Final Fantasy I II III

Final Fantasy I   II   III PDF Book Detail Author: Takashi Umemura
Publisher: Yen On
ISBN: 9781975382391
Category : Fiction
Languages : en
Pages : 224

Book Description
The struggle between the light and the darkness begins here in this collection of short stories retelling of the events of the first three Final Fantasy games!

Final Fantasy VII

Final Fantasy VII PDF Book Detail Author:
Publisher: PediaPress
ISBN:
Category :
Languages : en
Pages : 217

Book Description

The Legend of Final Fantasy VI

The Legend of Final Fantasy VI PDF Book Detail Author: Pierre Maugein
Publisher: Third Editions
ISBN: 2377840477
Category : Games & Activities
Languages : en
Pages : 137

Book Description
The sixth episode of the the incredible story of Final Fantasy VI! In this book, you'll find everything you need to know about FFVI. You'll dive into its development, its story, its characters, and you will go further with in-depth analysis of its themes, its soundtrack, its game design choices, and its impact on the J-RPG genre. A complete analysis of the famous saga in the world of video game! EXTRACT 1991: Hironobu Sakaguchi was elevated to vice-president at Squaresoft. The position was in addition to his role as the creative director of Final Fantasy. The dual role made him aware that he could not indefinitely keep the same position nor continue to be a full-time game designer. He would have to delegate. Following the release of Final Fantasy V in December 1992, the sixth installment was placed on the drawing board. Sakaguchi chose to retain the positions of producer and overall supervisor, and entrust the reigns of the project to Yoshinori Kitase and Hiroyuki Ito. Kitase had been involved in the writing and field planning of FF V; for this new game, he was put in charge of the story-telling. Meanwhile, Ito would supervise the game and battle systems. With this configuration, Sakaguchi hoped to bring the franchise to new heights. The artist Yoshitaka Amano and the composer Nobuo Uematsu, mainstays since the beginning of the series, were brought back in for this project. Many rising stars were also attached to the development, such as art director Hideo Minaba (who would take charge of the FF IX world), the graphic designers Tetsuya Takahashi (one of the creators of Xenogears, Xenosaga and Xenoblade) and Yusuke Naora (future art director of FF VII). There was also a certain very promising game designer by the name of Tetsuya Nomura, who needs no introduction. ABOUT THE AUTHOR Pierre Maugein, under the pen name Killy, wrote for Jeuxvideo.com from 2003 until 2006. Although he trained to be a graphic designer, he decided to move to video game journalism because of his love for the industry. He worked as a freelance contributor for JeuxActu and then wrote for the Ragemag website on various topics, from art and literature to science, cinema and video games. Since then, he has been a member of the staff at Journal du Gamer. He has written various articles for the Level Up collection which is also published by Third Éditions.

Interactive Storytelling for Video Games

Interactive Storytelling for Video Games PDF Book Detail Author: Josiah Lebowitz
Publisher: Taylor & Francis
ISBN: 113612733X
Category : Computers
Languages : en
Pages : 336

Book Description
What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:

The Legend of Final Fantasy IX

The Legend of Final Fantasy IX PDF Book Detail Author: Collective,
Publisher: Third Editions
ISBN: 2377843026
Category : Games & Activities
Languages : en
Pages : 225

