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VIDEO GAMES BOOKS

Posted in Video Games (Saturday, November 22, 2008)

Written by Dave Ellis. By Prima Games. There are some available for $38.55.
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2 comments about X-COM Terror from the Deep: The Official Strategy Guide (Secrets of the Game Series,).
  1. One of the best game guides I have ever read, this book greatly enhances the Terror from the Deep experience. Rather than being a step-by-step guide that you must follow like a robot without understanding _why_(something that would be almost impossible anyway, due to the nature of the game), this guide provides the detailed information you need to make your _own_ decisions. Statistics on literally everything in the game, along with detailed explanations of how crucial game aspects like movement, combat, and finances _really_ work, make this one a keeper.


  2. David Ellis' second time out writing a X-Com strategy guide brings some mixed results this time around.

    The Bad: Around half of the guide is a simply re-print of the manual, with a few added details. Although good, many other sections of the guide were simply too short and did not go into enough depth (who ever heard of devoting only 1 chapter to the tactical part of an X-Com game?).

    The Good: Aside from the manual re-print, the entire quality of the material was very very high. Combat tips are right on the mark, and information is presented in an easy to find/read way. The tables are placed in the chapters they relate to, not some "Tables and Reference information" chapter at the end of the guide. It is a very easy to use companion to the game, not diving into meaningless details (for the most part) but not skimming important subjects (for the most part) either.

    Bottom line: Mostly Excellent quality, just not enough of it.



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Posted in Video Games (Saturday, November 22, 2008)

Written by Wendy Kays. By Synergy Books. The regular list price is $14.95. Sells new for $7.95. There are some available for $8.40.
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2 comments about Game Widow.
  1. As Wendy Kays points out in her Game Widow, video games are not just for the fifteen to thirty-five-year old males, it has now successfully leaped from consoles and personal computers to mobile phones, game systems and personal data assistants. Consequently, their customers now have spread to males and females of all ages. There are even grandparents who are hooked who not only buy the games for themselves but also for their grandchildren. Did you know, as Kays mentions, that in 2006 Americans alone purchased close to $13.5 billion in console, portable, and PC game hardware.

    You may probably ask yourself what seduces all of these people who spend oodles of money and devote countless hours playing with all types of virtual games that in some instances have quite an impact on their lives as well as the lives of others? Kays one hundred and nineteen page investigation of the subject matter answers these questions and many more.

    Divided into six chapters, Game Widow delves into such topics as why do wives lose out to their husband's obsession with virtual games, are these games really addictive or deadly, can we call the Video Game Industry evil, what does the future hold for these games, what actions can we take, and where do I find up-to-date information.

    The study is the result of Kays six years of marriage to a game designer, hundreds of conversations with developers, researchers, academics, psychologists, and medical personnel, and thousands of hours of experimental game play.

    What is quite interesting about Game Widow is that Kays discloses that when she first heard the term, there wasn't any information online or in the bookstore on what this problem meant or how to cope with it. As a result, she had to figure it out for herself and it was either that or annul her marriage. The latter was not an option for her.

    Game Widow allocates significant ink to what attracts and holds gamers' attention. Kays quotes Rich Vogel, former vice president of production at Sony Online Entertainment, who, at the 2005 Game Developer's Conference stated that basically the foremost factors of the glue, as he described them, are a unique persona, achievement, ownership, relationships, immersion and dynamic. All of these elements are further illustrated, explored and analysed in order to give us a full picture in the understanding of the magnetism of these games. In addition, Kays supplies her readers with several ideas as to how to deal with personal relationships when these games infringe on a couple or family's daily life.

    Kays overview of the subject matter reminds us that these video games are no longer just games but they are also perils that may be waiting at our doorstep and may have far reaching implications that are societal, financial, legal, political and academic.

