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VIDEO GAMES BOOKS
Posted in Video Games (Friday, September 5, 2008)
Written by Guinness World Records. By Time Inc Home Entertainment.
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5 comments about Guinness World Records Gamer's Edition.
- My name is Doug Parsons, and I'm an official adjudicator for Guinness World Records, so I felt the need to address some of the comments listed on this page.
The Guinness World Records Gamer's Edition 2008 was compiled by industry insiders who are experts in their field. All records and facts have been carefully researched and have been found to be up to Guinness World Records' rigorous standards. While any book of this scope is bound to contain a few grammatical or spelling oversights, all of the facts, statistics, and information within the book are certified to be true at the time of printing. [...]
As Guinness World Records is the global arbiter for official record keeping, and I am an adjudicator within the organization, I felt the need to address some of the concerns. Please be assured that Guinness World Records takes any comment, positive or negative, about our products seriously, and use them to ensure that future books will be filled with even more records and facts that our readers will enjoy.
- My son loves this book, if you are a Guinness Book fan, then you'll love this one.
- Guinness World Records Gamers Edition marks Guinness's first romp into the gaming culture. The gaming culture is bigger than it's ever been before. For the casual gamer, this book is like a starter kit to getting you into the gaming scene. There's a lot of good information scattered throughout the book. However, for gaming aficionados, there's not a lot of stuff here that you probably don't know. Just the same, it's not a bad book.
By the looks of the Guinness World Records, you'd probably think right out that this was a book for the younger gamers. The page layout and design is similar to those World Almanac for Kids books that became popular among the youth. While this may bother a few other gamers, it does show that the book is very inviting.
It begins with a lengthy introduction chapter. This will show some of the highlights of 2007, including talking about some of the heavy hitting games like Halo 3, Super Mario Galaxy and Pokemon Diamond and Pearl. Again, though, if you're big on the gaming scene and you keep up with the news, this is nothing new to you. Even a lot of what they mention is stuff that has been hammered into most gamers head time and time again.
After the introduction, there is a history of gaming. This showcases everything from the Magnavox Odyssey all the way up to the current generation involving the XBOX360, Playstation 3 and Wii. Afterwards, it goes into talking about some of the more mainstream consoles on an individual basis starting with the Nintendo 64 and Gamcube and ending with PC gaming. This section may have better had the consoles been talked about in the chronological order they were released. It is, after all, a history section. At least for all the hardware it gives you all the specs and a few factoids and some trivia concerning each console. These sections are also accompanied by crystal clear screenshots. At the end of the hardware history section there is a list of the top 5 bestselling games on each console. After all this is over with, we finally get into some of the records and trivia on some of the biggest selling gaming franchises in some of the industries most popular genres.
In the Record Breaking Games section is where the book can quickly become redundant for long time gamers, but a treat for newcomers to the gaming scene. It talks of some of the most popular games in the industry such as Halo, The Legend of Zelda, Grand Theft Auto, Super Mario Bros and Sonic as well as several other franchises that have made a huge impact in the gaming industry. Each section presents a few factoids to the series. Telling you things like whether or not it was the fastest selling in the series, the number of copies the bestselling in the series, etc. Perhaps the most interesting is when it shows you speed record completions for certain games. And despite all that, it isn't quite enough for some of these franchises. They only get two pages a piece. However, there are some interesting facts presented for many of them. This portion of the book spans through out several genres. From the Action/Adventure to the Puzzle genre.
As this section progresses there are also interviews, timelines and historical dates noted. It's also is decorated to the brim with pictures and screen shots.
After all this information, you get to see them count down the 100 best arcade games and then you see charts of high scores. The book ends with an index that'll help you find anything you need.
The biggest problem with the guide is, as I said earlier, that a lot of this information is not new to the experienced gamer. Much of the sales records and trivia has become common knowledge amongst most gamers. However, for many, I'm sure there's still a lot of information that's new to them.
You couldn't possibly expect the book to cover everything. There are many books with more comprehensive history and more trivia. But for what you get with this, it's detailed. It's not the Ultimate Gamer's Manual, but it serves as a great introduction and start for anyone curious to the video gaming culture.
- The GWR-GE 2008 is the company's first effort to bring together a book for computer gamers, showing gaming records and facts. As such, it's a good dip of the toes into the big wide world of gaming.
The book itself is well presented. Not just a list of facts, it pleases the eye with easy-to-read double page spreads, boxes for additional information and plenty of graphics. One issue with the graphics - while they're mostly linked to the text, the references are not always easy to find and the order of the links is not clear.
