Video Games Books


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Video Games Books sorted by Average customer review: high to low .

Video Games
Microsoft Flight Simulator X For Pilots Real World Training
Published in Paperback by Wiley (2007-06-18)
Authors: Jeff Van West and Kevin Lane-Cummings
List price: $29.99
New price: $16.28
Used price: $14.84

Average review score:

Wow - There's more here than meets the eye
Helpful Votes: 0 out of 0 total.
Review Date: 2008-06-25
This book is a bargain for FSX users. Very detailed with over 700 pages of information. I am a private pilot and throughly enjoyed reading through this manual, especially when flying my FSX program. In addition the extra missions, charts & challanges, are certainly worth the book. The extras are free off the internet, and you'll probably have to wait until the web site is "free" as I suspect it is very busy. The book is great for learning a "new" aircraft, and best of all it gets you in the air quickly if you have never flown before. The internet stuff comes up inside the FSX program itself, and it quite complete with charts etc. for each mission. This book is certainly worth the money for what you get.

FSX for pilots
Helpful Votes: 0 out of 0 total.
Review Date: 2008-06-07
This book is a fantastic guide to flight sim and flying. It has loads of details without being boring. A great reference item to keep on your desktop cockpit.

MS Flight Simulator X For Pilots Real World Training
Helpful Votes: 1 out of 1 total.
Review Date: 2008-06-04
This is a good book for real pilots who would like to improve their MS Flight Simulator experience, as well as for non-pilots who would like to become pilots. The book is written in simple terms so the new student will understand, but there is clearly enough there to benefit the accomplished pilot both from a aviation knowledge and simulation point of view. I am an ATP and CFI and have found nuggets of wisdom that I will use in flying and teaching. Mostly I am making my flight simulator experience richer and more fun by getting to know the software and online world better. My simulator is complete with yoke, multi-engine throttle quadrant, rudder pedals, multi-function panel, and three monitors. The only disappointment so far in the book is the recommendation that you open multiple views on one screen, without recommending adding another monitor and opening the view there. I have found that with multiple monitors I can effectively fly VFR by looking out the left window (left monitor), placing the instrument panel and forward looking screen on the middle monitor, and radio equipment on the right monitor. This is also ideal for IFR practice, which I do every day. I also use FS2004 (not FSX) and still find the book germane, even though it is not specific to my older version.

Even though I own two airplanes, I still fly MS Flight Simulator because I can practice to perfection procedures that make my real world flying much better. This book helps me reach that goal. I am looking forward to continually expanding my sim experience, and maybe I'll see you online!

Awesome book
Helpful Votes: 1 out of 1 total.
Review Date: 2008-05-08
I got this book and was amazed! It is a huge book and has everything in it. I have only started and this book has all the details and covers pretty much everything you need.

Make Your Hobby Take Flight !
Helpful Votes: 2 out of 2 total.
Review Date: 2008-05-08
I think based on the reviews below - you get the drift. Those reviews speak for themselves (and the book). I don't need to repeat every thing noted by the other reviewers. It's a great book and I learned more than I would have ever thought.

Don't let the 800 pages scare you off. The diagrams and the tutorial flights are just awesome. I have been flying MSFS since way back in the early days. The interest over the years has come and gone and I would skip a version here and there... then FSX hit the market. I since have turned this interest into a full fledged hobby. Everything from a TrackIR, Matrox (3 screens), Rudder pedals, yokes,good PC and a full set of navigational charts and IAPs - I thought I had it all together and knew everything there was to learn. What I found out from this book, I had barely scratched the surface. What I was missing was real world knowledge. This book has tied it all together and has made my hobby seem almost as authentic as the real deal. Now I can go any place at anytime in any aircraft.

Great great book! Do yourself a favor and invest the tiny expense (relative to the rest of this hobby) and enjoy. Remember, it's all about the journey and not the finish line. Soak up the knowledge that these authors have penned for your simming pleasure!

If you would like more information or would like to discuss simming in general feel free to contact me at fly-bman2006@hotmail.com

Bman.

Video Games
LEGO MINDSTORMS NXT: The Mayan Adventure (Technology in Action)
Published in Paperback by Apress (2006-12-11)
Author: James Floyd Kelly
List price: $24.99
New price: $6.71
Used price: $6.51

Average review score:

J. kelly author
Helpful Votes: 0 out of 1 total.
Review Date: 2008-03-22
did you really write this book have not read it yet but it's being shipped to my house.

Learning the process
Helpful Votes: 1 out of 1 total.
Review Date: 2008-05-13
The value of this book is not in the number of documented designs, but how it teaches you the process to come up with your own designs. It even does it in a much more entertaining way then my engineering classes did. Understanding the design process allows you to create any number of robots that do what you want them to do and this is an invaluable life skill. That is what this book teaches you. It allows you to try to come up with the solutions on your own, or build the solutions the author came up with. My son and I plan on going through the book a second time and using the processes taught come up with our own solutions. This book is definitely worth having.