    Unlike the initial two-dimensional ones, today we have games that can be played in an entire new manner and at a whole new level of depth. As pointed out, many are lived instead of played. They are now sit-forward-and-act-entertainment and consequently they become interactive. This is one of the main reasons why many individuals have become gamers and as a result, it is very difficult to compete with video games for the attention of those who play. Naturally, this leads to all kinds of social, psychological and relationship problems. As Kays states, before you next sit down to play, ask yourself if you are in good health, both mentally and physically or as she asserts: "Can you honestly say you have no heart conditions, no chain-smoking, nothing that sitting along, very still, and in a hunched position for hours might make worse? Will your doctor confirm that at your next visit? And do you spend more than five hours in an online game in a given stretch."

    All of this is not to say that video games are always bad for us and Kays does devote considerable time in pointing out where they can play a supportive role in our work and school environments, as is presently the case.

    Certainly, Kays has discovered something extraordinary about the world of virtual games and essentially it is an impassioned and informative wake- up call to those who may still believe that virtual games are of little importance. Perhaps, with her detailed and clear-headed examination, she will even revolutionize our perspective of these games.

    Norm Goldman, Publisher & Editor Bookpleasures


  2. "Game Widow" by Wendy Kays, is about video game addiction, its causes and solutions. She knows about this first-hand. As Kays writes, 'shortly after I married my husband- the week after the honeymoon, in fact - he changed from the love of my life into a bad roommate." Her husband was a developer for the well-known video game SOCOM: U.S. Navy Seals during that time worked 14 to 16 hours days then came home and played video games. "Welcome to being a game widow", he said.

    Mrs. Kays decided to find out what a game widow was, and that started her research into video games and addiction of them. This book is the result of her investigations into the video gaming industry, additions, compulsive behavior, interventions and treatments. She is not a professional. The book is written in an easy-to-read layman's style with plenty of first-hand stories and practical real-life suggestions.

    After overcoming two addictions myself, alcohol and tobacco, I was really curious why video games would be a 'real' or even serious addiction. Between 2000 and 2005, there was only one adult death related to video games in the entire U.S.. Compare that to any Friday night's alcohol related deaths, or the fires and deaths caused by cigarette fires and you see my initial skepticism.

    Game Widow not only explains why this can be an addiction, but also brings up political, legal and social issues that some video games such as Second Life are creating. The issue is it is another reality that influences this reality. For example, in World of Warcraft, some gamers are earning money by creating a character and building up its power to sell to another gamer. Barack Obama has even put his Presidential political ads into several popular games. And Pennsylvania lawyer is suing the publisher of the rapidly growing online world Second Life, alleging the company unfairly confiscated tens of thousands of dollars worth of his virtual land and other property.

    For anyone who knows people who play, or anyone who doesn't know anything about the video gaming industry, this book should be one to read. "Game Widow" proved to me the real of potential dangers of video game addiction.


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Posted in Video Games (Saturday, November 22, 2008)

Written by Doug Walsh. By BRADY GAMES. The regular list price is $14.99. Sells new for $19.99. There are some available for $2.38.
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2 comments about Prince of Persia: The Sands of Time Official Strategy Guide.
  1. The Sands of Time is a puzzle game with few real puzzles. Instead the problem to be solved is architecture - how one accomplishes the apparently impossible task of getting from on place to another. You have a simple palette of actions from which to draw, and are often leaping into space with a wing and a prayer. For the player who runs up and down walls, bouncing from point to point there is an exhilaration that can only be compared with flying.

    Unfortunately, for the beginner faced with a monumental task there can be a lot of frustration. The game provides a quick flash of hints, and then you are on your own. Thanks to the built in replay facility one can try different solutions until the answer materializes, but every once in a while the right sequence simply eludes us.

    This guide is for those moments. It provides a lucid, brief walkthrough with illustrations and maps. While the maps are sometimes hard to read, and the screen shots too tiny, I only found one play where the suggestions just didn't seem to gel. I had to resort to random action, but eventually did find that the guide had been correct, but elusive. I like the guide's style, which focuses on what is necessary and sufficient rather than trying to be a souvenir.