Book Description
What gamer hasn’t tried Final Fantasy IX ? "Final Fantasy IX is the closest to my ideal view of what Final Fantasy should be." This quote is from Hironobu Sakaguchi, the creator of the Final Fantasy saga. For his last great RPG, Sakaguchi wanted to get back to the roots of his series in order to amaze the players one last time. The Legend of Final Fantasy IX deals with the creation of this episode, sharing a lot of fun trivias. The scenario is also decrypted, as well as the mythological inspirations. For its return to heroic fantasy, the game is dressed as a magical theatrical play, including many colorful characters. The book dives into the influence of classical authors and History on the game, and unrevealed its last secrets. An essential book to (re) discover the universe of the mythical series Final Fantasy ! ABOUT THE AUTHORS - Fascinated by print media since childhood, Mehdi El Kanafi, alongside Nicolas Courcier, wasted no time in launching his first magazine, Console Syndrome, in 2004. After five issues with a distribution limited to Toulouse, France, he and Nicolas Courcier decided to create a publishing house under the same name. One year later, their small business was acquired by Pix’n Love, a major publisher of books on video games. Over the next four years in the world of publishing, Mehdi published more than twenty works on major video game series, and co-wrote several of those works: Zelda, Chronicles of a Legendary Series, Metal Gear Solid: Hideo Kojima’s Magnum Opus, and The Legend of Final Fantasy VII and IX. Since 2015, his publishing endeavors have been focused on analyzing major video game sagas through a new publishing house he co-founded with Nicolas: Third. - Video game journalist for fifteen years, Raphaël Lucas worked for most of the mags that existed before the fall of Mer 7 (formerly Future France and Yellow Media), from Joypad to Joystick, including the official magazines, Consoles More, etc. He started with PC Team and with FJM, the publisher of Gameplay RPGs. Today he writes mainly for Video Games Magazine, a bit for his blog, and he has a few projects in the works relating to other gaming topics. RPG Story Author / BioShock Co-Author: From Rapture to Columbia and The Legend of FinalFantasy IX He also runs the Geekomatick blog - Fabien Mellado

Final Fantasy VI

Final Fantasy VI PDF Book Detail Author: Sebastian Deken
Publisher: Boss Fight Books
ISBN: 194053528X
Category : Games & Activities
Languages : en
Pages : 224

Book Description
Terra the magical half-human. Shadow the mysterious assassin. Celes the tough, tender general. Kefka the fool who would be god. Each of the many unforgettable characters in Final Fantasy VI has made a huge impression on a generation of players, but why do we feel such affection for these 16-bit heroes and villains as so many others fade? The credit goes to the game’s score, composed by the legendary Nobuo Uematsu. Armed with newly translated interviews and an expert ear for sound, writer and musician Sebastian Deken conducts a critical analysis of the musical structures of FF6, the game that pushed the Super Nintendo’s sound capabilities to their absolute limits and launched Uematsu’s reputation as the “Beethoven of video game music.” Deken ventures deep into the game’s lush soundscape—from its expertly crafted leitmotifs to its unforgettable opera sequence—exploring the soundtrack’s lasting influence and how it helped clear space for game music on classical stages around the world.

Final Fantasy and Philosophy

Final Fantasy and Philosophy PDF Book Detail Author: Jason P. Blahuta
Publisher: John Wiley & Sons
ISBN: 9780470730423
Category : Philosophy
Languages : en
Pages : 240

Book Description
An unauthorized look behind one of the greatest video game franchises of all time, Final Fantasy The Final Fantasy universe is packed with compelling characters and incredible storylines. In this book, you'll take a fascinating look at the deeper issues that Final Fantasy forces players to think about while trying to battle their way to the next level, such as: Does Cloud really exist (or should we really care)? Is Kefka really insane? Are Moogles part of a socialist conspiracy? Does the end of the game justify the means? As Mages, Moogles, fiends, and Kefka are mashed together with the likes of Machiavelli, Marx, Foucault, and Kafka, you'll delve into crucial topics such as madness, nihilism, environmental ethics, Shintoism, the purpose of life, and much more. Examines the philosophical issues behind one of the world's oldest and most popular video-game series Offers new perspectives on Final Fantasy characters and themes Gives you a psychological advantage--or at least a philosophical one--against your Final Fantasy enemies Allows you to apply the wisdom of centuries of philosophy to any game in the series, including Final Fantasy XIII Guaranteed to add a new dimension to your understanding of the Final Fantasy universe, this book is the ultimate companion to the ultimate video-game series.

Esports Business Management

Esports Business Management PDF Book Detail Author: David Hedlund
Publisher: Human Kinetics
ISBN: 1492597236
Category : Sports & Recreation
Languages : en
Pages : 272