A science project!
Helpful Votes: 1 out of 2 total.
Review Date: 2008-02-24
I bought this to introduce my grandchildren to science projects. Their ages are 7 and 10. We have no special contest or competition to enter. Not sure exactly what I expected but I was not disappointed. This has awesome potential for learning. Actually, my grandkids were impressively advanced in what they could accomplish. The suggested robot to build was fairly complicated. My 10 yo took charge, with the 7 yo taking his turn. When completed I could not get close to the control computer. They took over!!! The kit could use some better instructions. I recommend one of several additional books to get a better feel for it. Next we will try the programming. Good way to spend lots of quality time with your kids. Just make sure you have big blocks set aside! Love it!

Engaging and Helpful
Helpful Votes: 1 out of 1 total.
Review Date: 2007-11-10
This book is a wonderful introduction into program and design with the NXT, and yes, we've been using the RCX as well. The book is well laid out. The story is engaging and gives the tasks purpose.

I really like the templates provided in the book. It gives anyone a method of organizing their thoughts, so they can go ahead with the building and programming and know they're headed down the right path.

I bought this for my children because I have no interest in robotics or programming, and I've enjoyed it as much as they have.

Wonderful!
Helpful Votes: 1 out of 1 total.
Review Date: 2007-07-06
AB FAB! I'm really trying to addd something to the reviews posted already. So much goodness has already been posted about this wonderful book.

My sons are very young and I cannot wait for them to have this book to read and enhance their knowledge while having fun in the process. Melting together reading, technology, problem-solving, and programming could not produce a better combination for building a great education.

I know that this book has gained some significant recognition in the LEGO MindStorms world and the education field. LEGO Masters and Edu Teachers all agree it is a very good book.

If you are looking for a book that will entertain and teach your MindStormer (young or old) in a very pleasing way...this book is a fantastic starter.

Chris
MDP, MCP
USA - NASA

Video Games
The Art of Final Fantasy IX
Published in Paperback by BRADY GAMES (2000-12-08)
Author: Dan Birlew
List price: $19.99
New price: $129.99
Used price: $14.50

Average review score:

Almost perfect, missed a few (important) characters...
Helpful Votes: 0 out of 0 total.
Review Date: 2008-06-04
First of all, I will say the few things were included on this art book.

- More pictures of Kuja's design.
- Pictures of Queen Brahne in the characters section.
- A picture of Zidane on trance form.
- More data to identify characters, name when possible, place where they are found when not (I am not sure if Puck appears in this book or not, and I have to check the in game graphics to know who other characters are).

That's it. Those are the points that make this book not reach the absolute perfection for me.

That said, I still love what is in the book! There are designs for many characters, even some who are not very important in the story, and there are different designs for the non-playable characters when they have variations in their clothes or hair.

The equipment section and the airship section have lots of details. Those are great for fan-artists!

The section with pictures from the in-game animations has a poster-like selection that will make you remember all those moments from the story.

I'm afraid that everything I say now will sound very fan-boyish, since Final Fantasy IX is my favorite of them all (beating Final Fantasy V, something I didn't thought was possible), so I hope what I have already said helps you somewhat in your decision to buy this book.

Awesome Book
Helpful Votes: 0 out of 1 total.
Review Date: 2006-03-11
I got this book through another online retailer for half the price these U&N people are selling for. You just need to shop around.

I'm an artist, and I have a fondness for the Final Fantasy games. Final Fantasy IX was a challenge for me and after beating it, my claim is that it's the best in the series so far. After watching the last cutscene, I knew I had to have this book. I was very pleased when it arrived and have found it useful even today. FF9 is one of the most franchised game of the FF's(second to 7); I wouldn't waste that if you're a fan of it.

FF9 fans will be pleased.
Helpful Votes: 0 out of 1 total.
Review Date: 2003-08-02
It's got all the characters, all the settings, all the fun. FF9 was my favorited in the series so I just had to get this homage to it. It's just fun to look at the sketches and rough-drafts and such. The town designs are really amazing.

If you're a fan of the FF series, anime, or just incredible art, I suggest you check this out.

Beautiful, Just Beautiful Drawings from the Best
Helpful Votes: 0 out of 0 total.
Review Date: 2003-02-12
I love Final Fantasy!! I have been a die hard fan since part one was released in 1990. There are several books out that show the visual effects from the Final Fantasy series, but this one is by far the best. It is strait forward, art, from the original designer of FF characters, Yoshitaka Amano. Page for page you will see the steps that he followed making this characters shine.

The main reason that I took one star away was because most of the art in this book is finished up designs from Amano. I am a very big fan of his work, ex. Vampire Hunter D, FF1-6,and 9 adn several other Japaneese work. I enjoy his early sketches better, they are much more fantasy like. But that does not mean that this collection is not beautiful as printed.

