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VIDEO GAMES BOOKS

Posted in Video Games (Sunday, July 6, 2008)

Written by Chad Carter. By Sams. The regular list price is $49.99. Sells new for $27.48. There are some available for $21.50.
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5 comments about Microsoft XNA Unleashed: Graphics and Game Programming for Xbox 360 and Windows (Unleashed).
  1. well this isnt realy the publishers \ writer fault but this book is written for XNA 1.0, and once 2.0 had been released some of the code in the book needs a bit of tweaking,

    i think that if you have some background knowledge about C# and programming, then this is the perfect book to take you into XNA.
    it has a much better approach then most, "teach yourself" books,
    and i recommand getting it,

    it only got a 4 out a 5, but if a new edition with XNA 2.0 will be release i would have givven it a 5.
    :)


  2. At first I was hesitant to get this book since it based on the 1.0 refresh. However, I wanted to get started right away and seeing how this technology will simply continue to grow, there is no better time than the present to start learning.

    I have all of the current XNA Books available and this one is by far the best. I love this guy's coding style ... it is nice when an author using .NET is actually using .NET styled code. If there is only one XNA book you can buy -- get this one.

    I really enjoyed his perspective on performance. It helped me in my day job as well ... can you say Garbage Collector? I bought this book to do 3D and I have been happy with my results. I am using 2D to supplement my 3D game, but it seems the community is obsessed with 2D games at this point. The physics chapter is great. I also enjoyed the chapter on Artificial Intelligence. Both are short, but to the point and helped me know where I need to look for more information. The particle system is excellent. I liked the force field created by particles ... cool.

    I am a programmer by trade and have dabbled in computer graphics in the past, but it was just too much work to get anything valuable. With XNA and this book as a guide, I was able to go so much farther than I ever did with DirectX and the books I bought on that subject. I have created a full 3D game that I plan to put out on Xbox LIVE Community Games when it is available. There is no way I would have a completed game without this book -- sound, game states, input, polish -- it is all in here!

    I liked how the author didn't waste time on rendering a single triangle ... he did a rectangle (two triangles) ... and then later used that code to create a skybox. The chapter on the content pipeline was excellent. I enjoyed the advanced topics he has as well like Render Targets, Parallax and Relief Mapping.

    In regards to changes with 2.0, he has updated the code on his site and it runs with no issues at all! Fortunately, the code is about identical to what it is in the book even with new code. I guess it just proves that not too much had to change between 1.0 refresh and 2.0.
    I would buy this book again. In fact, I will when the author comes out with the 3.0 book.

    Get this book ... and don't waste any more time ... make a great game -- it really is within grasp!


  3. This is a very well planned book with game development students in mind. Readers who complain that the writer takes off too quickly should keep in mind that the book is categorized as "Intermediate-Advanced" and quite accurately so.

    I'm using this as a recommended text for a module I am teaching to diploma students and it brings them up to speed on programming with XNA.

    You should get this if you have programmed in DirectX and/or C++; you'll find it a breeze and be amazed by how many things have been taken care / made much easier by the XNA framework and using a managed language such as C#.

    The author, Chad Carter, also actively responds to the questions in the book's discussion forums. This is especially important for a technical book such as this as technology is constantly evolving (we're at XNA 2.0 currently), and it helps to know which parts of the book need to be updated (or not).

    The only improvements I can recommend for the next edition (XNA 3.0) are:
    1. Consolidated list of errata on the author's website (xnaessentials.com) to make it easier to find and update my own copy / students' copies of the book.
    2. Teaching / supporting materials. However, I must admit that going through the exercises in the book will give you a good deal of ideas and inspirations already.

    In short, thanks Chad, please keep up the excellent work.


  4. The book assumes you know C#, and basically takes you through the development of a 2D game and a basic 3D FPS style game. As new functionality is added, the book explains the code pretty much line by line. It therefore shows you two sets of simple game design patterns in some detail.

    It also makes the book very linear - as new functions are shown in the context of what has been built already, you can't easily just experiment with the different classes on their own. You really have to follow it through as a sequential tutorial.

