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Dragon Quest Heroes World Tree [ ] 7695_1
Overpower Hundreds of Monsters - Swing into action against seemingly impossible odds and become the hero of the battlefield. Cleave through relentless swarms of monsters and fight against gigantic foes in an epic clash of good versus evil. Fight Alongside Legendary Characters - Players can embark on a journey with some of the most beloved characters of the DRAGON QUEST series - all voiced - to form their own party of four and stride into battle. From the sultry Maya of DRAGON QUEST IV fame to Yangus, the thief with a heart of gold from DRAGON QUEST VIII, the player's party will always be full of character. Strategy-Oriented Battles - Players can level up each character and upgrade their unique spells and abilities. Swapping between characters strategically and unleashing the right skill at the right time will help players survive the toughest battles. Collect Monster Medals to Turn the Tide - Gather monster medals from defeated foes to bring them back to the battlefield as allies or to take advantage of their special skills. Up to 24 monsters can fight by the player's side at any one time. Legendary Trio of Creators - The title comes to life in beautiful high-definition graphics on the PlayStation4 system with a host of distinctive characters and monsters designed by world-renowned artist Akira Toriyama. Both Yuji Horii, director and creator of DRAGON QUEST, and Koichi Sugiyama, the composer closely tied to the series since its first installment and creator of countless memorable musical masterpieces, are working on this full-scale action RPG.
Amy Crook To Hive and to Hold (The Future of Magic, #1) A1076394679
Arthur is an apothecarist in the witches' district of a city that might have once been London, before the magic came. He also keeps magic bees in the greenhouse on his roof and teaches his trade to his apprentice, Ariadne. His life is settled, his customers are happy, and his heart is finally ready to open itself to more. Jade was a student of sorcery, but although he values the skills he learned there, he doesn't agree with their values up on the hill. He's taken himself, his newly-acquired tattooist's license, and the familiar under his skin, and moved down to the witches' district. He's determined to make this work, and when he needs botanical references for his first client, Arthur's Apothecary across the way is the obvious place to start. While Arthur builds a hive for a new swarm of bees, Jade builds a business and a new life. Together, can they cultivate a love as sweet as honey? m/m Romance, Slow Burn, Nonbinary & Genderqueer characters, Adult Communication, Found Family, Bees, Food, Magic as Science, Science as Magic, Mythological Mishmash, Post-Post Apocalyptic Hopepunk, Solarpunk, Shopping, Nesting, Domesticity, Community Building
Penguin Publishing Group The One Day You Were My Husband A1076611084
"A love story for true believers. . . Perfection." -Annabel Monaghan From the New York Times-bestselling author of Ghosted and The Love of My Life comes an unmissable emotional thriller: an up-all-night, page-turning love story with a very dark secret at its heart. Carrie and Johan marry on a beach in Thailand only months into their whirlwind romance. Carrie, a British surgical intern, knows she's being impulsive but is too happy to care. Then, as the wedding festivities stretch into the night, a group of armed men suddenly swarm the beach, taking Johan away. She never sees him again. Twelve years later, Carrie is living in the English countryside with her husband, Robin, and their six-year-old twins, running a holiday cottage rental. One night, she stumbles across an online post in which she discovers that Johan escaped from Thailand years ago and has been living in Stockholm ever since. As the memories of their passionate relationship flood her, she becomes obsessed with discovering exactly what happened on their wedding day. But just when Carrie thinks she knows what she must do, a shocking twist explodes, tearing apart everything Carrie thought she knew. The One Day You Were My Husband asks readers what-and whom-they would give up to return to a first love, and to the people they once were.