This is a beautiful editon to any Final Fantasy collecton or just plain art or drawings collection. Dont pass this up.

Wonderful Art of Final Fantasy IX!!
Helpful Votes: 1 out of 1 total.
Review Date: 2002-09-10
When I bought this book, I expected mostly black and white photos and small screenshots from the game, but when I opened it up I was happily suprised with a book full of large, colorful artwork. Being a fan of the game series itself, this book especially appealed to me, as it probably would to many other FF players. But even those who do not play the game will find them selves impressed with the tons of fantastic artwork that fills its pages. I definitely recommened this book if you are a fan of the game or just love great art!

Video Games
Tomb Raider: The Official 12
Published in Hardcover by Carlton Books (2002-10-28)
Author: Alan Jones
List price: $191.40

Average review score:

Embedded with same heart-pounding action as movie predecessor
Helpful Votes: 0 out of 0 total.
Review Date: 2008-02-29
Based on the same-titled movie released in 2001, Mel Odom's novelization of the Angelina Jolie flick is top-notch, enveloping every quality that made the archaeologist one of the most popular icons of the video game franchise.
Lara Croft observes the first third of a complete planet alignment - an event that happens once every five thousand years - through the high-tech telescope at her home, Croft Manor. Little did she know, only hours later, she would become an integral part in protecting the alignment's omnipotent power from ill-intended hands.

Through her deceased father's gift of a planetary clock, she travels from one exotic location to another to locate the pieces of the power's medium, a triangle emblazoned with the All-Seeing Eye, the Masonic symbol of omniscience. But an internal desire to see her father again brings her motives to locate the triangle halves into question. If she finds the pieces, will she use the power it contains for herself? Or will she snatch the godly control away from her foes and bury its abilities for another five thousand years?

Odom's literary portrayal is accurate and engrossing, detailing the emotional impact of each event and discovery, someting that may be lacked in the film version. Rather than drooling over Angelina Jolie, Raider fans can envision the described settings and locales in the book with relative ease, with every exotic touch in place. There are only very slight changes in the book, such as Croft enemy (or perhaps not) Alex West's naked romp from the shower to the bedroom in response to mysteriously lurking shadows (provided by Croft, of course); that differs from the movie's ending locale of the dining room and its strategically placed dining table.

But the story proceeds with the same heart-pounding action and romantic passion that's found in the box-office seller. Though short, it makes the reader feel as though they are in Croft's military-booted shoes, even as much as the video games do.

- T.C. Robson

A GREAT NOVELIZATION OF THE FEATURE FILM!
Helpful Votes: 1 out of 2 total.
Review Date: 2002-05-11
This book is great. It is just like the movie, only with a little more dialouge. There are even parts before Lara's dad died telling how he tried to stop the evil. The deleted scenes only able to watch on the DVD are in this book, and I thought that was great! The action level seems a little less than the movie. The book seems to just speed by the action and to the point. I didn't really like that factor. If you liked the movie, read the novel, it is GREAT!

Really good for a novelization
Helpful Votes: 2 out of 2 total.
Review Date: 2002-01-12
Very good in fact. It adds alot to the movie. More fleshed out characters and such. It's only 6 bucks, so what do you have to ose? Another plus is the 8 pages of pictures featuring the amazingly beautiful Angelina Jolie.

Totally Awesome!!
Helpful Votes: 2 out of 3 total.
Review Date: 2002-01-03
This book was just.. WOW!! It was way better then the movie, b/c the movie can only put a certain amount of scenes, but the book you get it all! i loved all the stuff between lara and alex, if you are a lara/alex fan this book is definatly for you!!

Excellent! The movie followed the book very well too.
Helpful Votes: 3 out of 3 total.
Review Date: 2004-02-24
Long ago a meteor fell onto Earth with a magical, metallic form within it. Witnessing its power, it was forged into the (thought of) holy form of a triangle and a temple was formed to protect it. A city grew around the temple, The People of the Light were there. During an invasion, the nine planets aligned and the power of the Triangle was shown. Realizing no mortal should possess such power, the High Priest ordered it cut into two smaller triangles. One stayed at the temple. The other was hidden at the end of the Earth. However, the Craftsman who cut the Triangle in half secretly made a highly advanced device. It could serve as a guide to find the hidden piece, and preserve the Triangle's powers for future generations. It was a magic clock.

Lady Lara Croft was much like her father had been. Beginning with a clock he had hidden for her to find someday and tales he had told her as a child, she must set out to save the world. The Illuminati, a secret group of powerful people, were out to find the two triangle pieces before the planets aligned (which happened only once every 5,000 years). At her side was Mr. Hillary, her butler, and Bryce, her technician. Two tombs must be entered and survived or the world would belong to Manfred Powell.

