Books with category 🀄️ Games
Displaying 27 books

Blood, Sweat, and Pixels

2017

by Jason Schreier

Blood, Sweat, and Pixels, by Jason Schreier, takes readers on a fascinating odyssey behind the scenes of video game development. It explores the artistic challenges, technical impossibilities, marketplace demands, and corporate obstacles involved in bringing any game to completion. The book documents the round-the-clock crunches, buggy-eyed burnout, and last-minute saves that are part of the development process.

From RPG studio Bioware's challenge to overcome technical nightmares to build Dragon Age: Inquisition, to indie developer Eric Barone's efforts to turn Stardew Valley into a multi-million-dollar franchise, and Bungie's creation of the Destiny universe, Schreier immerses readers in the hellfire of the development process. Blood, Sweat, and Pixels is ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.

Eeny Meeny

2015

by M.J. Arlidge

Two people are abducted, imprisoned, and left with a gun. As hunger and thirst set in, only one walks away alive. It’s a game more twisted than any Detective Helen Grace has ever seen. If she hadn’t spoken with the shattered survivors herself, she almost wouldn’t believe them.

Detective Helen Grace is familiar with the dark sides of human nature, including her own, but this case—with its seemingly random victims—has her baffled. But as more people go missing, nothing will be more terrifying than when it all starts making sense...

The Winner's Curse

2014

by Marie Rutkoski

Winning what you want may cost you everything you love.

As a general’s daughter in a vast empire that revels in war and enslaves those it conquers, seventeen-year-old Kestrel has two choices: she can join the military or get married. But Kestrel has other intentions. One day, she is startled to find a kindred spirit in a young slave up for auction. Arin’s eyes seem to defy everything and everyone. Following her instinct, Kestrel buys him—with unexpected consequences. It’s not long before she has to hide her growing love for Arin. But he, too, has a secret, and Kestrel quickly learns that the price she paid for a fellow human is much higher than she ever could have imagined.

Set in a richly imagined new world, The Winner's Curse by Marie Rutkoski is a story of deadly games where everything is at stake, and the gamble is whether you will keep your head or lose your heart.

Escape from Mr. Lemoncello's Library

A New York Times BestsellerKyle Keeley is the class clown, popular with most kids, (if not the teachers), and an ardent fan of all games: board games, word games, and particularly video games. His hero, Luigi Lemoncello, the most notorious and creative gamemaker in the world, just so happens to be the genius behind the building of the new town library.Lucky Kyle wins a coveted spot to be one of the first 12 kids in the library for an overnight of fun, food, and lots and lots of games. But when morning comes, the doors remain locked. Kyle and the other winners must solve every clue and every secret puzzle to find the hidden escape route. And the stakes are very high.In this cross between Charlie and the Chocolate Factory and A Night in the Museum, Agatha Award winner Chris Grabenstein uses rib-tickling humor to create the perfect tale for his quirky characters. Old fans and new readers will become enthralled with the crafty twists and turns of this ultimate library experience.

Consequences

2012

by Aleatha Romig

Every action has consequences.

Waking in an unfamiliar bedroom in a luxurious mansion, Claire Nichols is terrified to discover that a chance encounter led her into the cruel hands of her abductor, Anthony Rawlings. Claire has no understanding of why she's there, but it's been made abundantly clear--she is now his acquisition and every action has consequences.

Learn the rules to survive.

Facing incomprehensible circumstances, Claire must learn to survive her new reality--every aspect of her livelihood depends upon the tall, dark-eyed tycoon who is a true master of deception. Driven by unknown demons, he has no tolerance for imperfection, in any aspect of his life, including his recent acquisition. Anthony may appear to the world as a handsome, benevolent businessman, but in reality Claire knows firsthand that he's a menacing, controlling captor with very strict rules: do as you're told, public failure is not an option, and appearances are of the utmost importance.

Captivate the captor.

To fit together the pieces of the puzzle, Claire must follow his rules. Will her plan work, or will Anthony become enthralled by Claire's beauty, resilience, and determination, changing the game forever? If that happens, will either of them survive the consequences?

Nobody ever did or ever will escape the consequences of his choices.--Alfred A. Montapert

Moonwalking with Einstein: The Art and Science of Remembering Everything

2012

by Joshua Foer

Moonwalking with Einstein is an electrifying work of journalism that charts an amazing journey of the mind while revolutionizing our concept of memory. Joshua Foer recounts his yearlong quest to improve his memory under the tutelage of top mental athletes.

He draws on cutting-edge research, a surprising cultural history of remembering, and venerable tricks of the mentalist's trade to transform our understanding of human memory. From the United States Memory Championship to deep within the author's own mind, this book reminds us that, in every way that matters, we are the sum of our memories.

Chess Story

2011

by Stefan Zweig

Chess Story, also known as The Royal Game, is the Austrian master Stefan Zweig's final achievement, completed in Brazilian exile and sent off to his American publisher only days before his suicide in 1942. It is the only story in which Zweig looks at Nazism, and he does so with characteristic emphasis on the psychological.