The book itself is fairly platform-agnostic. It's split into game categories, and after providing an overview of the category history details some of the games in each category. This is where it starts falling down, with some notable gaps. Under action-adventure we read about Colossal Caves but no mention is made of Zork. And where is the Kings Quest series? Under role-playing games the Ultima series is mentioned, but not Wizardry!
The section on simulation games does at least mention Flight Simulator - but neglects the fact that combat flight simulators are an enormous market. And what about space combat? Nothing on Wing Commander, no X-Wing or anything else in this category.
In racing games, the Need for Speed series is mentioned briefly but really deserves more space. Hands up if you've played chess against your computer? Well sorry, but it doesn't rate a mention in the puzzle and maze section - no Chessmaster, no Kasparov or any other champion-branded games.
On the weird side, there's a section dedicated to "music games". Huh? These have been around for five minutes guys - surely there are better uses of this space.
So, in summary: a nicely presented overview of gaming and gaming records, but hopefully the next edition will be more thorough.
- There are a couple of misprints/errors here and there, but overall this is a must-have for any gamer. The amount of content is unbelievable for the price you pay. Whether you only played Super Mario as a kid, or spend hours a day on WoW, you'll love how much this book has to offer...
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Posted in Video Games (Friday, September 5, 2008)
Written by Marc Prensky. By Paragon House Publishers.
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5 comments about Don't Bother Me Mom--I'm Learning!.
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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."
- 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.
- [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.
- 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.
- If you are a teacher or parent who thinks that learning can ONLY come from an all knowing teacher or professor, standing at the front of the room in front of a podium, lecturing for hours on end, then yes, maybe buy this book. But if you are in any way open minded, have the smallest bit of respect for your children or students, or are even a little bit on board with the idea that yes, new forms of learning are, in fact, useful, even if they are difficult for some of us (older people--and I'm 28) to understand, then don't bother. This man clearly had a bad experience with public education--and most likely with his 'mommy' as well, and thinks that the only way to improve education is to throw out EVERYTHING old and allow students to make their own rules because, after all, they are smarter than us old folks. Nevermind how many degrees you may have, or how many years of life, job, or parenting experience you may have logged, Prensky feels you've got nothing on your eight year old son. My advice--save your money and your time, and just sit down and have a human conversation with your kids/students. You'll learn a lot more that way than you would reading this book--and come away with a much more positive attitude.
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Posted in Video Games (Friday, September 5, 2008)
Written by Richard A. Knaak. By Pocket Star.
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5 comments about The Sundering (Warcraft: War of the Ancients Trilogy, Book 3).
- This book just goes to show you that the third book in a series written based on a Blizzard franchise is always the best one. A maxim I have found to be true. I digress. The Sundering takes place a short time after the events of The Demon Soul. The night elves find themselves in constant battle against the Burning Legion. One of the night elves' most relied upon sorcerers has defected to the side of the Legion and their situation looks grim. The book is packed tight with all sorts of depictions of grisly combat and quite remarkable detail. Richard A. Knaak definitely shows himself as one of the masters of writing massive battles (especially the final battles). This was one of the few books I actually sacrificed sleep for just to find out what was going to happen next. That is how addictive Knaak's writing style is. I also like the way he killed off several of his characters, the way he did it was neat. If you are a fan of the Warcraft series of games, you definitely need to read this book, if not the entire trilogy. This book is tied with Empire of Blood as the best final book in a trilogy.
- This trilogy has captivated me from beginning to end. The battles were especially heart pounding. Excellent work. The first two were good, but this one blew me away. Lost too much sleep because of it.
**A book I would also recommend is The Unsuspecting Mage by Brian S. Pratt. This, the first installment of The Morcyth Saga is a great beginning for a new author. Battles, magic, gods, secret passages and intrigue, all the elements of a classic epic fantasy! Any fantasy reader will enjoy it
- Definetly get books 1 and 2 before geting this one. If you are new to warcraft universe the triology does a good job of explaining who and what things are ... for the ppl allready into warcraft lore let me tell you, you will not get enough sleep until you are done with all 3 books (and you will want more).
- This is what can only be described as a fantastic final chapter in the war of the ancients series. This book was so fantastic i was immersed into the warcraft universe so much everything else meant nothing. The characters are so well portrayed and the events that take place are spectacular. Richard knakk really sets the pace and the scene with his writing in this book.
The end was sudden and tragic however like every good fairy tale we are left with hope and purpose.
Brilliant
5/5
- This is the third part of the trilogy and wraps things up nicely, while leeting you know what is to come. It explains a lot about the game and the relationship of the characters.
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Posted in Video Games (Friday, September 5, 2008)
Written by Chris Kenworthy. By O'Reilly Media, Inc..
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5 comments about Digital Video Production Cookbook: 100 Professional Techniques for Independent and Amateur Filmmakers (Cookbooks (O'Reilly)).