From the perspective of 2007, the unintentional irony of Chance's boast is manifest—these days, the question is when will the Cubs ever win a game they have to have. In October 1908, though, no one would have laughed: The Cubs were, without doubt, baseball's greatest team—the first dynasty of the 20th century. Crazy '08 recounts the 1908 season—the year when Peerless Leader Frank Chance's men went toe to toe to toe with John McGraw and Christy Mathewson's New York Giants and Honus Wagner's Pittsburgh Pirates in the greatest pennant race the National League has ever seen. The American League has its own three-cornered pennant fight, and players like Cy Young, Ty Cobb, Walter Johnson, and the egregiously crooked Hal Chase ensured that the junior circuit had its moments. But it was the National League's—and the Cubs'—year. Crazy '08, however, is not just the exciting story of a great season. It is also about the forces that created modern baseball, and the America that produced it. In 1908, crooked pols run Chicago's First Ward, and gambling magnates control the Yankees. Fans regularly invade the field to do handstands or argue with the umps; others shoot guns from rickety grandstands prone to burning. There are anarchists on the loose and racial killings in the town that made Lincoln. On the flimsiest of pretexts, General Abner Doubleday becomes a symbol of Americanism, and baseball's own anthem, "Take Me Out to the Ballgame," is a hit. Picaresque and dramatic, 1908 is a season in which so many weird and wonderful things happen that it is somehow unsurprising that a hairpiece, a swarm of gnats, a sudden bout of lumbago, and a disaster down in the mines all play a role in its outcome. And sometimes the events are not so wonderful at all. There are several deaths by baseball, and the shadow of corruption creeps closer to the heart of baseball—the honesty of the game itself. Simply put, 1908 is the year that baseball grew up. Oh, and it was the last time the Cubs won the World Series. Destined to be as memorable as the season it documents, Crazy '08 sets a new standard for what a book about baseball can be.
Penguin Books Ltd City of Smoke and Brimstone A1076591340
LOVE WILL BURN. WAR WILL RISE. AND NOT EVERYONE WILL SURVIVE. The fourth explosive chapter in the dark, addictive House of Devils series 'This will forever be one of my all-time favorite series' 5 Reader Review 'This was perfection!! 6 stars!!!' 5 Reader Review 'Wow I'm at a loss for words & cannot even explain how much I loved this book!!!' 5 Reader Review - Awake or dreaming? For the past six months, Loren Calla's life has consisted of one simple objective: stay alive. With the help of her new friends and the love of a ruthless Darkslayer, she has defied the odds. But with the Veil rapidly falling, and swarms of bloodthirsty creatures invading Yveswich, survival has once again stepped beyond her reach. Pushed into a war between worlds, she must ask herself a question: what?or who?is she willing to sacrifice for victory? For love? Darien Cassel fears that his luck is running out. Trapped deep underground, his Sight rendered ineffective by the darkness of another realm, it seems things can't get any worse. But when a new threat emerges, he is forced to push himself to the breaking point?and this time, if he falls, he may not get back up. Roman Devlin's heart has been stolen by a beautiful thief. His father has demanded that he stay away from Shayla Cousens, but when their paths reconnect by force of circumstance, Roman finds himself falling for Shay all over again. With enemies closing in from all sides, Roman is faced with decisions that have the potential to either shape his future into what he always dreamed it could be...or destroy it. In this breathtaking fourth installment in the House of Devils series, all must fight if they wish to stand a chance against the dark forces poised to devour their world. But when tragedy strikes again, they realize that nothing, not even love. may be enough to save them this time. Tropes: Found Family Fated Mates Enemies to Lovers Morally Grey Heroes Forbidden Romance War Between Worlds Slow Burn, High Stakes Multiple POVs Magic System - Readers can't get enough of the House of Devils Series 'THIS SERIES IS EVERYTHING TO ME!!!' 5 Reader Review 'I'm going to need 3 business days to process the events of this book' 5 Reader Review 'At this point, I shouldn't be surprised at how much I love this book because every single book in this series has been 5* ' 5 Reader Review
Penguin Books Ltd City of Smoke and Brimstone A1076591340