Travelers by ship from New York to Buenos Aires find that on board with them is the world champion of chess, an arrogant and unfriendly man. They come together to try their skills against him and are soundly defeated. Then a mysterious passenger steps forward to advise them and their fortunes change. How he came to possess his extraordinary grasp of the game of chess and at what cost lie at the heart of Zweig's story. This new translation of Chess Story brings out the work's unusual mixture of high suspense and poignant reflection.

Comfort Food

2010

by Kitty Thomas

Emily Vargas has been taken captive. As part of his conditioning methods, her captor refuses to speak to her, knowing how much she craves human contact. He's far too beautiful to be a monster. Combined with his lack of violence toward her, this has her walking a fine line at the edge of sanity.

Told in the first person from Emily's perspective, Comfort Food explores what happens when all expectations of pleasure and pain are turned upside down, as whips become comfort and chicken soup becomes punishment.

DISCLAIMER: This is not a story about consensual BDSM. This is a story about actual slavery. If reading an erotic story without safewords makes you uncomfortable, this is not the book for you. This is a work of fiction, and the author does not endorse or condone any behavior done to another human being without their consent.

Hikaru no Go, Vol. 10: Lifeline

After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya!

Der Seelenbrecher

Drei Frauen - alle jung, schön und lebenslustig - verschwinden spurlos. Nur eine Woche in den Fängen des Psychopathen, den die Presse den Seelenbrecher nennt, genügt: Als man die Frauen wieder aufgreift, sind sie verwahrlost, psychisch gebrochen - wie lebendig in ihrem eigenen Körper begraben.

Kurz vor Weihnachten wird der Seelenbrecher wieder aktiv, ausgerechnet in einer psychiatrischen Luxusklinik. Ärzte und Patienten müssen entsetzt feststellen, dass man den Täter unerkannt eingeliefert hat, kurz bevor die Klinik durch einen Schneesturm völlig von der Außenwelt abgeschnitten wurde.

Verzweifelt versuchen die Eingeschlossenen einander zu schĂĽtzen - doch in der Nacht des Grauens, die nun folgt, zeigt der Seelenbrecher, dass es kein Entkommen gibt...

Hikaru no Go, Vol. 19: One Step Forward!

Hikaru no Go, Vol. 19: One Step Forward! follows the journey of Hikaru Shindo who, after discovering a haunted go board, is possessed by the spirit of a master player named Fujiwara-no-Sai. This encounter awakens an untapped genius for the game within Hikaru, propelling him to pursue his dream of defeating Akira Toya, a famed go prodigy.

Hikaru no Go, Vol. 21: Great Expectations

After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya.

Hikaru no Go, Vol. 14

Hikaru no Go, Vol. 14: Sai vs. Toya Koyo unravels the continuing journey of Hikaru Shindo, a young schoolboy, who encounters a haunted Go board. Through this board, Hikaru meets the spirit of a master player, Fujiwara-no-Sai, who occupies his consciousness.

Sai's presence ignites an untapped genius for the game within Hikaru, propelling him to pursue his newfound dream. His goal is not a simple one, as he aspires to defeat the renowned Go prodigy, Akira Toya.

As the series progresses, readers witness Hikaru's personal growth and his thrilling encounters in the world of Go, where strategic battles of wit and skill unfold.

Death Note, Vol. 10: Deletion

2007

by Tsugumi Ohba

With Near openly suspecting the new L of being Kira and sowing doubt in the hearts of the taskforce members, Light is once again forced to pass the Death Note on to another to take the heat off himself.

But this time, Kira chooses a disciple from among his true believers. With no way to contact his successor directly, Light must rely on his faithful follower's adherence to Kira's goals.

Will this newest move bring Light's ideal world closer to reality? Or will losing control of the Death Note spell Light's doom?

Death Note, Vol. 3: Hard Run

Light is chafing under L's extreme surveillance, but even 64 microphones and cameras hidden in his room aren't enough to stop Light.

He steps up the game, but before the battle of wits can really begin, a family emergency distracts him. But even though Light isn't using the Death Note right now, someone else is! Who's the new "Kira" in town?

Hikaru no Go, Vol. 11: A Fierce Battle

After stumbling across a haunted Go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream—defeating the famed Go prodigy Akira Toya!

Hikaru no Go, Vol. 8: The Pro Test Preliminaries: Day Four

After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya.

Hikaru no Go, Vol. 9: The Pro Test Begins

Hikaru no Go, Vol. 9: The Pro Test Begins continues the journey of Hikaru Shindo, a young schoolboy, who encounters a haunted go board, leading to the possession of his consciousness by the spirit of Fujiwara-no-Sai, a master go player from the Heian era. Sai's presence awakens a previously untapped genius for the game within Hikaru, propelling him to pursue his newfound dream.

Driven by the desire to conquer the go world, Hikaru's ultimate goal is to challenge and defeat the esteemed go prodigy, Akira Toya. As the story unfolds, readers are taken on a compelling journey through the intricate and strategic world of go, a classic Japanese board game, as well as the trials and growth Hikaru experiences along the way.

Hikaru no Go, Vol. 5: Start

After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya!