    What I was more hoping for was a more systematic treatment of the various XNA classes, and more of the underlying theory particularly with respect to using transformations. Matrix and vector maths is barely discussed directly at all.

    The linear structure and practical focus also means that I didn't find myself able to "dip into" the book and learn more about XNA whilst watching TV for example.

    So if you want an extended tutorial on XNA game programming its fine. If you want to really "get inside" XNA and graphics programming, then its not the right book for you.


  5. When i started to get serious about XNA i started looking for a good book to begin learning. Like most people (IMHO) i learn better through books and then self training than reading everything online.

    The Microsoft XNA Unleashed by Chad Carter is a great book as it is not merely a skim through from the top for XNA but is very detailed. I have just started and i dont think i will be done with the book very soon.

    I like his presentation style as well as the detail. I read all the reviews and sure some folks think it is a good book whereas some folks think otherwise. For me when i started reading through it i immediately liked the presentation style. I think (IMHO) that a good presentation style with good material leads to better learning.

    I will post an update to my blog as and when i complete this book. Based on my initial 80 or so pages, i like it a lot.

    See my blog http://ilovethexbox.blogspot.com/2008/06/microsoft-xna-unleashed.html for updates to the review.


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Posted in Video Games (Sunday, July 6, 2008)

By The MIT Press. The regular list price is $45.00. Sells new for $29.99. There are some available for $22.98.
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1 comments about The Game Design Reader: A Rules of Play Anthology.
  1. Curious minds that have delighted in games will love this book! I adored the compilation of shared thoughts from "Who's Who" in game design. Aesthetically, the book is so cute! My copy sits on my coffee table. The book had me at the cover...


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Posted in Video Games (Sunday, July 6, 2008)

Written by Richard A. Knaak. By Star Trek. The regular list price is $7.99. Sells new for $4.23. There are some available for $2.09.
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5 comments about Kingdom of Shadow (Diablo #3).
  1. Thanks Knaak for this wonderfull masterpiece, it's full of action and adventure.

    Please, followers or not of Diablo, read this book! And be sure to read Diablo 1 and Diablo 2 books first.


  2. The story is about a group of adventurers that discover the Lost Kingdom of Shadows. This book has everything. Action, Comedy, Romance, Suspense, Horror...

    The characters, action, and story are all very well done.

    Knaak does an outstanding job at weaving in and out of the story arcs. The book is paced well and a really fun read.

    (TV Reference: It's paced like one of the early seasons of 24 or Prison Break.)

    This book has nothing to do with the other books in the Diablo Series, so you don't have to read them to understand what's going on in this book. You also don't even need to play Diablo. It's a great stand alone adventure that will keep you frantically turning pages until the end.

    (Then you're sad because there's no more book to read.)


  3. I would like to point out a passage that is particularly terrible: "The blade severed the upper part of the fiend's torso, but that upper portion still managed to wrap bony fingers around the upper part of the weapon's shaft" (p. 319). This book is filled with such linguistic gems. There is no excuse for this kind of writing making it past an editor and onto the shelf at the bookstore.

    The story is mildly entertaining, but I found myself wanting it to end at about page 100. I think Knaak's plots would work well if the number of pages and unnecessary descriptions were cut way back. So much of this genre exists in the mind of the reader, but Knaak does not trust his readers to think for themselves on any page of this book.


  4. Diablo: Kingdom of Shadow (Book 3)
    By: Richard A Knaak

    I liked this book a lot more than I did the second one. This one hid the "evil" part of the story until really late in the book, I mean, there wre evil parts to it, but unlike the first two in which the real evil parts of the story come into play really early, this one kind of built up the suspense with a couple of small evil events that took place.

    In this story, a group of mercenaries and a Vizjeri sorcerer are one a quest to find an ancient city that appears only every now and then. It is in this hope that the merc's hope to get rich in jewles and the sorcerer rich in knowledge from the ancient holy city. That's all I'm gonna say though because if I say too much it'l give away the story.