    If you are having trouble, or just want to get the Prince aloft as quickly as possible, this is the resource for you.



  2. Very good.

    Delivered on time.


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Posted in Video Games (Saturday, November 22, 2008)

Written by Bart G. Farkas. By BRADY GAMES. The regular list price is $14.99. Sells new for $7.49. There are some available for $2.49.
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3 comments about Call of Duty(tm): Finest Hour Official Strategy Guide (Official Strategy Guides).
  1. THIS STRATEGY GUIDE RULES! W/O IT I WOULD HAVE NEVER BEAT THIS GAME. IT HAS DETAILED DESCRIPITIONS OF ALL THE WEAPONS AND MAPS. AS WELL AS IN DEPTH TACTIC GUIDES.


    A MUST HAVE FOR THE H/C GAMER:)!!!!!!!!!!!!!!!!!!


  2. This book also leaves much to be desired, and I still think that Mark Walker is a much better author. But I did get some info from this book, and am happy with it as it is. The book arrived in a timely manor and in excellent shape. Thanks.


  3. go online.
    Get a guide there
    Use these pictures to help get oriented.
    The maps are useful, but the game's AI make the tactics
    and descriptions offered
    something you will master through other means.
    Worth it used, you can buy the game for its new price.


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Posted in Video Games (Saturday, November 22, 2008)

Written by BradyGames. By BRADY GAMES. The regular list price is $14.99. Sells new for $75.00. There are some available for $14.99.
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5 comments about Legend of Mana Official Strategy Guide (Official Guide).
  1. Okay, let me start off by saying I have beaten Legend of Mana, and used this exact guide.

    The guide gives great walkthroughs, nice pictures, cool intro with characters and battle tips explained. Tells you how to do all the events, and has them mapped out in the game perfectly where you don't have to be flipping from one page to another ( which is difficult to do b/c LoM is a non-linear game big time ). Overall I was very satisfied, the only complaint, however, is that the items list in the back of the book is useless, it doesn't even tell you what the stuff does...but if you can see past that little flaw, this is an excelent guide. Would recomend.



  2. This guide is good a helping you complete all of the events in a good order, and the flowchart in the front of the book helps out simetimes. On the other hand, the flowchart is flawed and sometimes doesn't work, and some of the events are out of order (one event concerning Daena is placed in the middle of the book, whereas, it should be in the front, which is the only ime in the game that you can complete the event). Although the guide states that there is an ability list, there isn't one at all. If you're not trying to master this game, I suggest you buy this guide. If you're looking to find everything, find a walkthrough at GameFAQs or something.


  3. If you want a step by step describtion of every event in the game get this guide. If you want to raise monsters, seeds, golems, etc. then don't. The guide only goes over the events in the game and touches on the other stuff only briefly. The other problem is that the guide has you get the final artifact right in the beginning of its chapter 4, this leaves about 35-40 even events to do before it goes over it. I don't know any gamer that would be able to complete the game knowing very well that they could just lay down the Sword of Mana and win the game. The guide was very poorly set up and should have been planned to ensure that the player would get through more than 90% of the game before they could initiate the end game sequence. Don't buy it if you don't have to.


  4. If you are absolutely desperate for a guide and totally lost...go online and find a nice FAQ or walkthrough. DO NOT WASTE YOUR MONEY ON THIS unless you have no access to the Internet and have money to waste. The walkthrough is very inaccurate, there is NO ABILITIES SECTION, the last third of the book dealing with "information" is useless. It glosses over a great deal of information, and the rest is not mentioned at all. Really, if you're going to buy a guide, buy the Japanese version. It's 20$ more and all, but even if you can't read it at least it has nice pictures, you could probably figure most of it out from them alone.