Hikaru no Go, Vol. 2: First Battle

After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya.

Death Note: Black Edition, Vol. 1

2003

by Tsugumi Ohba

Light Yagami is an ace student with great prospects—and he's bored out of his mind. But all that changes when he finds the Death Note, a notebook dropped by a rogue Shinigami death god. Any human whose name is written in the notebook dies, and now Light has vowed to use the power of the Death Note to rid the world of evil.

But when criminals begin dropping dead, the authorities send the legendary detective L to track down the killer. With L hot on his heels, will Light lose sight of his noble goal...or his life?

Roses are Red

2001

by James Patterson

In this heart-pounding but touchingly romantic thriller, Detective Alex Cross pursues the most complex and brilliant killer he's ever confronted - a mysterious criminal who calls himself the Mastermind.

In a series of crimes that has stunned Washington, D.C., bank robbers have been laying out precise demands when they enter the building - and then killing the bank employees and their families if those instructions are not followed to the letter.

Detective Alex Cross takes on the case, certain that this is no ordinary bank robber at work - the pathological need for control and perfection is too great. Cross is in the midst of a personal crisis at home, but the case becomes all-consuming as he learns that the Mastermind is plotting one huge, last, perfect crime.

Hikaru no Go, Vol. 4: Divine Illusions

After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya.

The 48 Laws of Power

Amoral, cunning, ruthless, and instructive, this multi-million-copy New York Times bestseller is the definitive manual for anyone interested in gaining, observing, or defending against ultimate control – from the author of The Laws of Human Nature. In the book that People magazine proclaimed “beguiling” and “fascinating,” Robert Greene and Joost Elffers have distilled three thousand years of the history of power into 48 essential laws by drawing from the philosophies of Machiavelli, Sun Tzu, and Carl Von Clausewitz and also from the lives of figures ranging from Henry Kissinger to P.T. Barnum.

Some laws teach the need for prudence ("Law 1: Never Outshine the Master"), others teach the value of confidence ("Law 28: Enter Action with Boldness"), and many recommend absolute self-preservation ("Law 15: Crush Your Enemy Totally"). Every law, though, has one thing in common: an interest in total domination. In a bold and arresting two-color package, The 48 Laws of Power is ideal whether your aim is conquest, self-defense, or simply to understand the rules of the game.

Hikaru no Go, Vol. 3

After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya!

Akira is beginning a new school year at Kaio Middle School. With his daunting reputation as the Toya Meijin's son, Akira finds he must prove himself to more than a few mean and jealous classmates. And with the help of upperclassman Yuri Hidaka, Akira finds the confidence to persevere in his hunt to beat Hikaru. Meanwhile, Hikaru is having a hard enough time just trying to find a third teammate to play in the Haze Middle School Go Club. A possible teammate arrives in the form of Yuki Mitani--but will he join their club or continue to swindle old timers for their pocket change?

Positioning: The Battle for Your Mind: How to Be Seen and Heard in the Overcrowded Marketplace

1980

by Al Ries, Jack Trout

Positioning is the first book to tackle the issues of communicating to a skeptical, media-blitzed public. It describes a revolutionary approach to creating a "position" in a prospective customer's mind—one that reflects a company's own strengths and weaknesses, as well as those of its competitors.

Written in their trademark witty, fast-paced style, advertising gurus Ries and Trout explain how to:

  • Make and position an industry leader so that its name and message embed themselves into the collective subconscious of your market—and stay there.
  • Position a follower to occupy a niche not claimed by the leader.
  • Avoid letting a second product ride on the coattails of an established one.

Positioning also shows you how to:

  • Use leading ad agency techniques to capture the biggest market share and become a household name.
  • Build your strategy around your competition's weaknesses.
  • Reposition a strong competitor and create a weak spot.
  • Use your present position to its best advantage.
  • Choose the best name for your product.
  • Determine when—and why—less is more.
  • Analyze recent trends that affect your positioning.

Ries and Trout provide many valuable case histories and penetrating analyses of some of the most phenomenal successes and failures in advertising history. Revised to reflect significant developments in the five years since its original publication, Positioning is required reading for anyone in business today.

The Zima Confession

Can one man bring down the world's financial systems?

Glasgow 1977 - a young Trotskyite, Richard Slater, comes up with the idea that if he hid in deep cover until he was in a position of responsibility, he could unleash a devastating act of sabotage capable of starting a revolution. Party activists develop the plan - code name Zima and lie in wait...

London 2013 - Richard is in London, working for a financial software company. He has held onto the Zima plan all this time and has been signalling he can activate it. Is anyone listening? Have others stayed true to the ideology?

The "suicide" of Richard's work colleague shows British and Russian Intelligence have been listening and waiting too. Tension mounts as more players reveal themselves and the battle for power and control moves to Moscow. As the coil of agents, misinformation, and mind control experiments connected to Zima unravel - where do allegiances lie? Can Richard trust anyone - even himself?

Can MI9 stop a catastrophic act of sabotage on the banking system? Will the revolution succeed? Can Richard uncover the TRUTH and save himself?

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