- very practical way of showing how to do multimedia effects at minimal or no cost. Good illustrations & straight to the point. very clear bullet points under the photos, No boring bulcky paragraphs.
I recomment this book, it's Excellent.
- I was looking for a video book that shows methods of filming ideas. Just searching I ended up with very complex cinephotographer books that contained tons of detail but too complex for casual person like myself. Just happended to stumbled across this book and was really surprised at the clear writing style and easy to understand images. For making a simple film project with no budget I thought this was the perfect book.
If you are looking to improve your video skills or making a large student project, I would highly recommend this book. For the film student or professional these tips might be already covered in school. Many of the project require nothing special, just a standard video camera and basic editing software. This is a nice change from other books that almost require Adobe After Effects to produce a good special effect.
Overall I really enjoyed this book and will keep this in my video bag to spark any ideas I might need during filming.
- There are a view techniques described in this book that might come in handy someday, but the descriptions are not particularly thorough. The bottom line: this will make a good coffee table book but don't expect to learn too much.
- I read through the book which was very informative, form ohh so thats how and TV never really was the same after. I have also tested out good part of it and got good resuslts. I would recommend it highly
- Not bad, but I have read better. It does have a lot of good pictures of the effects they are teaching and all in all this book is not bad, there are just so many others that I feel are better. Check out The "DV Rebel Guide" by Stu something or other or "101 Digital Video hacks", both I feel are better than this.
Enjoy!
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Posted in Video Games (Friday, September 5, 2008)
Written by Brian A. White. By Que.
The regular list price is $34.99.
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5 comments about Second Life: A Guide to Your Virtual World.
- This is a superbly done, informative, beautifully illustrated (and printed), densely packed yet easy-to-understand, highly informative, tour-de-force introduction to everything you want or need to know about Second Life. They don't get any better than this. If you are interested in SL, you've got to get this book!
All the best,
will
- I love this book!! It rocks!! It really helps you get around in Second Life (SL) as a struggling "Newbie" those first few days and weeks. The book is beautifully presented, with high quality illustrations, great tips, and the author's Avatar; "Ansel Gasparini" is a cool dude : ) It really enhanced my whole SL experience.
After you read the book and get on Second Life, go visit the in-world site where you can see some of the stuff in Brian White's book. I highly recommend this book to anyone wanting to start their Second Life adventures..! Let's get this party started... let the adventures begin!!
See you in Second Life!! : )
- A good intro that is well illustrated. Almost all the tutorials work like they are supposed to. Much better than the Official Guide.
- This book is very helpful when you are trying to learn how to use Second Life.
- This is an excellent first book for those who have signed on to Second Life, fooled around some, and have lots of questions. My advice is put a few hours into Second Life, then read this book. The presentation level was just right for me as an intro. But start by going on Second Life, THEN read the book.
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Posted in Video Games (Friday, September 5, 2008)
Written by BradyGames. By BRADY GAMES.
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2 comments about THE WORLD ENDS WITH YOU Official Strategy Guide (Official Strategy Guides (Bradygames)).
- I love having lists of items for RPGs and this guide provides plenty. Details for clothing and buttons are very well laid out. The guide also provides a walkthrough for hte game but I have not used that enough to give a good opinion. If you like having details for items in RPGs then this is a great accessory to a terrific game.
- The guide is decent and helps you get through the game The World Ends With You. Includes an easy to follow walk-through as well as appendices to useful information about Threads, Noise database, Pin guide. Gives you information about the extra missions after you clear the game. I found the Pin guide most useful.
This guide is not with out a few flaws such as incorrect information about pin evolutions and stating repeatedly that certain pins come from "big" noise when it should have said "pig". Not a big deal though the guide in it's entirety is helpful and the flaws are easily spotted and don't affect your ability to play the game well.
I should also mention that the walk-through is only partially spoiler free. There are a few times when reading the walk-through will spoil a few story elements but it does keep some of the more important spoilers a secret.
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Posted in Video Games (Friday, September 5, 2008)
Written by Richard Mansfield. By McGraw-Hill Osborne Media.
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3 comments about How to Do Everything with Second Life® (How to Do Everything).
- This book offers sound advice on almost all aspects of Second Life from social interaction to scripting, building, and texturing. It goes into fine detail on the workings of the user interface with great time saving tips and tricks for all levels of experience. It's by no means a dry technical read. The author does a good job of tying all of the topics together through examples of practical experience within Second Life.
I keep this book on my computer desk for quick reference. As an experienced user with a bloated inventory I found the topics on asset backup, inventory searches, and inventory organization extremely helpful.