  5. Legend of Mana is ancient in the game world by now, but just in case, I offer this warning: THIS GUIDE IS A JOKE.

    The maps are chaotic at best, the events poorly explained, and much of the information is downright wrong. It's as if the authors got bored halfway through the book and just filled in the blanks randomly. For instance: "Fights: none. When you leave, you will fight Niccolo."

    Run, don't walk, to GameFAQS for help on this game.



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Posted in Video Games (Saturday, November 22, 2008)

Written by Alan Watt and Fabio Policarpo. By Addison Wesley. The regular list price is $73.20. Sells new for $84.85. There are some available for $4.99.
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5 comments about 3D Games: Real-Time Rendering and Software Technology, Volume 1 (With CD-ROM).
  1. I've read reviews on this book by others. If you can't find a better book, why say that it's not worth buying? Instead of bringing up complaints, why not recommend books you think are more useful? Discouraging buying the book, you believe we should wait for improvements?


  2. The source for this book is for an entry level 3D engine, which is just what I wanted. But a lot of the theory (coll det etc) in the source is not explained in the book. Rather than explaining fundamental aspects they seem to throw in loads of detail about the topics that they dont seem to have covered and taken for lots of articles that you can find on the web (gamasutra for one).

    Saying that the source is nice and taught me a lot, bsp trees + a bit about collisions. Im glad I have the source but the book seems thrown together and shabby. I just think they could have done a better job making it readable starting 3D engine book rather than a shabby reference book.



  3. I've been reading game development books for more than 10 years and this is certain one of the best books i've ever read. Policarpo and Watt have created a very good 3D engine that comes in a CD with the book and they explain everything about programming 3D games with this engine and general game programming. It's really Worth Buying!


  4. I almost did not buy this book because of some of the earlier reviews, but since it was the only book I could find that provided a comprehensive theoretical, as well as practical, introdution to 3D games I went ahead and bought it anyway. I found that the book is, indeed, an excellent introduction to computer games. I would like to clear up issues addressed by earlier reviews.

    First, this book does contain a lot of theory as well as practical information. It does assume a basic knowledge of calculus, linear algebra, and discrete mathematics--math that any graphics programmer (or any programmer for that matter) should have at least a basic understanding of. It also assumes a basic knowledge of computer graphics. Thus, if you are looking for a cut and paste guide to creating computer games and are not looking to actually understand how interactive 3D applications work, you should not buy this book. If you intend to learn the fundamentals necessary to become a professional game programmer, or serious hobbyist, you definitely should.

    Second, although there are a few typos, I am sure that the "spelling errors" that have been cited are actually due to the fact that the book is written in European, not American, english. This means that, while probably 99% of the words are the same, subtle differences in spellings exist (such as colour instead of color and visualisation instead of visualization). This does not, however, detract from the readability of the book.

    This an excellent book and, despite some of the negative reviews, it lived up to all of my expectations as a sound theoretical, as well as practical, introduction to 3D game programming.


  5. ... I agree with some of the previous negative reviews. I find the flow of the text unpleasant and the book lacked an introduction - where's the pedagogy? It seems as if someone with competence in the field but without alot of forethought just sat down and wrote it, and Addison Wesley didn't bother to have an editor help out in any way. Anyway, this book is in line with the rest of Addison-Wesley's books. Half of the courses that I take require textbooks from Addison Wesley. The courses are always difficult thanks to these second rate books. I recommend Wiley above all publishers but stay away from Addison Wesley if you can. They just dont seem to give a smack about the quality.


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Posted in Video Games (Saturday, November 22, 2008)

Written by Brian Ashcraft. By Kodansha International. The regular list price is $19.95. Sells new for $13.57.
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No comments about Arcade Mania: The Turbo-charged World of Japan's Game Centers.