Book Description
Esports have rapidly expanded from a pastime undertaken by casual players to one of the largest segments of the entertainment industry, in which hundreds of millions of people play and compete daily. Esports Business Management With HKPropel Access is one of the first textbooks to present an all-encompassing look into the world of esports business, will teach both aspiring students and sports professionals about the business of this rapidly expanding industry. Written by esports executives, business experts, and esports educators—and endorsed by the International Esports Federation, Esports Research Network, and the United States Esports Federation—the textbook offers a comprehensive approach to the operational side of esports, supplemented by a striking full-color design and dynamic imagery that will bring concepts to life. The text begins with a basic overview of the industry, including various levels of esports, culture, and social issues. Next, readers will explore the interests and concerns of various tiers of stakeholders—from title publishers and event organizers to leagues, sponsors, fans, and more—and learn about governance at multiple levels, from the international level to college conferences. A full look at the marketing engine of esports examines sponsorship opportunities, esports events and venues, and communications at all levels, including broadcasting, analytics, and social media. The book addresses managerial and business issues associated with running an esports-related entity, including financial and legal concepts as well as team and player management. The text concludes by examining careers found in the various segments of the industry and looking at the future of esports. Throughout the text, Zoning sidebars provide real-world spotlights that bring the concepts to life. Student learning will be enhanced by the related online learning aids delivered through HKPropel, with student exercises and case studies that apply content to life, industry profiles, and a list of Internet resources for further learning. While similarities exist between the sports and esports environments, there are also significant differences in how the esports industry must operate to thrive. Esports Business Management is the foundational text for understanding and working in this exciting, fast-paced industry. Note: A code for accessing HKPropel is not included with this ebook but may be purchased separately.

Final Fantasy Ultimania Archive Volume 3

Final Fantasy Ultimania Archive Volume 3 PDF Book Detail Author: Square Enix
Publisher: Dark Horse Comics
ISBN: 1506735126
Category : Games & Activities
Languages : en
Pages : 344

Book Description
The journey through the creation of the groundbreaking video games continues with this breathtaking volume, featuring hundreds of pieces of concept art, design notes, and creator retrospectives from the original team behind the making of Final Fantasy X, Final Fantasy XI, Final Fantasy XII, Final Fantasy XIII, and Final Fantasy XIV. Art, commentary, and lore from a transformative era in the indispensable role-playing franchise, collected in a beautifully printed 300-plus-page hardcover. Foray into one of gaming's most iconic properties, exploring beautiful art and incisive commentary behind five of the most memorable entries in the Final Fantasy saga. Final Fantasy Ultimania Archive Volume 3 authentically translates original Japanese source material to present unparalleled access for a Western audience. This incredible tome is a must-have addition to any Final Fantasy enthusiast's collection.

Final Fantasy Ultimania Archive Volume 1

Final Fantasy Ultimania Archive Volume 1 PDF Book Detail Author: Square Enix
Publisher: Dark Horse Comics
ISBN: 150673510X
Category : Games & Activities
Languages : en
Pages : 344

Book Description
An astonishing journey through the creation of the seminal role playing epic, officially available in English for the first time ever! This holy grail of Final Fantasy fandom is packed full of original concept art, process pieces, and notes from the original artists and designers chronicling the creation of these timeless games. Dark Horse and Square Enix are thrilled to offer the first of three volumes celebrating the entrancing lore and exciting development of the initial six entries into the Final Fantasy saga. Totaling over three-hundred pages and collected in a high-quality hard-cover binding, Final Fantasy Ultimania Archive Volume 1 remains faithful to its original Japanese source material while simultaneously offering unparalleled accessibility for Western readers. No Final Fantasy collection is complete without this beautiful tome of art, lore, and history.

Fight Magic Items

Fight  Magic  Items PDF Book Detail Author: Aidan Moher
Publisher: Hachette UK
ISBN: 0762479647
Category : Games & Activities
Languages : en
Pages : 386