***** I made that brief as possible, but left out much to do it. Even though the movie, as of now, has not been released, I can already tell that the book gives much more insight to Lara and the adventure in which she finds herself. However, many scenes have the potential to be much more vivid and exciting on the big screens! I found it to be a wonderful book! I plan to be in the theater, with a huge group of friends, on its first night out! *****

Reviewed by Detra Fitch of Huntress Reviews.

Video Games
The Legend of Zelda: Link's Awakening DX (Prima Strategy Guide)
Published in Paperback by Prima Games (1999-07-21)
Authors: James Ratkos and Elizabeth Hollinger
List price: $12.99
New price: $152.01
Used price: $24.95
Collectible price: $151.05

Average review score:

The Legend of Zelda
Helpful Votes: 0 out of 0 total.
Review Date: 2002-12-01
Excellent book!!! It helped my kids and myself complete the game! Help alot during complicated levels.

Very Good Book, Except...
Helpful Votes: 1 out of 1 total.
Review Date: 2002-03-06
This guide helped me a lot to beat the game. I got stuck at the second dungeon so I bought the guide. The only problem is that the walkthrough for the seventh dungeon, Eagle Tower, I got lost and couldn't really figure out what to do, so I just walked around trying different stuff. But other than that, this guide is perfect and you should get it if you own the game.

NEED ZELDA HELP LOOK HERE
Helpful Votes: 13 out of 18 total.
Review Date: 2000-04-10
IT KICKS BIG BUT I BOUGHT IT FOR MY FREIND AND HE BEAT THE GAME IN ONE DAY! BUY IT NOW! ! !

Excellent Guidebook for one of the Gameboy Greats!
Helpful Votes: 6 out of 6 total.
Review Date: 2000-06-09
What can I say? This guide book is very well put together, aiding the young adventurer (i.e. you) thru his quest in beating the Wind Fish and solving the elusive mystery of Koholint Island. It is very well thought out, with complete maps for everything. Of course, it being a guide book, if you really want to beat it you ought try to do it yourself first, and consult the book only when necessary. But they have done a very fine job.

There is one stint I have against it, however. At the beginning of each section, they have suggestions for things you ought to do. This is all well and fine - but one some of these they should direct you to the page number that dealt with that specific item or whatever it is. Example: they say in one of the later sections it is good to go and get your boomerang. You have to go back and find where they talk about the boomerang (which, as I remember, in the early part of the book, not the section it should be). But this is only a minor stint.

Another good thing is they have a map, and on the back of that is where to get all the new pictures from the camera shop. The only problem with that is if you lose the map, you're basically screwed in the picture department.

Visually very nicely laid out. You can very clearly tell where you need to go. The dungeons are taken step by step, and is an excellent example in the writing of guides. I would like to see more of their work: if its anywhere near this good, then they're great overall. They should be regularly featured guide writers (they probably are). The one problem I mentioned is only minor, and does not deserve to detract an entire star.

Therefore, this guide book is 4 & ½ stars. Keep it up you guys! Actually, on second thought, a full 5 stars.

Excellent Guidebook for one of the Gameboy Greats!
Helpful Votes: 6 out of 6 total.
Review Date: 2000-06-09
What can I say? This guide book is very well puttogether,aiding the young adventurer (i.e. you) thru his quest inbeating the Wind Fish and solving the elusive mystery of Koholint Island. It is very well thought out, with complete maps for everything. Of course, it being a guide book, if you really want to beat it you ought try to do it yourself first, and consult the book only when necessary. But they have done a very fine job.

There is one stint I have against it, however. At the beginning of each section, they have suggestions for things you ought to do. This is all well and fine - but one some of these they should direct you to the page number that dealt with that specific item or whatever it is. Example: they say in one of the later sections it is good to go and get your boomerang. You have to go back and find where they talk about the boomerang (which, as I remember, in the early part of the book, not the section it should be). But this is only a minor stint.

Another good thing is they have a map, and on the back of that is where to get all the new pictures from the camera shop. The only problem with that is if you lose the map, you're basically [messed up] in the picture department.

Visually very nicely laid out. You can very clearly tell where you need to go. The dungeons are taken step by step, and is an excellent example in the writing of guides. I would like to see more of their work: if its anywhere near this good, then they're great overall. They should be regularly featured guide writers (they probably are). The one problem I mentioned is only minor, and does not deserve to detract an entire star.

Therefore, this guide book is 4 & ½ stars. Keep it up you guys!

Video Games
Machinations (Ultima: The Technocrat War, Book 1)
Published in Mass Market Paperback by Star Trek (2001-04-03)
Author: Austen Andrews
List price: $6.50
New price: $17.76
Used price: $0.04
Collectible price: $10.00

Average review score:

Fantastic!
Helpful Votes: 0 out of 0 total.
Review Date: 2003-05-16
Austen Andrews is the master of dialogue. Really. He writes some really fantastic dialogue. His character are also extremely likeable. This was another page turner book for me. I finished it in a couple days as well.