    I'm giving this book a 10/10, especially since they brought the necromancers back into play, they are my absolute favorite character in the Diablo series.


  5. Origin aside, anyone looking for a good fantasy/adventure with very likeable characters, a dash of comedy, and an unusual plot twist, look no further. Some of Knaak's finest work, this story is well worth the read. If you haven't played any of the game(s) don't fret, the story and characters are unrelated, albeit anyone who has played the games will find it even more enjoyable.


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Posted in Video Games (Sunday, July 6, 2008)

Written by Marc Prensky. By Paragon House Publishers. The regular list price is $19.95. Sells new for $11.97. There are some available for $6.78.
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5 comments about Don't Bother Me Mom--I'm Learning!.
  1. Marc Prensky has a lot to say to those of us who are actually open to the ideas he presents --- that our kids are a lot smarter than we are, that they are learning at mach speeds, and that the old-fashioned method of providing them with guidance still works, as long as we know when to get out of their way!!!! I happen to homeschool my 9 year old son, but put his older brother through regular public school... Both of these boys are doing well, but I was worried about the amount of time that they spent on "video games", versus 'pure academics'. My 9 year old also wouldn't learn to read until this year, because he wasn't 'interested'. Now, he's past his grade level, and he's motivated by wanting to do well on his 'games'. In fact, the more 'games' he plays, the more academically inclined he becomes. He likes Homeschool because he likes to learn fast, & in regular school they wanted him to learn slow... Mr. Prensky's book puts this type of brain-wiring into a context that I can not only comprehend myself, but which I find easy to relate to other parents who have similar concerns. It's nice to have a source stating what we'd sort of figured out on our own --- these kids will learn, if we stay out of their way!!!



  2. I was introduced to the author's work on Digital Natives by a very smart and unusually open-minded colleague at the National Geospatial Agency, and I am hooked as well as relieved.

    The greatest complement I can give this book is that my 15-year old, a master of Warlock, saw this book come in the door and immediately took it away from me and read it overnight. He gives it high marks.

    This is also the book that inspired me to take Serious Games and Games for Change *very* seriously. Most gamers do not understand the need to work toward an EarthGame that includes actual budgets and actual science, but Medard Gabel of BigPictureSmallWorld gets it, and that's enough for me.

    The list of games provided at the end by the author, to create a serious game home learning environment, is priceless. Some may be overtaken by events but the bottom line is that digital learning is vastly superior to rote learning in schools.

    I am a participant in three Hacker communities--Hackers on Planet Earth (HOPE) based in New York, Hac-Tic based in Amsterdam, and Hackers/THINK based in California. I have met thousands of hackers over the years, and I am certain that the best and the brightest are not those with straight A's in the current school system, but those that tune out the high school regime by their junior year, and start learning what they want to learn on their own. My oldest son just won first prize in the Fairfax County digital music content, representing his school, but he will not graduate because he refuses to spend time on Algebra 2. He has very high SAT scores, will pass the GED with an almost perfect score, and will take digital music and digital art courses at three colleges in the DC area as a non-degree candidate. I go on at length here because this is both very personal for me, and also a national disaster--our entire curriculum is so out of date, and taught by so many drones, the few master teachers not withstanding, that I completely understand why our national ranking in math and science is out the window, why we have fallen to 7th on the national innovation scale, behind three Nordic countries and three Asian countries.

    I admire this author. In a most positive manner, he is telling us the Secretary of Education is quite naked, and what we can do about it. This is a foundation book for any parent of "digital natives."


  3. Can any good come from video games? Aren't video games the enemy? Should we believe all the negative hype about video games? Mr. Prensky, one of the leading authors in this exciting field of study, convincingly outlines what parents and teachers can learn from video games. This book is an easy and enjoyable read. As a parent and an educator, there is a lot I can learn from video game design. Mr. Prensky outlines numerous suggestions, ideas, and strategies that are applicable to both parents and teachers.


