Ripped from the pages of Empire magazine, the first collection of film critic, film historian and novelist Kim Newman's reviews of the best and worst B movies. Over 500 of the cheapest, trashiest, goriest and, occasionally, unexpectedly good films from the past 25 years are here, torn apart and stitched back together again in Kim's unique style. Everything you want to know about DTV hell is here. Enter if you dare!
From the best selling world of Kim Newman's Anno Dracula comes this all-new comic book sequel to his best selling novel, Anno Dracula. Features a foreword by Hellboy's Mike Mignola! It is 1895, Count Dracula is Prince Regent and undisputed ruler of the British Empire, his power is supreme and unchecked. The curse of vampirism has spread far and wide through all levels of society and through all ranks of the British government. Now, on the verge of Dracula's 10th Anniversary of rule, anti-Dracula forces in the guise of the Council of the Seven Days are gathering. The Council - a secret cabal of free radicals, made up of vampires and humans alike have sworn to overthrow the Crown Prince of Darkness at any cost. They plan to sabotage the Jubilee with a devastating bomb attack. Now vampire journalist Kate Reed must uncover the truth and unmask the true conspirators behind the sinister plot or risk plunging both human and vampire kind into ruin and disaster from which no side will recover...
Winner of the British Fantasy Award Sixteen rare terror tales not to be read at night! To sleep, perchance to dream . . . of horrors! Here are some of the stories that gave their own authors nightmares—things that go bump at night, hauntings that lurk in the back of the mind, skin-crawling moments between the realms of wakefulness and sleep. In this somnambulistic collection, award-winning editor Stephen Jones asks many of the biggest names in horror fiction to choose their own favorite stories and novellas which, for one reason or another, have been unjustly overlooked or ignored. From Hugh B. Cave’s 1930s “shudder pulp” tale to Ramsey Campbell’s stunning novella of barely concealed hysteria and grim black humor, these are the “forgotten” stories ripe for rediscovery, by such acclaimed authors as Poppy Z. Brite, Basil Copper, Harlan Ellison®, Neil Gaiman, Caítlin R. Kiernan, Joe R. Lansdale, Tim Lebbon, Tanith Lee, and Michael Marshall Smith. Be warned: do not try to read this book at night, because these superior horror stories—both supernatural and psychological—will leave a lasting chill down your spine long after you have put it down, shut off the lights, and ducked under the covers. As you try to get off to sleep, who knows what dreams may come . . .?
From London to Tokyo... In 1899 Geneviève Dieudonné travels to Japan with a group of vampires exiled from Great Britain by Prince Dracula. They are allowed to settle in Yōkai Town, the district of Tokyo set aside for Japan’s own vampires, an altogether strange and less human breed than the nosferatu of Europe. Yet it is not the sanctuary they had hoped for, as a vicious murderer sets vampire against vampire, and Yōkai Town is revealed to be more a prison than a refuge. Geneviève and her undead comrades will be forced to face new enemies and the horrors hidden within the Temple of One Thousand Monsters...
CAN’T ELIMINATE THE IMPOSSIBLE? Send for the man from the Diogenes Club! The debonair psychic investigator Richard Jeperson is the Most Valued Member of the Diogenes Club, the least-known and most essential branch of British Intelligence. While foiling the plot of many a maniacal mastermind, he is chased by sentient snowmen and Nazi zombies, investigates an unearthly murderer stalking the sex shops of 1970s Soho, and battles a poltergeist to prevent it triggering nuclear Armageddon. But as a new century dawns, can he save the ailing Diogenes Club itself from a force more diabolical still? Newman’s ten mischievous tales, with cameos from the much-loved characters of the Anno Dracula universe, will entertain fans and newcomers alike.
When Anne Nielson, an American journalist, travels to London to investigate the death of her sister Judi, she finds herself sucked into her nightmarish world of corruption and perversion, populated by dealers, pimps, sadomasochists and a vampire race that feasts on their victims' dreams. At the centre of this sickly web lurks the Games Master. Something more and something less than a man, the closer Anne draws to his domain the more she endangers herself and everyone she knows, and soon she will learn that the Games Master is not just a name, and when he plays, he plays for keeps. An updated edition of the critically acclaimed novel, featuring the short story 'Orgy of the Blood Parasites' and a brand-new afterword by Kim Newman.
Release on 2007 | by Noah Wardrip-Fruin,Pat Harrigan
Role-playing and Story in Games and Playable Media
Author: Noah Wardrip-Fruin,Pat Harrigan
Pubpsher: Mit Press
Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media." Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story--something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person--so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told--first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction--for the singular "you"--including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Façade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form.
This guide to the film industry from the 1900s to the present day has now been updated with John Walker's critiques of the films that have been turning heads in 2002/3. It delivers all the cast and crew credits, fun trivia and behind-the-scenes information you need on thousands of movies (over 23,000) including hundreds of new ones. This perennial guide also includes plot synopses and critical evaluations, as well as video cassette, laser disc and DVD availability. Reader friendly icons denote films suitable for family viewing, Academy Award Winners and nominees, soundtrack availability and video format compatibility. The guide also contains lists of four-star and three-star films by title and year.
Release on 2008 | by James M. Craddock,Thomson Gale (Firm)
A Guide to Programs Currently Available on Video in the Areas Of: Movies/entertainment, General Interest/education, Sports/recreation, Fine Arts, Health/science, Business/industry, Children/juvenile, how To/instruction