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"Mortal Kombat 4" covers basic strategies in amazing detail, giving you the inside info you need to blow away the opposition. You'll also get: Every character's special attacks revealed Tactics for wielding every weapon Fatalities exposed Secret Kombat Kodes About the Author Prima Creative Services is a team of gaming experts that has produced over 60 strategy guides for Prima Publishing, and collectively has two decades of experience in the gaming magazine field.
Official Mortal Kombat 4 Fighter's Kompanion Strategy Guide by James Fink,Brady Games,Greg Kramer Pdf
This guide expands on the basics of the game, as covered by the BradyGAMES Pocket Kodes. It includes fighting tactics for every kombatant, character backgrounds and biographies. It also presents examination of all special moves, brutalities and fatalities.
Hidden characters revealed Tactics for winning with all 15 characters All secrets revealed In-depth strategies for climbing all five towers All bone-krushing maneuvers and killer kombos Every fatality exposedMore information about hidden characters ////here! About the Author Prima Creative Services is a team of gaming experts that has produced over 60 strategy guides for Prima Publishing, and collectively has two decades of experience in the gaming magazine field.
Author : David Church Publisher : University of Michigan Press Page : 171 pages File Size : 49,5 Mb Release : 2022-02-17 Category : Social Science ISBN : 9780472902620
Upon its premiere in 1992, Midway’s Mortal Kombat spawned an enormously influential series of fighting games, notorious for their violent “fatality” moves performed by photorealistic characters. Targeted by lawmakers and moral reformers, the series directly inspired the creation of an industrywide rating system for video games and became a referendum on the wide popularity of 16-bit home consoles. Along the way, it became one of the world’s most iconic fighting games, and formed a transmedia franchise that continues to this day. This book traces Mortal Kombat’s history as an American product inspired by both Japanese video games and Chinese martial-arts cinema, its successes and struggles in adapting to new market trends, and the ongoing influence of its secret-strewn narrative world. After outlining the specific elements of gameplay that differentiated Mortal Kombat from its competitors in the coin-op market, David Church examines the various martial-arts films that inspired its Orientalist imagery, helping explain its stereotypical uses of race and gender. He also posits the games as a cultural landmark from a moment when public policy attempted to intervene in both the remediation of cinematic aesthetics within interactive digital games and in the transition of public gaming spaces into the domestic sphere. Finally, the book explores how the franchise attempted to conquer other forms of media in the 1990s, lost ground to a new generation of 3D games in the 2000s, and has successfully rebooted itself in the 2010s to reclaim its legacy.
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.
The Oxford Handbook of Eschatology by Jerry L. Walls Pdf
Eschatology is the study of the last things: death, judgment, the afterlife, and the end of the world. Through centuries of Christian thoughtfrom the early Church fathers through the Middle Ages and the Reformationthese issues were of the utmost importance. In other religions, too, eschatological concerns were central. After the Enlightenment, though, many religious thinkers began to downplay the importance of eschatology which, in light of rationalism, came to be seen as something of an embarrassment. The twentieth century, however, saw the rise of phenomena that placed eschatology back at the forefront of religious thought. From the rapid expansion of fundamentalist forms of Christianity, with their focus on the end times; to the proliferation of apocalyptic new religious movements; to the recent (and very public) debates about suicide, martyrdom, and paradise in Islam, interest in eschatology is once again on the rise. In addition to its popular resurgence, in recent years some of the worlds most important theologians have returned eschatology to its former position of prominence. The Oxford Handbook of Eschatology will provide an important critical survey of this diverse body of thought and practice from a variety of perspectives: biblical, historical, theological, philosophical, and cultural. This volume will be the primary resource for students, scholars, and others interested in questions of our ultimate existence.
Ten Things Video Games Can Teach Us by Jordan Erica Webber,Daniel Griliopoulos Pdf
WOULD YOU KILL ONE PERSON TO SAVE FIVE OTHERS? If you could upload all of your memories into a machine, would that machine be you? Is it possible we're all already artificial intelligences, living inside a simulation? These sound like questions from a philosophy class, but in fact they're from modern, popular video games. Philosophical discussion often uses thought experiments to consider ideas that we can't test in real life, and media like books, films, and games can make these thought experiments far more accessible to a non-academic audience. Thanks to their interactive nature, video games can be especially effective ways to explore these ideas. Each chapter of this book introduces a philosophical topic through discussion of relevant video games, with interviews with game creators and expert philosophers. In ten chapters, this book demonstrates how video games can help us to consider the following questions: 1. Why do video games make for good thought experiments? (From the ethical dilemmas of the Mass Effect series to 'philosophy games'.) 2. What can we actually know? (From why Phoenix Wright is right for the wrong reasons to whether No Man's Sky is a lie.) 3. Is virtual reality a kind of reality? (On whether VR headsets like the Oculus Rift, PlayStation VR, and HTC Vive deal in mass-market hallucination.) 4. What constitutes a mind? (From the souls of Beyond: Two Souls to the synths of Fallout 4.) 5. What can you lose before you're no longer yourself? (Identity crises in the likes of The Swapper and BioShock Infinite.) 6. Does it mean anything to say we have choice? (Determinism and free will in Bioshock, Portal 2 and Deus Ex.) 7. What does it mean to be a good or dutiful person? (Virtue ethics in the Ultima series and duty ethics in Planescape: Torment.) 8. Is there anything better in life than to be happy? (Utilitarianism in Bioshock 2 and Harvest Moon.) 10. How should we be governed, for whom and by who? (Government and rights in Eve Online, Crusader Kings, Democracy 3 and Fable 3.) 11. Is it ever right to take another life? And how do we cope with our own death? (The Harm Thesis and the good death in To The Moon and Lost Odyssey.)
