think a couple of ribbon book marks would've been nice. With how much you'll be flipping around the pages in this guide it would've been nice to actually mark your place.

That being said, the guide was well worth the wait. I was still able to uncover things I didn't know, utilize strategies I hadn't thought about and improve my game. I've already completed Bloodborne once, but I have no problem revisiting utilizing this guide for a different kind of experience. In some ways that makes me glad for the delay. I got to discover Bloodborne for myself before truly getting to know the game. Nevertheless, as a collector's item it's solid. As a guide to Bloodborne its one of the best resources you can find.


By S. Rhodes VINE VOICE on April 21, 2015





Friday, 1 May 2015

Video Game Narrative and Criticism: Playing the Story




With impunity, millions of players traverse the fictional landscapes of video games every day. Video Game Narrative and Criticism treats gameplay as the player's own psychological experience where fears, desires, and anxieties are projected onto the game's fictional world. By exploring the structural peculiarities of storytelling in video games, the book develops a critical paradigm that explains the meaning of gameplay as self-discovery. The player-response criticism considers the nature of game fiction by centralizing the player in the analysis. This interpretative model is not a rigorous analytical toolbox. Rather, it responds flexibly to the essential fluidity, temporality, and openness of a player's own experience in an intelligent fictional world.


In Brief about –

Dr. Tamer Thabet presently leads an international research partnership between universities and private sector to explore new horizons in game design and content. His other publications deal with video games in the contexts of postmodernism and humanities, which appear in various academic journals in North and South America and Europe.


SAMPLE CUSTOMER REVIEWS –


1) A good place to start - This book presents an excellent overview of current narrative considerations in games, and makes great suggestions for what games criticism should look like going forward. Much work remains to be done, but Thabet's contribution here gives us a good start.

By Cody on March 15, 2015



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Monday, 9 February 2015

The Ultimate Guide to Video Game Writing and Design




• Authors are top game designers

• Aspiring game writers and designers must have this complete bible



There are other books about creating video games out there. 
Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design
Shop Amazon Gold Box - New Deals. Everyday


In Brief about –

Flint Dille and John Zuur Platten’s company, The Bureau of Film and Games, develops original games for next-generation platforms. They co-wrote Chronicles of Riddick: Escape from Butcher Bay, which GameSpot called "superb…one of the year’s best action games." Flint Dille’s credits include Dead to Rights and Batman: Rise of Sin Tzu. John Zuur Platten’s credits include Red Ninja and Scooby-Doo 2005. The authors live in Los Angeles.



SAMPLE CUSTOMER REVIEWS –


1) Introduction to writing for video games - Overall, the book is a well written introduction to writing for video games. Calling this book an "ultimate guide" is a bit of an exaggeration, but it's a good jumping-off point for an aspiring game writer.

Unfortunately, the book is lacking in content on design. I can't really fault the authors on this one... their experience is primarily in writing, not game design.

The final part of the book contains realistic advice on breaking in to the industry and surviving once you get in.

The book also contains several creative exercises (called "Action Items") peppered throughout. Although they weren't the focus of the book, the action items were (in my opinion) one of the best parts of this book. If I buy this book, it will be because of the exercises.

I recommend picking up this book at your local public library if you're looking to break into the game industry and work as a script writer for games. If you're already writing for games, then chances are that you already know most of what this book has to teach.

By Adam Moore on October 8, 2009


2) A Real "How To" Direct From the Front Lines - When I read The Ultimate Guide to Videogame Writing and Design I was expecting quite a lot from a title like that. As a well read veteran game designer with over 34 million units sold to date, as well as game design professor at USC, I thought I had seen every element and angle in game development. Not only that, at USC we have developed a pretty robust curriculum on how to build great narrative into a solid game. To my amazement, my high expectations were not only met, but exceeded by a wide margin with this book! Ultimate Guide is extremely well thought out and presented in a no nonsense manner, with many excellent examples, points, and tips on not only writing, but also how to survive and prosper in the game industry. I guess it comes as no surprise since this book is practically a FedEx straight from the front lines, as these authors are still writing top games, and have written a number of "Story of the Year" games over the last five years. These guys have written for both film and interactive, and they know how to bring solid storytelling craft into the game space. I recommend this book to all my students as well as colleagues as a must read. You will not find a more straight forward and to the point book packed with real world examples anywhere. This is more than a "how to" book, but also a "how come" as it focuses down precisely on the challenges and pitfalls of game design and writing today from a variety of angles. I guarantee it will provide insights and value to both new and veteran game writers, as well as designers who are looking to bridge the gap between solid storytelling and great gameplay. I wish I'd had this book when I was starting out! But I'm sure glad I have it now!