- This is the most up-to-date and comprehensive guide to SL that you'll find -- no need to look any further. It includes general information about how to get started in SL, what to do and where to go -- and it also contains easy to follow, step-by-step information about the things you are likely to be doing there: building, shopping, meeting people. Handy quick keyboard guide inside the cover that will be useful to both new users and seasoned veterans!
- I actually created a second life account and canceled it because of the frustration of not nowing how to navigate through the environment. This books is the most awesome ever for SL and how to navigate through the environment. It includes a lot of shortcut keys and scripting to further advance your knowleddge in the Second Life Environment. This book is highly recommended for those that have no idea of how to navigate the platform and would like to learn how to use the grid, create skin, camera moves, buying land, buying shapes, creating textures etc. This books discusses everything you want to know, desire to learn and more!
Lanesa Stubbs
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Posted in Video Games (Friday, September 5, 2008)
Written by BradyGames. By Brady Games.
The regular list price is $19.99.
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5 comments about Call of Duty 4: Modern Warfare Official Strategy Guide.
- Very helpful product, especially for a new player like me. In fact, I would say it is essential. The strategies and intel information are as good or better than those available online, yet are handy in nice, glossy paper content whenever you need the information. Screenshots are plentiful.
My major criticism is that the book focuses on online multiplayer action, so not as helpful to a single player like I am.
I would like to see more details on the game basics, such as on weapons (caliber, magazine capacity, stopping power, range, etc.), and strategies for why you would choose one weapon vs. another (there is some of this, but I would like more).
That said, it is very highly recommended for every player, and a must have at around $15, or less.
- I asked a buddy whether he liked Oblivion more that Final Fantasy VII. He was dumbfounded and was about to suggest something, and then I cut in.
"It's like asking which I like better, Call of Duty 4 or Tetris. I can do that. I like Call of Duty 4 better."
- Call of Duty 4: Modern Warfare Official Strategy Guide.
the guide is up to date and very helpful.
- Simply put, this guide is really low on information.
The single player info is pretty sparse and the multiplayer info is just not that useful.
- Pulled my time in Somalia a while back. It feels like real combat having to make quick decisions,while being in a confusing situation. Started having PTSD all over again (LOL).
Really I am 43 years old and definitely not any kind of gamer,but it was easy to pick up. I bought the strategy book and that helped me a lot.
Well worth the money !!!
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Posted in Video Games (Friday, September 5, 2008)
Written by Tracey West. By Scholastic Inc..
The regular list price is $6.99.
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5 comments about RuneScape: The Official Handbook.
- A very good introductory guide to the game for new players. As well it contains a lot of tips to those who are still acquiring new skills, and haven't completed all the quests.
While experienced players may not find much in this guide that they do not know, it is an attractive book which fans of the game would appreciate. Being able to hold and look at the maps on paper alone will prove an attractive enough feature for some players.
There are still parts of this guide which may prove entertaining reading, and the locations and map might still prove use at times, even to the most accomplished players.
I gave the guide as a gift to my nieces and nephews; and for them I think the clearly laid-out sections on Online Safety Guide, the Rules of RuneScape and Basic tips for beginners are written in language they can understand. Given the importance of Online Safety and the necessity of acting as responsible player as part of a much wider community those sections are crucial to anyone fresh off Tutorial Island.
As a gift it makes and excellent way to pass on the love of the game which avid RuneScape players may wish to give to new players.
Regards, Fey Warrior
- I knew everything in it, but the maps and stuff helped, also it helps with the skills and all that stuff. So, if I were a like, "i love" runescape (which im not) i would totally get this. Still if you really have trouble doing some stuff you get it.
- Allow me to say, if you have already purchased this book then I'm sorry. The book poorly attempts to explain RuneScape and tries to teach players how to play, but the author failed to realize one thing: The game updates every week.
The rules and monsters mentioned in the book are obsolete; the pictures are no longer relevant since runescape is constantly updating the graphics; the rules are ever changing; and the book is for 9-12 year olds when the rules clearly state that the game is for 13+? The author should go back to tutorial island and learn that you should never make a guide book about a constantly changing game.
I'd only recommend this book if it's on the shelf of your supermarket checkout line and you need something to read; of course don't actually buy the book.
- Bought this book for my grandson who nearly wore out the library copy. Could provide even more detail but good for new players. Not an advanced book.
- My boys love their RuneScape game and had to have this book! They seem to use it and think it's great.
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Posted in Video Games (Friday, September 5, 2008)
Written by BradyGames. By BRADY GAMES.
The regular list price is $29.99.
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No comments about World of Warcraft Atlas, Second Edition (Brady Games - World of Warcraft).
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World of Warcraft Atlas, Second Edition (Brady Games - World of Warcraft)
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