THE PREQUEL TO THE VIDEO GAME PHENOMENON IS HERE! years, a tenuous peace has existed between the realms, time enough for old champions to fall and a new generation to rise. But peace can never last for long . . . Thunder God Raiden has seen visions of a great evil entering our world, one so powerful it could change the very face of the universe. The one hope to stop the sinister force lies in six ancient relics, mystical blades imbued with the Blood Magick of the One Being-the Kamidogu daggers. Raiden and his allies are not the only ones searching for the all-powerful weapons. Another has spent years acquiring each blade through cunning and guile. For not only can the Kamidogu daggers contain a god, they also have the power to create one . . . Kombatants old and new will fight for the future of our realm and the realms beyond in this red-hot debut by writer Shawn Kittelsen. Together with artists Dexter Soy (DC UNIVERSE VS MASTERS OF THE UNIVERSE) and Veronica Gandini (JUSTICE LEAGUE BEYOND 2.0), they'll start this action-packed newest chapter in the Mortal Kombat saga off with a bloodbath!
Welcome to ‘How to Choose Children’s Toys …And Empower Your Child Through Play!’ This comprehensive manual is designed to assist parents, guardians, and caregivers to tackle the often overwhelming task of selecting toys for children. With an array of options available, ranging from traditional favourites to the latest trends, it can be challenging to make informed decisions that prioritise both fun and developmental benefits. This guide aims to demystify the toy-buying process by offering practical advice and insights. From understanding age-appropriate choices to considering safety, educational value, and durability, each aspect of toy selection is explored in detail. By equipping adults with the knowledge and tools necessary to make thoughtful choices, we hope to enhance children’s play experiences and support their overall development. Join us on this journey as we explore the world of children’s toys and empower caregivers to create enriching play environments that foster creativity, learning, and joy. I hope that you will find the information helpful, useful and profitable.
Author : Mark J. P. Wolf Publisher : Bloomsbury Publishing USA Page : 1173 pages File Size : 54,7 Mb Release : 2021-05-24 Category : Games & Activities ISBN : 9798216161820
Encyclopedia of Video Games [3 volumes] by Mark J. P. Wolf Pdf
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
Delinquency in Society by Robert M. Regoli,John D. Hewitt,Matt DeLisi Pdf
A Thoroughly Revised and Updated Ninth Edition of the Leading Text in the FieldDelinquency in Society is a balanced and up-to-date examination of the historical, social, and theoretical contexts of delinquency. A comprehensive and systematic overview of juvenile delinquency, criminal behavior, and status-offending youths, the text includes an overview of critical theories on delinquency and juvenile crime as well as a review of historical and institutional responses to delinquency. Clear, accessible language, a student-friendly approach, and fully updated research make the text suitable for students in undergraduate and graduate criminology and sociology programs. The text's focus on interdisciplinary analysis encourages student critical thinking and connection-building.The revised and updated ninth edition includes new sections on gender and violence, biological and biosocial theories of violence, gang violence, and an expanded discussion of bullying in schools, zero-tolerance policies, and reducing school risk factors for bullying. The ninth edition incorporates the most current statistics and research and includes case studies and discussion questions to prompt student engagement and self-directed study. Long considered the best and most accessible text available on delinquency, Delinquency in Society is the most thoroughly and accurately researched delinquency text on the market and is a superb reference for students at all stages of their academic careers.The revised and updated ninth edition includes:* A full ancillary suite of instructor support materials, including PowerPoint lecture outlines, an Image Bank, and a Test Bank* Full student access to the companion website, which features a variety of interactive and engaging study tools (included in the price of a new print textbook) * A balanced, apolitical approach that prompts student engagement, discussion, and critical thinking* The most current research across multiple related fields, including psychology, psychiatry, and public health* New, up-to-date content, including new box features throughout that provide further insight into contemporary issues* A student-friendly approach designed to engage students and encourage exploration and self-directed study
Anglo-American culture is marked by a gladiatorial impulse: a deep cultural fascination in watching men fight each other. The gladiator is an archetypal character embodying this impulse and his brand of violent and eroticised masculinity has become a cultural shorthand that signals a transhistorical version of heroic masculinity. Frequently the gladiator or celebrity fighter - from the amphitheatres of Rome to the octagon of the Ultimate Fighting Championships - is used as a way of insisting that a desire to fight, and to watch men fighting, is simply a part of our human nature. This book traces a cultural interest in stories about gladiators through twentieth and twenty-first-century film, television and videogames.