By Everett D. Arey on March 2, 2008



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Sunday, 9 November 2014

The Best Way to Play (Little Bill Books for Beginning Readers)




Well-loved comedian Bill Cosby encourages kids to get creative in this simple story of how your own imagination can take you farther into outer space--and help you chase more aliens--than any TV show or video game ever could. In The Best Way to Play--one of Cosby's three Little Bill books for emerging readers--Little Bill tells his story from a friendly, first-person point of view, starting Saturday morning, when "All of the grown-ups were busy doing grown-up things."
He and the neighborhood kids are watching TV when they see an ad for a Space Explorers video game that instantly infuses desperate longing into their alien-catching little hearts. When Little Bill's friend Andrew gets a copy, everyone is thrilled. However, after quickly catching 100 aliens and getting perfect scores, the kids are bored with the game. They head for their trusty vacant lot where they chase an alien that looks like a cat and proceed to fly all the way to the moon! (Or at least they pretend to.) When Little Bill confesses to his mom that it was more fun to play outside than with the game, she says, "I'm glad. Now go to sleep. Space Explorers need their rest." While the engaging, upbeat story itself escapes heavy-handedness, the message is clear, clear, clear. Varnette P. Honeywood's flat, boldly colorful illustrations are full of life and expression, and early readers will welcome the spacious format, with large type and only a few short sentences on every page. 



SAMPLE CUSTOMER REVIEWS –


1) A Really Neat Book! - I cannot believe anyone would NOT like this book! My 6 year old said "Hey, I like this book!". She was AMAZED by it. It's IMAGINATIVE and written from the kids point of view. What a concept! It tells the story of a boy who discovers for himself the truth about something instead of being "preached to" by his parents. As good parents know, a lecture isn't always the best way to teach a child something. Sometimes life can do a better job (in some areas). This book shows that.

By A Customer on June 26, 1999


2) My 4 1/2 year old LOVES it ! - For the first time, my son has truly enjoyed story time/reading. I can't explain it, but he just adores these Little Bill books. We have tried EVERYTHING to get him interested in reading and listening to stories. Maybe a 4 1/2 yr. old can simply relate! We all like the values being taught as well as the illustrations. It is a real joy to see and hear our son "read" us Little Bill stories. What a blessing these stories/books have been to our family. Thank you Bill and Varnette!

By D.R.E. on January 21, 2000



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Friday, 17 October 2014

The Legend of Zelda: Hyrule Historia




Dark Horse Books and Nintendo team up to bring you The Legend of Zelda: Hyrule Historia, containing an unparalleled collection of historical information on The Legend of Zelda franchise. This handsome hardcover contains never-before-seen concept art, the full history of Hyrule, the official chronology of the games, and much more! Starting with an insightful introduction by the legendary producer and video-game designer of Donkey Kong, Mario, and The Legend of Zelda, Shigeru Miyamoto, this book is crammed full of information about the storied history of Link's adventures from the creators themselves! As a bonus, The Legend of Zelda: Hyrule Historia includes an exclusive comic by the foremost creator of The Legend of Zelda manga — Akira Himekawa!

In Brief about - 

Akira Himekawa is the collaboration of two women, A. Honda and S. Nagano. Together they have created nine manga adventures featuring Link and the popular video game world of The Legend of Zelda, including Ocarina of Time, Oracle of Seasons and Four Swords. Their most recent work, Legend of Zelda: Phantom Hourglass, was serialized in Shogaku Rokunensei.




SAMPLE CUSTOMER REVIEWS -


1) The perfect tome for Legend of Zelda fans - This book is almost too awesome for me to put into words. I've long been a fan of the Legend of Zelda. It is not only my personal favorite video game series, but arguably the greatest series in video gaming, period. When this book released in Japan for Zelda's 25 year anniversary, many hoped it would get translated and come to the States. Thankfully, our wish has been granted. This book is about as high-quality as they come. The opening letter from Shigeru Miyamoto sets a wonderful, celebratory tone for the rest of the book. I can't think of a better opening.

The first third of the book, entitled "The Legend Begins: The World of Skyward Sword" is devoted to said title, the most recently released Zelda game we all played and loved. It's filled to the brim with the concept and official art that inspired Skyward's Sword brilliant aesthetic style. As one who views Skyward Sword as one of the most beautiful and brilliantly inspired video games ever made in terms of its art design and visuals, this is just fine with me. There's tons here, including a lot of really interesting ideas for characters that didn't make it into the game, like a floating Fi in a massive suit of armor or Zelda designs that are decidedly more elegant and fancy. Really cool. There's also a good amount of location art that is simply gorgeous and really captures your imagination, just like the settings in the game did. Throughout this whole section are notes from the Zelda team, which gives nice insight into the design process of the game. It's a great start to the book, and roughly 60 pages long.

The next section, "The History of Hyrule: A Chronology," is probably what most Zelda fans are most excited for. It begins with a chart chronicling the various timelines and when each and every Zelda entry takes place in the chronology. Needless to say, it's quite interesting and some of it will probably be very unexpected to many fans out there who, up until now, had only their own musings and theories to make sense of it all. What is even better about this section is the following 70 or so pages that actually chronicles, in great detail, the events of each timeline in chronological order. These different timeline sections provide a lot of details about the events of each game in their respective timeline, and can be viewed as an encyclopedia of Hyrule. It's hard for me to describe this section without resorting to spoilers so I'll just say this: the official Zelda timeline is somewhat complex, with major splits and events that lead to multiple timelines. Despite how easy it would be for this to be confusing, it is presented in a way that is simple and intuitive to read through, and boy is it riveting! It really feels like you're reading a tome of legends. Sprinkled liberally through all of this are nice screenshots and art, as well as fascinating tidbits, like boxes that fully decipher the various Hylian/Hyrulean dialect text that appear in the games. How awesome is that?!