Book Description
Take a journey through the history of Japanese role-playing games—from the creators who built it, the games that defined it, and the stories that transformed pop culture and continue to capture the imaginations of millions of fans to this day. The Japanese roleplaying game (JRPG) genre is one that is known for bold, unforgettable characters; rich stories, and some of the most iconic and beloved games in the industry. Inspired by early western RPGs and introducing technology and artistic styles that pushed the boundaries of what video games could be, this genre is responsible for creating some of the most complex, bold, and beloved games in history—and it has the fanbase to prove it. In Fight, Magic, Items, Aidan Moher guides readers through the fascinating history of JRPGs, exploring the technical challenges, distinct narrative and artistic visions, and creative rivalries that fueled the creation of countless iconic games and their quest to become the best, not only in Japan, but in North America, too. Moher starts with the origin stories of two classic Nintendo titles, Final Fantasy and Dragon Quest, and immerses readers in the world of JRPGs, following the interconnected history from through the lens of their creators and their stories full of hope, risk, and pixels, from the tiny teams and almost impossible schedules that built the foundations of the Final Fantasy and Dragon Quest franchises; Reiko Kodama pushing the narrative and genre boundaries with Phantasy Star; the unexpected team up between Horii and Sakaguchi to create Chrono Trigger; or the unique mashup of classic Disney with Final Fantasy coolness in Kingdom Hearts. Filled with firsthand interviews and behind-the-scenes looks into the development, reception, and influence of JRPGs, Fight, Magic, Items captures the evolution of the genre and why it continues to grab us, decades after those first iconic pixelated games released.

Nostalgia and Videogame Music

Nostalgia and Videogame Music PDF Book Detail Author: Vincent E. Rone
Publisher: Intellect Books
ISBN: 1789385539
Category : Computers
Languages : en
Pages : 395

Book Description
This book, the first multi-disciplinary study of nostalgia and videogame music, allows readers to understand the relationships and memories they often form around games, and music is central to this process. The quest into the past begins with this book, a map that leads to the intersection between nostalgia and videogame music. Informed by research on musicology and memory as well as practices of gaming culture the edited volume discusses different forms of nostalgia, how video games display their relation to those and in what ways theoretically self-conscious positions can be found in games. The perspectives of the new discipline ludmusicology provide the broader framework for this project. This significant new book focuses on an important topic that has not been sufficiently addressed in the field and is clear in its contribution to ludomusicology. An important scholarly addition to the field of ludomusicology, with potential appeal to undergraduate and graduate scholars in many related fields due to its inherent interdisciplinarity, including musicology more broadly, game studies and games design, film studies, as well as cultural and media studies. It could also appeal to practitioners, particularly those nostalgic and self-reflexive artists who already engage in nostalgic practice (chiptune musicians, for instance). Also to those researching and studying in the fields of memory studies and cultural studies. Readership will include researchers, educators, practitioners, undergraduate and graduate students, fans and game players.

The Legend of Zelda The History of a Legendary Saga Vol 2

The Legend of Zelda  The History of a Legendary Saga Vol  2 PDF Book Detail Author: Valérie Précigout
Publisher: Third Editions
ISBN: 2377842348
Category : Games & Activities
Languages : en
Pages : 176

Book Description
Continue the discovery of the famous game The Legend of Zelda! Featuring in the pantheon of video games, the Breath of the Wild episode of the mythical Zelda saga is fully covered in this new book. Following the first Chronicle volume of a legendary saga, this second part focuses exclusively on the episode Breath of the Wild, decrypting its references, its game system and the inspiration of its developers! EXTRACT Starting production on a title that sought to radically redefine the core elements of a franchise as iconic as The Legend of Zelda involved a certain amount of risk for Nintendo. To fully understand the situation, we feel it is essential to start by determining what was really at stake in this challenging effort by looking at the many promises that The Legend of Zelda: Breath of the Wild carried with it from the earliest announcement of its development until the moment it was released. With this perspective in mind, we will first step back in time to examine any clues potentially found in other recent installments of the franchise as to the creators’ desire to rethink the game’s most basic conventions. We will then consider what fans were expecting from this attempt to go back to basics and revive the ambitions of the original Legend of Zelda. We will also look at Nintendo’s communications strategy by way of the trailers and other official presentations that were used to introduce the game, and consider the credibility of Breath of the Wild’s claim to innovation in its approach to the open world genre. Of course, we will also focus considerable attention on director Hidemaro Fujibayashi’s history with the series, and listen to the development team’s thoughts as we attempt to better understand the origins of this latest Zelda game. We then close the chapter with a look at initial reactions from fans and video game journalists when the game was first released on March 3, 2017. ABOUT THE AUTHOR Better known by her pseudonym Romendil, Valérie Précigout spent 15 years as a journalist for Jeuxvideo.com, Europe’s largest video game website. A fan of Japanese RPGs, she managed to establish herself as an online critic when the Internet was still struggling to keep up with print media. She loves manga culture and Japanese leisure activities and shares her impressions about video-gaming news at Extralife.fr. She is also the author of Dragon Ball: The Tribute, from the Force label at Third Éditions, and contributes articles to the Level Up book series from the same publisher.

