Dragon Quest V

Dragon Quest V
Author: Michael Lummis
Publisher: BradyGames
Total Pages: 0
Release: 2009
Genre: Dragon Quest (Game)
ISBN: 9780744010985

Can One Family Change the Fate of the World? A storm threatens the earthly realm. Deep in the heart of Nadiria, a demon is building an empire. The Zenith Dragon is tasked to protect the realm, but it is nowhere to be found. Who remains to defend the good people of this world? A boy and his father are prepared to fight for their people and their safety. Every Side Quest Covered!: Get all the details on the Casino, Bruise the Ooze, T 'n' T Boards, mini medals, and other side quests! Comprehensive Bestiary: Learn about each monster's statistical makeup, item drops, and where to find them. Walkthrough & Area Maps: Game-tested strategies and tips to guide the player through every area in the game. Area maps pinpoint item locations with ease. Plus, defeat every boss with proven tactics. Bonus Dungeon Coverage!: Plunder Estark's Labyrinth of all its impressive treasure! Characters: Discover each character's abilities, stats, and usable equipment. Recruitable Monsters: Learn the ins-and-outs of what it takes to recruit specific monsters into your caravan. Complete each individual ability lists, this section has it all! Platform: Nintendo DSGenre: Role-Playing Game

The Legend of Dragon Quest

The Legend of Dragon Quest
Author: Daniel Andreyev
Publisher: Third Editions
Total Pages: 215
Release: 2019-05-21
Genre: Games & Activities
ISBN: 2377843697

Discover all the secrets and mechanics of the famous Japanese video game Dragon Quest ! This book looks back at the entire Dragon Quest saga, tells the story of the series' birth, retraces its history and deciphers its mechanics. In this book, the author shares us all his expertise and his passion in Japanese gaming to decipher the creation and the story of this saga and his creator, Yuji Horii. EXTRAIT Even with only limited knowledge of Japanese and somewhat difficult technical conditions, the story was very well told. This was perhaps what surprised players most. Dragon Quest V is a large family cycle of emotions, as transparent as an epic tale by Alexandre Dumas, the author of famous works such as The Three Musketeers. In the end, I was lucky that my first taste of the series was this excellent episode, since VI was far more extravagant, with its tales of parallel universes and heroes traveling on flying beds. A slightly puzzling game, but not without levity nor offbeat humor. One of the most emotional moments of Dragon Quest V is when we end up going back in time to change the past, thus saving the future. The time travel theme has been so often used in science fiction, particularly during the 1980s, that it should have left me impassive. It was not even the first time I had experienced it in a video game. But this adventure, with its simple graphics and persistent melodies, glanced lightly upon feelings that leave no one unmoved. “What would I have done differently if I could have changed things” is a very common concept used in fiction, from A Distant Neighborhood by Jirô Taniguchi to the Quantum Leap series. Well-told, it is so simple and so effective that it affects each and every one of us. CE QU'EN PENSE LA CRITIQUE Un libre passionnant que j'ai dévoré au point de rogner sur mes heures de sommeil. Ici, l'auteur ne nous bassine pas avec des tartines de textes pour nous conter avec détails l'histoire de chaque épisode, les ventes incommensurables de la série ou encore un almanach des jeux estampillés DraQue. - Kaisermeister, Sens Critique Un livre plein d’anecdotes qui feront vibrer votre corde nostalgique et qui donne envie, une fois terminé, de replonger dans l'aventure. - neotsubasa, Sens Critique C'est une biographie très détaillée, riche en anecdotes et bien romancée, Yuji Horii est un personnage fascinant au CV bien rempli et la genèse de la saga est tout aussi passionnante à tel point que j'ai parfois eu du mal à décrocher. - Nixotane, Sens Critique À PROPOS DE L'AUTEUR Daniel Andreyev is an author and journalist of Russian origin. His career in video game journalism began twenty years ago, during the golden years of video gaming, with Player One, Consoles + and Animeland, with a particular interest in Japan. Having spent some time on translation, he is now part of the New Games Journalism movement, which places the player at the heart of the video game experience. He produces the After Hate and Super Ciné Battle podcasts. He also trades memories with his friends in Gaijin Dash, the Gamekult show on Japanese video games. He is a fan of far too many things to list them all here. But when he is not writing, not watching a movie, not reading comics and graphic novels, not climbing mountains or exploring ruined buildings, he might be cooking, exercising or dreaming of one day owning a dog.

Japanese Role-Playing Games

Japanese Role-Playing Games
Author: Rachael Hutchinson
Publisher: Rowman & Littlefield
Total Pages: 337
Release: 2022-04-11
Genre: Social Science
ISBN: 1793643555

Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English-speaking audience to Japanese video game scholarship while also extending postcolonial and philosophical readings to the Japanese game text. In a three-pronged approach, the collection uses these analyses to look at genre, representation, and liminality, engaging with a multitude of concepts including stereotypes, intersectionality, and the political and social effects of JRPGs on players and industry conventions. Broadly, this collection considers JRPGs as networked systems, including evolved iterations of MMORPGs and card collecting “social games” for mobile devices. Scholars of media studies, game studies, Asian studies, and Japanese culture will find this book particularly useful.

