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A troubled man travels to a mysterious town from his past after receiving a letter from his wife... who's been dead for years. And while our "hero" explores dark corridors and battles countless disturbing enemies, his journey offers more psychological horror than survival horror. Welcome to Silent Hill, where the monster is you. Silent Hill 2 doubles down on what made the first game so compelling: The feeling of being lost in a foggy, upside-down town as unsettling as it is familiar. Nearly two decades after first experiencing Silent Hill 2, writer and comedian Mike Drucker returns to its dark depths to explore how this bold video game delivers an experience that is tense, nightmarish, and anything but fun. With an in-depth and highly personal study of its tragic cast of characters, and a critical examination of developer Konami’s world design and uneven marketing strategy, Drucker examines how Silent Hill 2 forces its players to grapple with the fact that very real-world terrors of trauma, abuse, shame, and guilt are far more threatening than any pyramid-headed monster could ever be.
Now a sprawling video game franchise, Resident Evil has kept us on the edge of our seats for decades with its tried-and-true brand of jump scares, zombie action, and biological horror. But even decades after its release, we can’t stop revisiting the original’s thrills, chills, and sometimes unintentional spills. Pop culture writer and horror cinephile Philip J Reed takes dead aim at 1996’s Resident Evil, the game that named and defined the genre we now call “survival horror.” While examining Resident Evil’s influences from the worlds of film, literature, and video games alike, Reed’s love letter to horror examines how the game’s groundbreaking design and its atmospheric fixed-cam cinematography work to thrill and terrify players—and why that terror may even be good for you. Featuring a foreword from Troma Entertainment legend Lloyd Kaufman and new interviews with the game’s voice actors and its live-action cast, the book serves as the master of unlocking the behind-the-scenes secrets of Resident Evil, and shows how even a game filled with the most laughable dialogue can still scare the pants off of you.
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.
A deep dive into the classic SNES game many consider the high point in the entire RPG genre.
Based on extensive original interviews with the Yacht Club Games team, writer David L. Craddock unearths the story of a fledgling group of game developers who worked so well together at WayForward Games that they decided to start their own studio.
When Final Fantasy V was released for the Japanese Super Famicom in 1992, the game was an instant hit, selling two million copies in the first two months alone. With a groundbreaking job system that combined the usual character classes like knights, thieves, and mages with offbeat classes such as chemists, dancers, and bards, the game appeared to be a shoo-in for North American distribution. But the game was dubbed "too hardcore" for a Western audience and was swapped out with Final Fantasy Mystic Quest, a simplistic new game tailor-made for Americans. That didn't stop a teenage Chris Kohler from tracking down Final Fantasy V. The young RPG fan got a Japanese copy of the game, used it to tea...
A computer game so nauseatingly gory that it came with a barf bag. Bright druggy graphics that sickened scores of proper English parents. Gameplay so violent that it inspired one of Britain's most infamous killing sprees. Soft & Cuddly, released for the ZX Spectrum in 1987, wasn't quite any of these things. But in an age of manufactured moral panics, John George Jones's fluorescent punk manifesto sure pissed off a lot of people. Featuring new interviews with the the game's creator, Jarett Kobek's book dives deep into the gritty world of British yellow journalism, snarky computer fanzines, DIY home programming, and Soviet bootleg mixtapes. If Margaret Thatcher's Conservative Party was right that "video nasties" like Soft & Cuddly were the epitome of 80s depravity, then this book is headed straight to Hell.
For fifteen seconds of one of the highest-grossing films of all time, The Avengersa (TM) plan to save the world comes to a grinding halt when Tony Stark calls out a low-level member of S.H.I.E.L.D. for playing Galaga on the job. Acclaimed novelist and lifelong Galaga player Michael Kimball knows the compulsion: Hea (TM)s set and re-set high scores on Galaga machines all across America. What many call the greatest fixed shooter arcade game in history, Galaga broke the Space Invaders mold with superior graphics, faster firing, bonus rounds, tractor beams, and advanced enemy A.I. Since its 1981 release, Galaga has inspired numerous sequels, bootlegs, hacks, and clonesa "and some version of Galaga has been released for nearly every gaming platform. Kimball shares his obsession with Galaga through a discussion of the innovative gameplay it introduced (including lots of tips), its extensive cultural legacy (including collectibles, movies, rap songs, drinking games, and sex acts), and how Galaga got Kimball through a difficult childhood--and maybe saved his life.
In 1997, game studio Running With Scissors released its debut title, Postal, an isometric shooter aimed at shocking an imagined pearl-clutching public. The game was crass, gory, and dumb—all of which might have been forgivable if the game had been any fun to play. Postal gained enough notoriety from riding the wave of public outrage to warrant a sequel. And DLC. And a remake. And, perhaps most surprising of all, a Golden-Raspberry-winning feature film adaptation directed by the infamous Uwe Boll. In this thoughtful and hilarious tag-team performance, Brock Wilbur & Nathan Rabin probe the fascinatingly troubled game and film for what each can tell us about shock culture & mass shootings, interviewing the RWS team and even Boll himself for answers. Like it or not, Postal is the franchise that won't die—no matter how many molotov cocktails you throw at it.