Memory Collectors 3

Memory Collectors  3 PDF Book Detail Author: menton3
Publisher: IDW Publishing
ISBN:
Category : Comics & Graphic Novels
Languages : en
Pages :

Book Description
Series finale! Despite a tragic loss, the girls hone in on the source of their ills and make their final, fateful decision. Includes a six-page supplemental story by writer Jason Mote and artist Christopher Mitten (30 Days of Night/Criminal Macabre)!

Final Fantasy Crystal Chronicles

Final Fantasy Crystal Chronicles PDF Book Detail Author: Rick Barba
Publisher: Brady
ISBN: 9780744010237
Category : Games & Activities
Languages : en
Pages : 206

Book Description
FORGE THE FATE OF TWO POWERFUL TWINS! Complete the Legend Follow our strategies to progress through this exciting storyline and discover every item drop for multiple playthroughs. Area maps illustrate items, chests, special tiles, and other treasures that can be found. Bestiary Statistics and item drop data for every beast and rare monster in the game. Weapon and Item Lists Complete statistics for every weapon, piece of armor and item in the game. Plus, the location of scrolls and a list of the items needed to create new weapons and armor! Extras, Multiplay Coverage, and More! Learn about the Blazin’ Caravans Redux game, Moogle Stamps, and other Story Mode Extras! Platform: Nintendo DS Genre: RPG

Video Game Writing

Video Game Writing PDF Book Detail Author: Maurice Suckling
Publisher: Mercury Learning and Information
ISBN: 1683920309
Category : Computers
Languages : en
Pages : 394

Book Description
This insightful, revised book explores the challenging and evolving world of the games writer. Part I provides a fascinating overview of the history of games writing following its humble roots in the '60s to today’s triple-A titles; Part II asks and answers the key question: what does a games writer do and how do they do it? Especially useful reading for novice game writers, its chapters cover a broad range of topics including contracts, NDAs, creative collaboration, narrative design, editing, adaptations, and environmental storytelling. Part III, of particular value for more advanced students of writing, addresses deeper theoretical questions increasingly relevant in today’s games titles, including: "Why have story at all? What is plot and how does it work? How best can a writer use agency?" Finally, Part IV presents readers with hard-earned nuggets of wisdom from today’s game writers working in the US, Europe, and Japan. Packed with practical samples, case studies, and exercises, this book is essential reading for anyone interested in the world of games writing. Features: • Covers history of games writing, narrative design, storytelling, plot, contracts, and packed with practical samples, case studies, and exercises • Presents readers with opinions and suggestions from today’s game writers who are working in the US, Europe, and Japan • Includes a broad range of topics e.g., creative collaboration, editing, adaptations, and environmental storytelling • Mentions games such as Elder Scrolls V: Skyrim, Borderlands 2, The Walking Dead, L.A. Noire, Grand Theft Auto V, Mass Effect 3, The Stanley Parable, The Last of Us, Alien Isolation, The Witcher 3: Wild Hunt, Life is Strange, Until Dawn, Quantum Break, BioShock, World of Warcraft, and more.

Heidegger Art and Postmodernity

Heidegger  Art  and Postmodernity PDF Book Detail Author: Iain D. Thomson
Publisher: Cambridge University Press
ISBN: 1139498975
Category : Philosophy
Languages : en
Pages :

Book Description
Heidegger, Art, and Postmodernity offers a radical new interpretation of Heidegger's later philosophy, developing his argument that art can help lead humanity beyond the nihilistic ontotheology of the modern age. Providing pathbreaking readings of Heidegger's 'The Origin of the Work of Art' and his notoriously difficult Contributions to Philosophy (From Enowning), this book explains precisely what postmodernity meant for Heidegger, the greatest philosophical critic of modernity, and what it could still mean for us today. Exploring these issues, Iain D. Thomson examines several postmodern works of art, including music, literature, painting and even comic books, from a post-Heideggerian perspective. Clearly written and accessible, this book will help readers gain a deeper understanding of Heidegger and his relation to postmodern theory, popular culture and art.