  4. [this review will be published on Studies in Communication Sciences 1/2008 - www.scoms.ch]

    Many kids and teenagers spend a large amount of time with videogames - that is a fact, and calculations indicate that by the time they are 21, average US children will have logged 5'000-10'000 hours playing computer and videogames. Add to this that videogames are impacting the entertainment market more and more as a multi-billion industry and you have plenty of good reasons to want to understand them better if you are a parent or a teacher. If you are a researcher in media, communication or education, and aim at understanding today's media use of digital natives, your work should include understanding video games, and this book can provide assistance in that area. So, are videogames good or bad? Do they enhance learning or do they make children numb and lonely?
    After the hit of Digital Game-based Learning (2003), Marc Prensky comes back with a book that tries to give a new perspective to the often too polarized discussion about videogames. Prensky's voice is backed both by the insights of seasoned teacher used to talk with kids of all ages, and by the experience gained as founder and CEO of games2train.com, a company that offers "serious training in a game environment". It's a respected voice in the expanding context of the literature about education and digital games. Moreover, he is an emphatic speaker, with action movie rhythm, good arguments and sometimes claims. The book is worth reading: if you like videogames, you will understand them better; if you think they are dangerous, it will let you think about them more critically.
    The book is mainly targeted to parents and teachers, but researchers can find interesting data, resources and ideas in it as well. Many claims are supported by anecdotal evidence, such as interviews with children or parents, only a few with scientifically sound data. This is both the limit and the power of this book: it is effective in showing that a different take on videogames is not only possible, but existing in the experience of many "like us", parents or teachers. The task of proving or refuting many of the claims remains for researchers and their respective methods.
    The first point the author makes comes from the Socratic principle of knowledge: before knowing something, we must admit we don't know it. This holds for videogames too: much of the current discussion today comes from people who are not videogamers, and those who fear videogames often do not know even the titles of the big hits. Second, Prensky claims that today's kids are digital natives, while we, who were born in an age when digital media was not present of just surfacing, are digital immigrants. While we keep our "accent" (and for example print e-mails for reading), digital natives are "natural born" multitasking, online social kids. They consequently require, and like, new forms of learning, and videogames are clearly one of them. Because, and here is the third point, children learn a lot of things from videogames. On the one hand, current videogames are not all like Pong or Pac-Man, the trivial videogames that everybody knows. It's true, they are trivial, but games like Civilization III (a commercial game) or Carmen Sandiego (an educational game) are much more complex and engaging, and these are the game that today's kids want to play. With them, they learn to cooperate, reflect on ethics, start designing and programming (with modding, i.e., creating new games with existing games engines), and - claims Prensky - can even acquire the "seven habits of highly effective people" as identified by Steven Covey, including being proactive, beginning with the end in mind, first things first, etc. To support these claims the author relies also on the experience and work of James Paul Gee, who wrote What video games have to teach us about learning and literacy (2003).
    Up to here the book can look like an apology of videogames - and indeed there is some merit in bringing the discussion down to the ground and proposing and discussing real arguments. But the one more step that Prensky proposes is more challenging. Part IV is entitled "How Parents, Teachers and all Adults Can Get In The Game", which means: "Leave all universal theories aside, your problem is dealing with your kids or your students." And here it is all about method.
    The author indicates some simple things that parents and teachers can do to reach one important goal: living the videogame experience together with our children, not leaving them alone with the media. It could be expressed as how you can create a relational and affective frame of meaning around videogames, so that the effort and energy spent on them is turned into positive educational agency. We know from research on the effects of television how important this is - what we didn't know was how you can actually do it with videogames. Prensky does not tell us how to do it, he first does it, and then tell us how he did it. I had the pleasure of attending a keynote speech at the Association for Educational Communications and Technologies convention in October 2007. After giving the talk, Prensky had five teenagers come on the stage and spent another hour just talking with them, asking them about their experience at school, with friends, with computers. Videogames were simply a part of their life, and he was recognized as an adult with whom you can talk about these things.
    The main principles for "getting in the game" are starting to learn something about videogames, and then asking real questions and listening with real interest. The point is sharing with kids what is already part of their experience and has, indeed, positive aspects in terms of learning, even in the broader sense of education. The real issue, which emerges multiple times throughout the book, is finding a balanced style of life: blending sports, school, outdoor activity, handwork and computers in a sensible way. This is where adults can really make a difference. Videogames are bad if they become the tyrant activity of a child's life, but then they are as bad as reading 6 hours a day, or regularly watching TV for that amount of time. Additional resources about this can be found on the companion web site http://www.GamesParentsTeachers.com/
    The book is challenging in two ways: intellectually, because it pushes to reflect on videogames from a richer base of data and experiences; and emotionally, because it prompts to take actions, as parents or teachers, in order to "get in the game" with kids and make sense of that experience. Some points raised in the book deserve a critical approach. First of all, are digital natives really different persons? Do they really learn differently? Of course, their media environment is different from the one we experienced, but it is likely there is no straight line between before and after. Also, different media environment generates different learning practices - but a new way of learning? Another issue concerns the change that videogames should bring in educational institutions. Prensky goes far and envisions - more to challenge than to propose - a completely different school system. That's more vision than reason, and while teachers can surely learn from videogames (and games), we might also ask ourselves what is the good in the current school system, and try not to throw the baby out with the water. Finally, the book brings evidence that videogames can produce positive learning effects and that they are not "evil". A good question to ask then, as with any media use, is what are children not doing in order to find time for videogames? That is, videogames can bring good things, but are they better than what is left aside?
    If you are interested in videogames - and if you have any kids or teenagers around you, you should be - this book can provide not only food for thought, but also a challenge to go one step further than you would normally go, as parent, teacher, or researcher.