Dragon Quest: The Adventure of Dai, Vol. 5

Dragon Quest: The Adventure of Dai, Vol. 5
Author: Riku Sanjo
Publisher: VIZ Media LLC
Total Pages: 281
Release: 2022-11-08
Genre: Comics & Graphic Novels
ISBN: 1974735532

After facing Hadlar, Dai and his companions must rescue Princess Leona from Flazzard. The combined forces of Flazzard and Mystvearn may pose a threat greater than even the Dark General! Can Dai call upon Avan’s teachings to defeat the evil duo? Meanwhile, the deadliest danger yet lurks at Sovereign Rock Castle. -- VIZ Media

The Video Games Guide

The Video Games Guide
Author: Matt Fox
Publisher: McFarland
Total Pages: 385
Release: 2013-01-17
Genre: Games & Activities
ISBN: 078647257X

The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.

Dad Bod

Dad Bod
Author: Cian Cruise
Publisher: Dundurn
Total Pages: 237
Release: 2022-06-07
Genre: Social Science
ISBN: 1459749499

A brisk, humorous collection of essays that redefines the mythos of fatherhood depicted in film, television, and video games. What do dads tell us about the world? Not your real dad, but dads in general. Dads are everywhere. Lurking in our movies, television shows, and video games. Spouting homespun wisdom and atrocious jokes, wallowing in might-have-beens and back-in-my-days, or rigidly defending the status quo. These fictional dads fuel a myth of fatherhood. What is that myth trying to tell us? And what is it trying to sell us? Dad Bod is a clever, riveting collection of essays about father figures in popular culture. From Gandalf to Homer Simpson, Die Hard to The Mandalorian, these essays unpack the tropes that inform our collective image of fatherhood. Follow Cian Cruise, newly minted dad, as he riffs on the stereotypes and lore of fatherhood, traces a contemporary art history of dads in popular culture, and journeys to the heart of dadness to become a better father. A RARE MACHINES BOOK

A Game In The Life

A Game In The Life
Author: Jordan Rudek
Publisher: Jordan Rudek
Total Pages: 122
Release: 2023-11-16
Genre: Games & Activities
ISBN:

Video games are a nostalgia-producing machine, and A Game In The Life breaks down over a dozen timeless titles to see what makes them so compelling years after release. Looking back at classic titles like Capcom's Mega Man 2 and Square Enix's Final Fantasy VI, in addition to more recent games like BioWare's Mass Effect 2 and FromSoftware's Dark Souls, Jordan Rudek shares his insights as an avid player, reviewer, and lover of all things video game. Interwined with discussions and descriptions of these incredible digital works are a series of recollections and memories of the life moments Rudek experienced when he came upon these games. The result is an autobiographical dive into the times and events surrounding a collection of memorable video games, mixed with storytelling and a flair for the dramatic. Ultimately, A Game In The Life seeks to highlight how video games can have a lasting and profound effect on those who enjoy them, and how they can serve as miniature time capsules of the periods in our lives when they brought us so much joy.

Super Power, Spoony Bards, and Silverware

Super Power, Spoony Bards, and Silverware
Author: Dominic Arsenault
Publisher: MIT Press
Total Pages: 238
Release: 2017-09-01
Genre: Games & Activities
ISBN: 0262036568

How the Super Nintendo Entertainment System embodied Nintendo’s s resistance to innovation and took the company from industry leadership to the margins of videogaming. This is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory. Most other accounts declare the Super NES the undisputed victor of the “16-bit console wars” of 1989–1995. In this book, Dominic Arsenault reminds us that although the SNES was a strong platform filled with high-quality games, it was also the product of a short-sighted corporate vision focused on maintaining Nintendo’s market share and business model. This led the firm to fall from a dominant position during its golden age (dubbed by Arsenault the “ReNESsance”) with the NES to the margins of the industry with the Nintendo 64 and GameCube consoles. Arsenault argues that Nintendo’s conservative business strategies and resistance to innovation during the SNES years explain its market defeat by Sony’s PlayStation. Extending the notion of “platform” to include the marketing forces that shape and constrain creative work, Arsenault draws not only on game studies and histories but on game magazines, boxes, manuals, and advertisements to identify the technological discourses and business models that formed Nintendo’s Super Power. He also describes the cultural changes in video games during the 1990s that slowly eroded the love of gamer enthusiasts for the SNES as the Nintendo generation matured. Finally, he chronicles the many technological changes that occurred through the SNES's lifetime, including full-motion video, CD-ROM storage, and the shift to 3D graphics. Because of the SNES platform’s architecture, Arsenault explains, Nintendo resisted these changes and continued to focus on traditional gameplay genres.