If any of you are familiar with the Ultima games or Ultima Online then you'd know where this book comes from. This book is actually a novelization of what Ultima Online 2 was supposed to be before it was canceled. Even though I hate MMORPGs reading this book makes me wish that UO2 had seen the light of day.

I give this book 5 out of 5 stars. Very nice dialogue, fantastic characters, engaging storyline.

Sure to make Ultima Fans cheer and bring in a new flock too!
Helpful Votes: 0 out of 0 total.
Review Date: 2001-12-05
I have just the distinct pleasure of finishing this masterfully written novel. I have been an Ultima fan for over 15 years; ever since I could understand the words on the computer screen, I could never get enough. Richard Garriott (Ultima's founder) is a true inspiration for me. Now I have found another...Austen Andrews. Like other Ultima fans, I was disappointed to hear about the disbanding of the "Ultima: Origin" design team and the cancellation of the game, but here we have the first in a trilogy of books that will turn both fans and newcomers toward the love for Ultima and keep the torch ablaze after two decades.

I cannot express through words how immersing and thought provoking this book was. Andrews has mastered the use of descriptive language and lavish descriptions to bring alive a "pre-Avatar" Sosaria. Although I could easily pick up on some of his minor errors, (Britannia Bay instead of Brittany Bay and the geographical location of the dun-geon Despise) his writing brought back a great feeling of nostalgia that "Ultima Online" simply does not bring.

When reading this tale, readers will become particularly enraptured in the char-acter development. Some of the most remarkable characters I will never forget and look forward to learning more about are the endearing, but elegant Way Master Thulann, the gruff but lovable Gabriel Montenegro, and the mysterious "Techo-Prophet," Lord Blackthorn, who in this tale seems to have made his way out of the Ethereal Void after being banished by Lord British.

This is a story of political strife, manipulation of cultural diversity, and divisive team players that turn out to be anything but. I cannot express how I loved this work. I rank Andrews among some of the classic sci-fi and fantasy writers including Heinlein, Tolkien, and Lewis. I look forward to the next installment with utter anticipation and commend Andrews for keeping the Ultima torch lit even after the authorities at Origin have faltered!

Andrews Rocks!
Helpful Votes: 0 out of 0 total.
Review Date: 2001-08-10
It might not be fair to review a book I haven't even finished. But I can't help but share what I think already. Andrews creates a very real world with very real characters who each in turn want something. This is cleverly weaved into a plot driven by greed, political warfare and power.

The language is beautiful. And Andrews shows great skill in presenting the story very clearly, yet, without patronizing the readers.

Though his attempts (to make references to what Ultima gamers would be familiar with) hardly qualifies it as "based on the bestselling computer game", The Technocrat War already has me looking forward to a compelling trilogy which I will read over and over again.

A superb first book
Helpful Votes: 0 out of 0 total.
Review Date: 2001-08-07
This book is exciting, entertaining, and suprisingly well written. I have been a science fiction/fantasy fan since I was a kid and try to support new authors. Austen Andrews was a name that I was not familiar with, so I picked up the book. What a delightful suprise: Great characters and a solid story line packed with excitement. I have placed Andrews on my list of "must read" authors, and look forward to his next offering.

The Technocrat War
Helpful Votes: 1 out of 1 total.
Review Date: 2001-12-24
Incredible read .. well written and will come to life again when the new release of Ultima online comes out in 2002 (blackthornes Revenge) . Gripping story and for those of us that played UO online was a very realistic look at what the Role playing and style of game is to feel. Well Done! look forward to more.

Video Games
Resident Evil 4 Official Strategy Guide (PS2) (Official Strategy Guides (Bradygames))
Published in Paperback by BRADY GAMES (2005-10-18)
Author: BradyGames
List price: $17.99
New price: $10.15
Used price: $6.49

Average review score:

coolist book I have enjoyed
Helpful Votes: 0 out of 0 total.
Review Date: 2008-07-03
The book helped me find all items and find ways to kill all the boss's and tells you how to unlock all characters. I loved it

Luke Ross

Birthday present...
Helpful Votes: 1 out of 1 total.
Review Date: 2007-12-01
I got this for my daughters friends birthday. She loved it ! It helped her get through the game.She said it was one of the best strategy guides she has ever gotten,very detailed.

The best way to live through Resident Evil 4
Helpful Votes: 1 out of 1 total.
Review Date: 2007-07-29
A friend introduced me to Resident Evil 4, and after several gruesome deaths during the course of the game I thought that maybe I should by the walk-through book. I first purchased one from a differant company, but found it to be unsatisfactory, and looked for and located a copy of this Bradygames version, which I have been extremely pleased with. The information and maps provided for game play are excellent, to the point where you can be totally prepared for what's around the next corner if you decide to read ahead, or you can just forge ahead, and then go back and read in the book where you messed up after you die, and do it better the next time. Some people might think it spoils the game to be prepared before hand, but it can easily make the game more enjoyable, and this walk-through definately makes it more so, if you decide to play that way. It's an excellent resource, and a definate must for any serious player.