  5. This book describes the difference in views about technology between generations. He compares the anti-game environment to the anti rock and roll feelings of previous generations. It is well written and easy to follow. Might hold more validity with more connection to research.


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Posted in Video Games (Sunday, July 6, 2008)

Written by Nanu Swamy and Naveena Swamy. By Charles River Media. The regular list price is $39.95. Sells new for $23.64. There are some available for $7.99.
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3 comments about Basic Game Design & Creation for Fun & Learning (Game Development Series).Book & CD-ROM..
  1. Tired of your kids playing video games? Buy this book.
    Easy to follow, my 10 and 14 year olds are using this book and having a great time. It is has step by step instructions. They are having fun designing and creating their own game.
    No prior experience necessary.
    I hope that more books like this are in the works.


  2. This is a welcome addition to the game development bookshelf. It is oriented to having youngsters begin designing games. If you have a young boy or girl, and they are into playing games on a PC, this book is intended to get them into designing their own games.

    The book uses, and supplies a copy on the CD-ROM, Game Maker software. This is a 2D game development system that allows for the creation of games without requiring programming. Building a game, hoever, is not unlike programming. You have to define what the characters look like, you have to define what they can do. You are doing a lot of the same logic that programming requires.

    Perhaps your little game player can be made into a game maker. And just possibly he or she will learn something about computers while they are developing their own game. Possibly this will give them an introduction into what they want to do later in life, not necessarily design games, but almost any task in the computer industry.

    I know of no other books that take this approach, and I like it.


  3. I bought this book for my kid to learn GameMaker. A very good book for beginners.


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Posted in Video Games (Sunday, July 6, 2008)

Written by Edward Castronova. By University Of Chicago Press. The regular list price is $18.00. Sells new for $9.99. There are some available for $9.96.
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5 comments about Synthetic Worlds: The Business and Culture of Online Games.
  1. Best book discussing online worlds that I've read.

    The author's background in economics makes for an interesting perspective. He goes to great lengths to point out where and how virtual worlds cross over into the "real" world.

    He doesn't, however, take things quite as far as I expected. For instance, he doesn't suggest that any interaction, social or otherwise, if conducted online might well be considered as having occurred in a virtual world. And he doesn't spend any effort exploring online to offline gestural equivalence.

    But I don't think he can be faulted. There's enough material in this area to fill several volumes. What he does cover, he makes accessible, interesting, and relevant.

    [...]