LOVE WILL BURN. WAR WILL RISE. AND NOT EVERYONE WILL SURVIVE. The fourth explosive chapter in the dark, addictive House of Devils series 'This will forever be one of my all-time favorite series' 5 ⭐ Reader Review 'This was perfection!! 6 stars!!!' 5 ⭐ Reader Review 'Wow I'm at a loss for words & cannot even explain how much I loved this book!!!' 5 ⭐ Reader Review - Awake or dreaming? For the past six months, Loren Calla's life has consisted of one simple objective: stay alive. With the help of her new friends and the love of a ruthless Darkslayer, she has defied the odds. But with the Veil rapidly falling, and swarms of bloodthirsty creatures invading Yveswich, survival has once again stepped beyond her reach. Pushed into a war between worlds, she must ask herself a question: what?or who?is she willing to sacrifice for victory? For love? Darien Cassel fears that his luck is running out. Trapped deep underground, his Sight rendered ineffective by the darkness of another realm, it seems things can't get any worse. But when a new threat emerges, he is forced to push himself to the breaking point?and this time, if he falls, he may not get back up. Roman Devlin's heart has been stolen by a beautiful thief. His father has demanded that he stay away from Shayla Cousens, but when their paths reconnect by force of circumstance, Roman finds himself falling for Shay all over again. With enemies closing in from all sides, Roman is faced with decisions that have the potential to either shape his future into what he always dreamed it could be...or destroy it. In this breathtaking fourth installment in the House of Devils series, all must fight if they wish to stand a chance against the dark forces poised to devour their world. But when tragedy strikes again, they realize that nothing, not even love. may be enough to save them this time. Tropes: Found Family Fated Mates Enemies to Lovers Morally Grey Heroes Forbidden Romance War Between Worlds Slow Burn, High Stakes Multiple POVs Magic System - Readers can't get enough of the House of Devils Series 'THIS SERIES IS EVERYTHING TO ME!!!' 5 ⭐ Reader Review 'I'm going to need 3 business days to process the events of this book' 5 ⭐ Reader Review 'At this point, I shouldn't be surprised at how much I love this book because every single book in this series has been 5* ' 5 ⭐ Reader Review
Bachelor + Master Publishing Spielen? Erzählen? Beides! Ein Blick auf das Erzählpotential von Computerspielen am Beispiel von "Starcaft 2: HotS" A1035075010
Seit 2008 gehören PC-Spiele zum deutschen Kulturgut. Die ersten akademischen Forschungen rund um dieses noch relativ neue Phänomen beschränkten sich gerade in den Anfängen nur auf einige sozialwissenschaftliche Zweige wie z.B. die Pädagogik. Eine kulturelle Auseinandersetzung ließ noch bis ins Jahr 2000 auf sich warten. Daher ist die geisteswissenschaftliche Erforschung des Computerspiels also noch neu und stellt eine willkommene Alternative zu sozial- und marktwirtschaftlichen Zugängen dar. Ziel dieser wissenschaftlichen Arbeit ist zu zeigen, dass das PC-Spiel in der Lage ist, Geschichten zu erzählen, und dass besagte Fähigkeit aufgrund der Entwicklung des Mediums nicht mehr genregebunden ist. Mit Hilfe des computerbasierten Science-Fiction Strategiespiels "Starcraft 2: Heart of the Swarm" soll diese These gestützt werden. Im ersten Teil der Arbeit wird der Leser einen einführenden Blick in die Narrative Gaming Studies erhalten. Dieses Forschungsfeld beschäftigt sich mit der Frage, was ein Computerspiel eigentlich zu einem Computerspiel macht. Hier spaltet sich die Forschung in 2 Gruppen: Die der Narratologie, welche behauptet, dass jedes Computerspiel eine Geschichte erzählen kann, und die der Ludologie, die die Meinung vertritt, dass eine Geschichte, selbst wenn sie tatsächlich in einem Computerspiel vorhanden ist, nichts zum Mehrwert des Mediums beiträgt. Diese Arbeit soll eine vermittelnde Position zwischen beiden Parteien einnehmen. Im zweiten Schritt soll anhand der historischen Entwicklung des Computerspiels nachvollzogen werden, wie beide Parteien zu ihrem Standpunkt kommen. Beispielsweise sind beide der Meinung, dass das Adventuregenre sich am besten dazu eignet, eine Geschichte zu erzählen. Durch das Aufzeigen des immensen technologischen Fortschritts im Computerspielbereich und anhand eines Beispiels aus dem Shootergenre , soll diese Meinung jedoch in Frage gestellt werden. Dies bildet auch gleichzeitig die Legitimation für den letzten Schritt der Arbeit: Auf welche Methoden greift das Computerspiel letztendlich zurück, wenn es eine Geschichte erzählen will? Hier wird sich anhand des Untersuchungsgegenstandes zeigen, dass das Computerspiel sowohl Zugriff auf die aristotelische Dramentheorie hat, als auch auf filmische Erzählmuster wie z.B. Vogler's Heldenreise. Abschließend werden die Wechselbeziehungen der verschiedenen Medien aufgezeigt, und wie diese sich gegenseitig beeinflussen.