Great Guide - But do You Need It?
Helpful Votes: 2 out of 2 total.
Review Date: 2007-07-09
The Guide for RE4 is a beautifully rendered one, covering all the places things hide, all the ways to combine items, and how to get every detail out with regard to outfits and the oddity of "other" weapons. The first time you play it you could probably use this, too, but only if you want to make one run at the game and only if you need it to fast-forward all of the puzzles. The problem with this is that a guide is simply a guide and, in the end, RE4 is player-friendly enough that you won't need it. You might need to find out about what to beat to get something bizarre, but there are things in game that allow for everything else.

First, the merchants in the game are really useful and they sell maps that highlight out all the treasure. While this doesn't tell you how to combine everything, you can simply keep all your odd little items and try combining them until you manage a priceless artifact. Second, you can look at the guns and see how they "stat up" to figure out what you want. The guide give advice that works if you want to edge up from one weapon to the other, but some of the weapons are pretty playthings and their use is what makes the experience unique. Third, this is the friendliest game as far as enemies are concerned, and you should be able to beat anything with a little practice and a few lucky shots. The same can be said for the puzzles - none of them are really difficult and finding out stuff on your own makes you feel strong. Finally, just play through the minigames in the game, kick it up and beat the game more than once, and power up your weapons all the way and see what you end up with.

So, you really don't need a guide and maybe you know it. Still, if you have to have one because you just need it or if you are buying this for someone who you might think needs help, it thrives here. This book is sexy, too, and I was impressed by the quality of the maps and the excellent care taken by the designers of the walk-through. I am of the opinion that a walk-through is either (1) a compulsive need to get everything or (2) a way to even the playing field. If you need either one of those, this is a golden ticket out of Las Plaga land. If not, you know how to run and gun.
Regardless, try to run the game first! The play-through is exciting when you have no idea what to expect AND you are better than you think. I wish i could wink when saying this, too, and add "trust me" for good measure. Resident Evil 4

this book is a MUST BUY
Helpful Votes: 2 out of 3 total.
Review Date: 2007-04-30
You can't do anything wrong in Resident Evil 4 as long as you have this guide. The maps show everything down to the ground texture, and the screenshots look like they are still on the TV. The guide covers playing strategies, characters, weapons, enemies, and just about anything else that has to do with the game. Resident Evil 4 is an extremely complex game at times, and this guide makes it a breeze. The only problem that I had was that the first few pages fell out, but the guide is better then any online walkthrough. BUY THIS BOOK!!!

Video Games
Data Structures for Game Programmers (Premier Press Game Development)
Published in Paperback by Muska & Lipman/Premier-Trade (2002-11-25)
Author: Ron Penton
List price: $49.99
New price: $65.00
Used price: $82.50

Average review score:

Where's "...for dummies" in the title?
Helpful Votes: 1 out of 1 total.
Review Date: 2008-06-05
I will be brief.
I only have 4.5 years experience as a programmer, of those only 1.5 were spent on C++ and I have no experience whatsoever in game programming;
the new stuff I learned from this book could be printed on a letter page or less.

This is just generic, and rather primitive, data structures and algorithms book, that applies them to making a small game instead of usual example search/whatever programs. Sometimes it feels like a data structure was used merely as an example that fit in that place in grand example-place matching, and not as the most useful or efficient one...

One could probably turn it into "Data Structures for Database Server Programmers", "Data Structures For Embedded Device Programmers", or "Data Structures For Solving World Hunger" with copy/paste and minor grammatic corrections ;)

I loved this book like a cookie dough sundae.
Helpful Votes: 11 out of 15 total.
Review Date: 2005-06-07
Ron Penton, Data Structures for Game Programmers (Premier, 2003)

I don't normally get all googly-moogly over programming books. In fact, I just took a quick look back at my reading log since 1999, and a select few have gotten four stars, but nothing above that. But I picked up Penton's nine-hundred-page tome on Thursday and I finished it on Sunday. Nine hundred pages in four days. I've only been keeping track of page counts over the past year, but the books I've read that have come closest, page-wise, have been Robin Hobb's lovely novels, three of which I read earlier this year hovered around eight hundred pages. I read the shortest of them in eight days. And I love Robin Hobb.