  2. To be honest I was expecting more on this book.It didnt tell all the info I wanted to know and the author focus too much on 2D games like Everquest and not so much in 3D games like Second Life.In most of the book the author is a little superficial in his analysis,he could go deeper.However the book is good for people who wanna have a general idea about on line games,specially Everquest,World of Warcraft and Star Wars.


  3. Were this book explicitly a marketing tool for virtual worlds, I would say job well done. But as a work of scholarship, it is downright embarrassing. The only thing I have to say for it is that the economic analysis in part II does not seem patently ridiculous, but the same cannot be said about the political analysis, and both are predicated on the validity of part I's predictions of the growth and impact of virtual worlds. His logic explaining this predicted growth can only be referred to as spurious.

    Published in 2006, this book is already dated, and in ways relevant to the author's predictions. His prediction that passive TV watching will decline in favor of virtual worlds is only half-true: instead, we have a flourishing YouTube where people interact with passive media by creating more passive media. The niche of on-line communication medium has been filled by social networking sites. The author predicts that people who grow up with technology will be drawn to virtual worlds, but this has not been the case. The adoption rate of virtual worlds among teenagers pales in comparison to the use of text messaging, social network sites, and other available technologies. This comes as a surprise given how inherently compelling he portrays these virtual worlds.

    Castronova does not seem to take into consideration the reality of differing preferences. He claims the "natural" place for getting together is cyberspace, and there's no reason to type when you can talk. This kind of thinking permeates his discussion of the future growth of synthetic worlds. Because they can offer, for a certain value of "offer", interaction with a potentially more pleasant world, this does not mean that everyone down on their luck will flock to them-- regardless of how realistic the worlds may get. I think it would be difficult to argue that even enough of a critical mass for the phenomena he describes in part II has the right kind of inclinations to "live" completely in virtual worlds.

    Castronova frequently employs the rhetorical device of referring to these worlds and everything about them as "real". Certainly, they are "real" in the sense that they are something that people occupy their actual time with, but this does not make them "real" in the sense of an equal alternative to actual life. Throughout the book he uses terminology to blur the line between the two meanings of "real", presumably with the goal of validating his claims about the importance of virtual worlds. He talks about it as a "way of life", about the players as "migrants", and that they have the "potential to become permanent homes for the conscious self" (p. 238). He claims game makers should allow avatars to have all the same human rights in-game as their players do in the real world. It's an argument that only makes sense if you accept that there's no fundamental difference between virtual worlds and the real worlds, and that's a claim that has a much higher burden of proof than his tricky rhetoric can meet.

    Virtual worlds are a hot topic, and the buzz surrounding them has allowed a scholar to put out absolute crap, assured that the audience will call it "stimulating", "important" and "insightful". If you're going to read this book, cut through the hype and read with an eye towards the logic of his argument. But other than as a first-hand view of the type of faulty reasoning used to convince people that virtual worlds are the Next Big Thing, it's not worth the read.


  4. It is impossible to change the address when you first have placed the purchase. It makes it difficult when you the moment you buy the book discover that you made an error (wrong address), and then it is already to late to change the address. What can you do? Probably nothing, other than accept that you lost your money, and buy the book elsewhere.


  5. This book was written for people who have heard about online "synthetic" (the author avoids using the over-hyped term "virtual") online worlds such as "World of Warcraft" or "Second Life", and are curious, but assume it's just some nerds in basements, not tens of millions of "ordinary" people engaged in near-billion dollar economies.

    If you already have a rough idea of what's going on (you don't need to be an active "citizen" in any of these worlds for that), then the book doesn't have all that much to offer, though there is a great chapter on economics that discusses strategies for avoiding inflation ("MUDflation"), and the chapter on politics may stimulate some thoughts.

    The book could have been more interesting if the author had been able to go into more detail and compare different online economies, and get an insider's perspective on why it is that things are the way the are (incl. failed experiments etc). I'd also have liked to see a less shallow discussion of the psychology behind all of this -- is the reason people kill each other online when they can just because that's the nature of humans, and is the reason South Koreans are way ahead online simply down to bandwidth rather than cultural differences?