Bachelor + Master Publishing Spielen? Erzählen? Beides! Ein Blick auf das Erzählpotential von Computerspielen am Beispiel von "Starcaft 2: HotS"
Seit 2008 gehören PC-Spiele zum deutschen Kulturgut. Die ersten akademischen Forschungen rund um dieses noch relativ neue Phänomen beschränkten sich gerade in den Anfängen nur auf einige sozialwissenschaftliche Zweige wie z.B. die Pädagogik. Eine kulturelle Auseinandersetzung ließ noch bis ins Jahr 2000 auf sich warten. Daher ist die geisteswissenschaftliche Erforschung des Computerspiels also noch neu und stellt eine willkommene Alternative zu sozial- und marktwirtschaftlichen Zugängen dar. Ziel dieser wissenschaftlichen Arbeit ist zu zeigen, dass das PC-Spiel in der Lage ist, Geschichten zu erzählen, und dass besagte Fähigkeit aufgrund der Entwicklung des Mediums nicht mehr genregebunden ist. Mit Hilfe des computerbasierten Science-Fiction Strategiespiels "Starcraft 2: Heart of the Swarm" soll diese These gestützt werden. Im ersten Teil der Arbeit wird der Leser einen einführenden Blick in die Narrative Gaming Studies erhalten. Dieses Forschungsfeld beschäftigt sich mit der Frage, was ein Computerspiel eigentlich zu einem Computerspiel macht. Hier spaltet sich die Forschung in 2 Gruppen: Die der Narratologie, welche behauptet, dass jedes Computerspiel eine Geschichte erzählen kann, und die der Ludologie, die die Meinung vertritt, dass eine Geschichte, selbst wenn sie tatsächlich in einem Computerspiel vorhanden ist, nichts zum Mehrwert des Mediums beiträgt. Diese Arbeit soll eine vermittelnde Position zwischen beiden Parteien einnehmen. Im zweiten Schritt soll anhand der historischen Entwicklung des Computerspiels nachvollzogen werden, wie beide Parteien zu ihrem Standpunkt kommen. Beispielsweise sind beide der Meinung, dass das Adventuregenre sich am besten dazu eignet, eine Geschichte zu erzählen. Durch das Aufzeigen des immensen technologischen Fortschritts im Computerspielbereich und anhand eines Beispiels aus dem Shootergenre , soll diese Meinung jedoch in Frage gestellt werden. Dies bildet auch gleichzeitig die Legitimation für den letzten Schritt der Arbeit: Auf welche Methoden greift das Computerspiel letztendlich zurück, wenn es eine Geschichte erzählen will? Hier wird sich anhand des Untersuchungsgegenstandes zeigen, dass das Computerspiel sowohl Zugriff auf die aristotelische Dramentheorie hat, als auch auf filmische Erzählmuster wie z.B. Vogler's Heldenreise. Abschließend werden die Wechselbeziehungen der verschiedenen Medien aufgezeigt, und wie diese sich gegenseitig beeinflussen.