Data Structures for Game Programmers is a wonderful book in no small part because Ron Penton was still an undergrad while writing it. Which is, of course, also the book's main problem, because someone like me who last saw ivy-covered halls well over a decade ago is likely to be sick with envy that some little greenhorn has already found his way into the world of professional computer-book publishing (and by "professional" here I don't mean "published by recognizable press," I mean "the kid's already published three books in three years, and they're ALL monstrous tomes, when does he have time to program?"). But let's face it, you expect something different when you read a book by a young writer, be it the hot new novelist or the new kid on the programming block. And Penton delivers it; Data Structures for Game Programmers is, if you're a programmer, the most readable computer book you've ever come across. Penton seems to have a healthy disrespect for textbooks, which he alludes to a few times in the course of the book, and it shows in his writing; he wants to write something that will teach you more than a textbook by being more accessible. And in this goal, he succeeds. Brilliantly. I learned more about C templates from reading this book than I have in any other three books devoted to nothing but templates, and here they're just referred to a few times in passing. How is this possible? Because Penton explains things in language far easier to understand than that of most programming books; simply put, he hasn't yet been so overwhelmed by jargon that he can't see when he's written something the layperson might not be able to understand, which is a common ailment among programming authors.

Also, there's been some minor grumbling from some critics about the book's insistence on reinventing the wheel. Of course it does. That's how you learn to program-- you bang away at it, doing something that's already been done, until you figure out why it's done that way. There may be five or six people on the planet who can read it in a textbook and immediately figure out why it's the case (and, one assumes, they are the same people as those critics), but the rest of us are much happier seeing it this way.

If any computer book publishers happen to be reading this, you, especially, should be reading Data Structures for Game Programmers. See what it's like. Try to get the rest of your authors to emulate it. You'll have much happier customers that way.

This is one of the handful of books I've read since getting a library card again (a total, in fact, of four since 2003) that, after returning it to the library, went back on my Amazon wish list, because I want a copy for myself.

A clean approach to Data Structures
Helpful Votes: 6 out of 7 total.
Review Date: 2005-01-17
This book actually teaches Data Structures!! Data Structures are the essence of programming. Ron manages to present all the basic Data Structures and the most famous algorithms in a clean and gentle way.

Many many thanks to Ron Penton for his help! Ron Penton really knows how to write a book! His way of writing shows that he knows the subject perfectly and presents it in a way that anyone understands what he is talking about. No matter how hard the topic is! By the way, Ron Penton has a great sense of humour!

If I could I would give one more star for the GREAT job he did with the CD. Although I intended initially to learn Data Structures, I also learned SDL. Perfect combination for someone who wants to start writing games!

I would recommend this book to a non-beginner
Helpful Votes: 6 out of 7 total.
Review Date: 2004-09-16
A pre-requisite for any book on Data Stuctures is that the person should be comfortable with the syntax and semantics of programming in a high level language such as C++ or Java. Hence this book assumes that you are comfortable with C++ and OOP. There is no such thing as Data Structures for Absolute Beginners. So discard the review with 2 stars. Overall this is an excellent and interesting book on Data Structures.

Bottom line is this, you can find the information presented in DS4GP in any other good book on data structures but what sets this book apart is the presentation, organization, practical content and the writing style of the author.

It's definetly not for beginners or for a person looking for a very detailed book on data structures that covers AVL trees and red-black trees. But for the other 99% its a must buy.

Does what it says
Helpful Votes: 6 out of 12 total.
Review Date: 2003-10-02
i wanted a book to brush up on some data structures since i've been out of programming for a few months. plus, most of my learning of these has been self taught and from the internet where there is limited (good) writings on more complex subjects such as programming. so i wanted to have a fresh perspective. not only does the book contain very useful details in many areas and to the point information (gets to the first data structure by page 14!) but the author somehow makes this stuff fun to read.
the author doesn't go hugely in to depth in some areas but that's pretty much what i wanted since i am already familiar with how to use most of the stuff. very good book and i'd highly recommend it. hope this author continues with more books!

Video Games
Digital Video Hacks: Tips & Tools for Shooting, Editing, and Sharing (O'Reilly's Hacks Series)
Published in Paperback by O'Reilly Media, Inc. (2005-05-27)
Author: Joshua Paul
List price: $29.95
New price: $15.54
Used price: $15.00

Average review score:

Great so far
Helpful Votes: 0 out of 0 total.
Review Date: 2007-10-31
Not soemthing I would read cover to cover, but the individual "Hacks" that I have read are pretty good. I have lots of books along this line and this is one of the bet. I put it up there with Stu's "DV Rebels Guide" which is also incredible. If you like the Rebel guide, you will probably like this as well. Lots of good stuff. Enjoy!

Lazy boys hacks
Helpful Votes: 0 out of 0 total.
Review Date: 2007-09-13
Great book with great content I recommend it to anyone who want to take there film making a step forward and is to busy or lazy to download the information from the internet becaue it is all there. Spread around of course but you will find every piece of information even most of the pictures used in this book so. If you have time and dedication you can save yourself the money by looking it up on the internet.

Very informative, very well written.
Helpful Votes: 0 out of 0 total.
Review Date: 2007-02-18
This book covers many aspects of video. Labeling tapes, making excel spreadsheets for saving information, time code on tapes, how to achieve certain effects, lighting, and green screen effects just name a few. The book is general to most all video software and is a very usefull tool I'm glad I purchased. Don't let the term "HACKS' fool you it 's only refering to tips or tricks.