    The book is also (inevitably) a bit outdated. The author frequently mentions how virtual items are traded on Ebay; Ebay prohibited sales of items from World of Warcraft and EverQuest beginning of 2007. There is no mention of the "farming" phenomenon. And I was surprised that the book didn't mention Second Life (which I'd imagine should be more interesting than most fantasy worlds from an economist's point of view) much except in passing.


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Posted in Video Games (Sunday, July 6, 2008)

Written by Jeremy Cantor and Pepe Valencia. By Course Technology PTR. The regular list price is $59.99. Sells new for $33.94. There are some available for $24.00.
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5 comments about Inspired 3D Short Film Production (Inspired).
  1. I love the case studies in this book, as well as the format of using a workflow to structure the book, much as a project might be. But the authors spend too much time on story and character, material which is better covered in books dedicated to the subject (and written to hold your interest a little more as well). While the importance of these elements is significant and must not be overlooked, this is not why I bought this book. I would have been more satisfied had the space been used for more interviews and case studies (where an emphasis could have been placed on the storytelling). Other than that, I found the book inspirational and very helpful in encouraging my own ambitions towards making a short CG film - I especially appreciated how it stayed away from the platform and software wars, and focused on the things that just about every platform and software can (or should be able to) do.


  2. It's a great book that I would recommend to anyone serious about creating their own Short Animated Film.

    More informative than I could have ever imagined. It's everything you will learn at a 20,000 dollar a year university.

    The included DVD is also filled with some great examples.

    ENJOY and happy film making!


  3. I bought this hoping that it would teach me how to create a short film. The story I already have, it's just the skills and schedule that I need. This book gave me a GENERAL IDEA but it wasn't specific enough. It would say, "then use your compositing softare to put the renders together." Ummm... How?
    I know it wasn't meant to be a complete-all-included-only-this-needed kind of book, but even so...
    I would say that unless you are a true beginner to this field, look for something else, but if you are a true beginner, it is excellent. It taught me alot and I am very VERY glad I bought this book.


  4. This book has everything you need to know about making a short 3D film. (I'm making one about a box turtle (I love turtles!) and a butterfly using Hexagon and Carrara.) The CD containing 39 short films is icing on the cake. This book makes the best kind of teacher - you don't just learn from it, but are inspired by it!


  5. This book is everything I hoped it would be and more. In a very clear an readable design it covers all the aspects of a 3d short animation process. This process can be used on any length of 3d animation. It's not a technical book but a must have for everyone who wants to make a solid animation but does not quite know where to begin. The whole inspired series is very useful, but this one is where it all begins. Also comes with a nice dvd with lots of inspiring shorts. Great!


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Posted in Video Games (Sunday, July 6, 2008)

Written by BradyGames. By BRADY GAMES. The regular list price is $16.99. Sells new for $4.45. There are some available for $4.25.
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4 comments about Dragon Quest Monsters: Joker Official Strategy Guide (Bradygames Strategy Guides).
  1. 4.5 out of 5. Only one item missing from this book. An extensive synthesis chart/outline. I have found that the popular monsters show what combos make them but as for the more complex, it is just not there.


  2. whether your a true dragon questor or just a joker you will all find something great to help you out in this comprehensive guide with full detailed maps on every inch of the game complete baddies lists and a great breeding guide so you can make those "s" class monsters for yourself this guide has it all and most would be lost without it, the guide has helped me through many aspects of the game and helped me finnaly get that elusive monster ive been trying to get.. it will also give you great in depth guides on who you will meet on your travels (other scouters) and what type of monsters they have with them

    guide tells you everything about items aswel and a whole section devoted to where to find the seeds to give yourself a good little boosti really do reccomend such a product and couldnt be happier with it guaranteed great buy


  3. Dragon Quest Monsters is a gift for my son and he enjoys it a lot.


  4. While there is some great information in this strategy guide, for the most part it just seems rushed. It's like Brady Games got notice that the guide had to be written and they had one week to write it.

    The most remarkable thing about this guide is the sheer amount of non-information. DQM is a very in-depth game, but I had to go online to get answers to most of my questions.