After this is "Creative Footprints: Documenting 25 Years of Artwork," which goes for about 100 pages. This essentially boils down to old concept art the went into almost every single Zelda game ever made. It's all amazing. Newer games get more page space, obviously. Twilight Princess has about 32 pages, The Wind Waker (cannot wait for the Wii-U remake!) has 10, Ocarina of Time gets 6, and so on. You may think that some of the games deserve more space, such as A Link to the Past (1 & 1/2 pages!), and you're right, but the pages are pretty huge, and it's understandable that the newer games have more art stored than the old ones. Personally, I love this section very much. The layouts are great, and the pages are huge, so trust me when I say a lot of art is given its spotlight. This section closes with a very nice letter from Eiji Aonuma, arguably the second most important man behind the Legend of Zelda, after Shigeru Miyamoto of course. A great way to close the book.

Ah, but the book isn't over quite yet. The book ends in spectacular fashion, with an all-new manga by Akira Himekawa, the genius duo that have made many fantastic Legend of Zelda manga already. Anyone familiar with their past work will not be disappointed here. I won't spoil anything about it for you, but I will say it's an all new legend, featuring a new, original Link, that essentially spells out what happened on the surface with Hylia during the original war with Demise, a story that would eventually lead to the events in Skyward Sword thousands of years later. I love that even farther back than Skyward Sword's seeming origin story, there are even more legends to tell in this universe.

So that's the content of the book. It's all fantastic. The presentation and quality of the book itself is just top-notch. The lay-outs are nice, the printing quality is vibrantly beautiful and sharp as a tack, and the pages are crisp and clean. The binding is also high quality, which is important because this is a big book that would fall apart relatively quickly if it wasn't bound well. And how about that gorgeous cover? I love that they decided to make the Gate of Time from Skyward Sword the art on the cover. Its dazzling gold sparkle contrasts nicely with the forest green. It declares loudly and proudly to all who see it that this is a sacred historia of true legends, and you'll be proud to display it prominently. Great stuff!

I know this review is a little lengthy and full of praise, but man, if ever a encyclopedia/art book/celebratory tome deserved it, it's this one. As I said earlier, I love the Legend of Zelda. It is by far my favorite series in gaming, a hobby I consider my favorite pastime. There are few games that capture the sense of beauty, imagination, and adventure like the Legend of Zelda effortlessly does with each and every release. This book really honors the series' legacy. If you're a huge Zelda fan like I am, or you have one in your life, getting this book is an absolute must-buy-immediately. Buy it, get lost in this lovely Zelda celebration, and be inspired by the legends within.

By T. Hill TOP 500 REVIEWER on January 29, 2013


2) The Holy Bible Of The Zelda Franchise - This is the holy bible of the Zelda universe. Contained in this tome is concept art from the games, interviews, the official timeline of the games and more information than you could ever hope for. This is amazing as it gives us a whole new look at the franchise, we see from the concept art how the characters evolved and the production art is amazing. While much of the book is given to talking about games like Skyward Sword and Twilight princess and the recent DS games, I will admit I wanted more discussion of Link's awakening and the Capcom co-produced game boy color games which were among my favorites. The discussion around Ocarina of Time is incredible and in fact all the interviews from those involved in the creation and production of the series are amazing. So much information is given about the games and this really feels worth the long wait. Especially the concept art as it lets us see how the character's looks evolved over time. You can really learn a lot about the characters and universe in this 276 page book.

The info given also fills in on some of the backstory of the games, both in Universe and how they came to be. These interviews are excellent and Nintendo really goes all out to give you your money's worth!

The timeline is something that has been long awaited by many fans but there is something you might be surprised by with it.

As well there is 32 Pages of the skyward sword prequel comic included by the creators of the Zelda Manga and it is awesome. It fills us in on the backstory prior to Skyward Sword and the events mentioned in the game. A really fun comic, it also lets us know there are always more legends of Zelda and Adventures of Link.

The book is in a Portrait format which means this is a coffee table book. The binding is awesome and the art looks like a visual feast for the eyes.

While there isn't a lot of discussion on the earlier games, what there is is memorable and interesting. And if you are wondering, no the CD-i games are not mentioned thankfully.

When this was announced in Japan for the 25th anniversary, fans in North America went nuts waiting for it to come and I can honestly say it was worth the wait. If you are a fan of the series, then you owe it to yourself to get this book. In many ways this is both the holy bible and the Holy Grail for Zelda fans.

By Jonathan Balofsky on January 29, 2013




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SFI