Many good tib-bits and pointers.
Helpful Votes: 2 out of 2 total.
Review Date: 2006-02-25
I found the book to be very practical and have the
kind of "nuts-and-bolts" pointers that I like. You
don't have to read it cover to cover (I didn't) but
can pick it up and go to the points that interest you
or where you are currently in need of help. It refers
to various "commerical products" that the author has
used to get the job done. I found this helpful. With so
many competing products to chose from it's nice to
hear, "If you get product X you'll be able to do Z,"
rather than buying and hoping (or not buying and
wondering). Kuddos to the author.

Must have for amateur/semi-professionals
Helpful Votes: 2 out of 2 total.
Review Date: 2006-02-23
I learned so much from this book. In fact, I've already implemented several of the ideas and have had great results. If you're semi-professional (video has been added to your responsibilities but you have no experience with this medium) BUY THIS BOOK.

Who would have thought of parchment paper and clothes pins to diffuse light and create a softer, more natural light over the subject? That's just one of the great tips I've already started using.

I've bought several digital video books while trying to learn this medium, and this has been by far the most useful.

Video Games
From Myst to Riven
Published in Hardcover by Hyperion Books (1997-11)
Author: Richard Kadrey
List price: $45.00
Used price: $17.98
Collectible price: $87.00

Average review score:

A lovely book remenscent of the Myst games
Helpful Votes: 1 out of 1 total.
Review Date: 2006-04-03
Exquisitely illustrated, beautiful layout and easy to read, this book provides insight into the making of these groundbreaking computer games. Richard Kadrey has created this volume clearly showing his love and appreciation of the Myst game. This book should be included in the library of every design college, as it shows the development, mapping and design process of the creation of Myst.

The book has an introduction by Rand and Robyn Miller and is divided into four parts: Inception, Preparation, Construction and Completion. Included is even a lexicon of the D'ni grammar.

Well worth the wait and the price!

WOW!
Helpful Votes: 2 out of 2 total.
Review Date: 2005-05-31
Despite having read all the five star articles, about how wonderful this books is. I was still utterly blown away by it when i received mine. The book cost me about 85$ with shipping, but I live in DK so in addition I had to pay extra tax totaling a cost of over 100$, despite that this book is still well worth it. note however if you live outside the US. you might want to check shipping options since this book is very large (about 35cm in height)and it will cost a great deal to ship, thus you might get it via regular mail (witch takes forever). For anyone interested in CG, computer game history, Myst, D'ni, or Multimedia, This book is an absolute must!

Books and Ages and Life
Helpful Votes: 2 out of 2 total.
Review Date: 2003-09-22
"From Myst to Riven" is a positively amazing book that follows the arduous journey of the Cyantists from creating two of the greatest games ever made. All the way through Inception, Preparation, Construction and Completion, Kadrey takes such an in-depth look at the inner workings of Cyan that you feel as if you helped them along in making it. Breathtaking visuals and intriguing narrative make this a book that's a must-have for any hardcore fan.

A gorgeous, glorious book . . .
Helpful Votes: 5 out of 5 total.
Review Date: 2002-08-21
Most computer games don't much for me. I'm not into shoot-'em-ups, and I learned back in the days of the original ADVENTURE and ZORK that I wasn't that great at puzzle-solving. Oh the other hand, I've been playing MYST and RIVEN regularly for years, even though I haven't solved that many of the puzzles. I'm what this author calls a "tourist," a player who just likes to wander about the Ages of these games and gawk at the exquisite artwork and music, and marvel at the fantastic realism the design team has managed to put into their worlds. This book brings all that out in some detail, describing how Rand and Robyn Miller came up with the basic ideas, how Richard Vander Wende turned all their plans on their heads and made the game the masterpiece that it is, how even the sounds you hear are apt to be clues (I never knew that!), and -- above all -- how none of the team let themselves be hurried in their quest for something as close to perfection as they could manage. Like Tolkien, they even invented a detailed language for the D'ni. Amazing stuff.

A book no Myst, gaming, or computer fan should be without!
Helpful Votes: 5 out of 5 total.
Review Date: 2002-03-18
This gigantic book features stunning full page renders of key scenes from Riven, as well as various high resolution screencaptures. It also takes you through the entire process of making Riven, from the completion of Myst to the completion of Riven. It shows you how the story was developed (and additional bits to the story), how the stunning photo-realistic graphics were acheived, how the sound was done, how the design and visual look came about. In the background, it tracks Cyan's rise from a small company in a garage into one of the most profitable independent game designers in the world. Being a fan of the whole Myst universe and of computer technology in general, I absolutely love this book. I have it on my coffee table. While I have other things to attend to, my guests can flip through it until I have time to sit down. The process that went into making Riven was enormous and complex, and I salute Mr. Kadrey for getting down into words.


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