Posted in Video Games (Saturday, November 22, 2008)

Written by Fletcher Black. By Prima Games. The regular list price is $16.99. Sells new for $7.99. There are some available for $4.55.
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2 comments about Super Paper Mario: Prima Official Game Guide (Prima Official Game Guides) (Prima Official Game Guides).
  1. Since Nintendo came out with the Wii last year, there have been a lot of good games for it like The Legend Of Zelda Twilight Princess. However, when it comes to maps and strategy guides, you can often find it as a hit or a miss for Third-Party companies like Prima with those guides. Especially with Nintendo's latest Mario adventure Super Paper Mario. Although the guide is sometimes handy, it just doesn't detail enough information from the maps, which at times makes it very frustraing to play on the Wii. I honestly suggest you get the Player's Guide Nintendo made instead. It might be a few bucks more, but it is much more worth getting, especially if you want to master Bowser and crew.

    Price: C

    Maps: D+

    Convience: C-

    Overall: C-


  2. this book had very usefull tips for beating the game, it had a lot of usefull tips


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Posted in Video Games (Saturday, November 22, 2008)

Written by Thomas Hindmarch. By Prima Games. The regular list price is $16.99. Sells new for $9.50. There are some available for $5.29.
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No comments about Atelier Iris 2: The Azoth of Destiny (Prima Official Game Guide).



Posted in Video Games (Saturday, November 22, 2008)

Written by Sean Percival. By Que. The regular list price is $21.99. Sells new for $12.80. There are some available for $12.50.
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2 comments about Second Life In-World Travel Guide (In World Travel Guide).
  1. Sean Percival's book is one of the best about Second Life I have read. He takes you to many of the best shopping, entertainment, educational, adult only, and island living areas I have seen in Second Life. This book takes the reader off of the mainland and shows that the users of Second Life are truly creative; many of the locations featured in this book far outstrip the mainland content both visually and in software performance.

    Percival's writing style is easy to read and entertaining, and serious or funny in an appropriate way. I have read some of what I call, "The Linden Approved" Guides.Those books have the feeling that the writers were simply mouthpieces for Linden.They also offer little in the way of things to do. Percival's book on the other hand, is easy to read; you can pretty much open up to any page and find something interesting or fun, without all the technical hoo-doo. This book is witty and offers a fresh look at what Second Life truly has to offer the adventerous avatar.

    Speaking of adventures, Percival (aka sean Voss in-world) also features an in-world companion to his book where he offers tour services and landmarks to locations both in the book and otherwise. Hello, can anyone say innovation??? No CDs, no paid websites. Just good fun ready to access at the click of a landmark. In fact, the name of his island in world is Landmark Island, I found it in places in the Second Life Search Function. Easy, straightforward, interacive. That's using 3D internet the way it should be used!

    Linden approved books are expensive, and they offer little more in the way of content that a person can't learn from other residents or experimenting with the building tools in-world. Not to impune Linden Approved titles; they are great for beginners, but I was looking for something more. I found what I wanted in Percival's book. It is much more reasonably priced, has a more fun tone, and offers the in-world companion. I highly recommend this book for anyone who really wants to get the most of their Second Life experience.


  2. I just received it today, and I love it! It's gorgeous pictures and well written reviews make it a wonderful, up to date view into the world of second life. I've been a resident for 2 and a half years, and it let me discover new places that I still didn't know existed in game.

    <3 Sarah Nerd


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X-COM Terror from the Deep: The Official Strategy Guide (Secrets of the Game Series,)
Game Widow
Prince of Persia: The Sands of Time Official Strategy Guide
Call of Duty(tm): Finest Hour Official Strategy Guide (Official Strategy Guides)
Legend of Mana Official Strategy Guide (Official Guide)
3D Games: Real-Time Rendering and Software Technology, Volume 1 (With CD-ROM)
Arcade Mania: The Turbo-charged World of Japan's Game Centers
Super Paper Mario: Prima Official Game Guide (Prima Official Game Guides) (Prima Official Game Guides)
Atelier Iris 2: The Azoth of Destiny (Prima Official Game Guide)
Second Life In-World Travel Guide (In World Travel Guide)

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Last updated: Sat Nov 22 14:59:15 EST 2008