    The monster list is good, as well as the skills guide, but the rest of it is more about pictures and less about information. I write publishable material for a living, and I was astounded to see some big editorial no-no's (such as no introductory text for some new topics).

    Brady Games can put some great strategy guides together - I have MANY of them. But DQM Joker is not one of them.


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Posted in Video Games (Sunday, July 6, 2008)

Written by BradyGames. By Brady Games. The regular list price is $16.99. Sells new for $10.06. There are some available for $10.05.
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1 comments about God of War: Chains of Olympus Official Strategy Guide (Bradygames Official Strategy Guides).
  1. This guide is well laid out. The bestiary, photos, and campaign walkthrough are top notch. I really liked the sections that explained the Greek myths, which provided extra background info about the characters in the game. It was definitely an abbreviated history lesson. The guide also contains lots of concept art in the back. You also get a nice rundown of all the hitpoints for all the enemies. All the combos are explained. If you are a fan of the series, you can't go wrong with this little guide.


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Posted in Video Games (Sunday, July 6, 2008)

Written by Beth Hollinger. By BRADY GAMES. The regular list price is $15.99. Sells new for $49.99. There are some available for $24.97.
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5 comments about STAR OCEAN(tm) Till the End of Time(tm) Official Strategy Guide.
  1. This RPG was great fun if you enjoy picking your players and experimenting with weapons and magic. It starts in the future and travels into the past, ending back in the future. It has extra dungeons after you solve the game which really enhances play time. The only thing I didn't care for is in a battle you could only select one character at a time and the other two characters fight by computer selection which was not always a good thing. Other than that, if you love RPGs with a fun story this is a great game.


  2. If you are looking for a good strategy guide for this game then this is the one for you. And when I got it it was in great condition. I suggest it to anyone who is in love with the Star Ocean series.


  3. I bought this guide and was very disappointed. I normally just read user made walkthroughs but thought it would b e useful to have a book with maps. My main complaint is that the book just gives the bosses main information and not any strategies to defeating them. Save your money and don't buy this.


  4. EXCELENT BOOK , very good quality paper and printing , and the guide is very clear , and handy


  5. This book is a must for every person who buys this game. It helps with synthesis, creating items a lot and cut down the amount of hours it take to figure out how to product certain items and what each inventor wants. The con with this part is that it didn't clearly rate the amount of money taken to product this item as some items take a narrow range like the philosopher's stone which cost range appear uncommonly and with just one cent out of that range you get worthless products. I had to check a website review for the philosopher stone synthesis and both the book and the website were wrong! I went with Peppita, Misty Lear, and Mackwell that took the talent level to 93, much closer to 100 and got it instantly. Another negative is that it doesn't help with max out weapons, etc telling what synthesis material work the best like going with only orichalcum for Fayt's strongest sword or add certain numbers of other types like Brownie Stone or other types that work the best. The guide didn't tell where the high fol monsters to fight for the money as this game require lots of fols to do things like get inventors, buy items, create items, specify items, and synthesis. The last negative to this guide is the PA - it make it harder to read and I easily missed some - mainly long term ones as there were lots of uncertainity when playing for the first time. Otherwise this book have lots of positive results that can be easily explained by the other reviews here.


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Microsoft XNA Unleashed: Graphics and Game Programming for Xbox 360 and Windows (Unleashed)
The Game Design Reader: A Rules of Play Anthology
Kingdom of Shadow (Diablo #3)
Don't Bother Me Mom--I'm Learning!
Basic Game Design & Creation for Fun & Learning (Game Development Series).Book & CD-ROM.
Synthetic Worlds: The Business and Culture of Online Games
Inspired 3D Short Film Production (Inspired)
Dragon Quest Monsters: Joker Official Strategy Guide (Bradygames Strategy Guides)
God of War: Chains of Olympus Official Strategy Guide (Bradygames Official Strategy Guides)
STAR OCEAN(tm) Till the End of Time(tm) Official Strategy Guide

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Last updated: Sun Jul 6 18:47:00 EDT 2008