FRONTLIST 2017 BOOK plus CVR .indd - page 60

OTHER BOOKS YOU MAY ENJOY!
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LIGHTS, CAMERA, GAME OVER!:
How Video Game Movies Get Made
Luke Owen, Foreword by Paul W. S. Anderson, film director, producer, and screenwriter
• In-depth production histories of movies, some good, some not so good, based on video games
• Insights from over 40 industry insiders who worked to translate pixels into living flesh
• Paramount had nearly a dozen different writers work on the screenplay for
Tomb Raider
Since 1993, Hollywood has been rendering popular video games on the silver screen, mainly to critical derision
and box office failure. While a few have succeeded, many have been hailed as the “worst movie ever” and left
gamers asking: how did that get made? Super Mario fans expecting plumbers jumping on Goombas got an
inter-dimensional battle between humans and evolved dinosaurs. Players expecting to see Ryu, Ken, and the
rest of the World Warriors compete in the Street Fighter Tournament instead got a live-action GI Joe movie.
This in-depth and entertaining work recounts the production histories of many of these movies, revealing the
sometimes inspired and convoluted path Hollywood took to turn pixels into living flesh, with insights from
more than 40 industry insiders, including filmdirectors PaulW. S. Anderson (
Resident Evil
), SimonWest (
Tomb
Raider
), and Steven de Souza (
Street Fighter
).
Luke Owen
is a writer, editor, and podcaster who has been playing video games and watching movies his
whole life. He is the deputy editor of Flickering Myth, and he also co-hosts the weekly
Flickering Myth
podcast
and
Scooperhero News
.
Size: 6" × 9" • 320 pp.
ISBN: 978-0-7643-5317-8 • soft cover • $19.99
AVAILABLE IN JULY
The 100 Greatest Console
Video Games: 1977-1987
Brett Weiss
978-0-7643-4618-7
$34.99
World Gone Wild: A Survivor’s
Guide to Post-Apocalyptic
Movies
David J. Moore
978-0-7643-4587-6
$34.99
Alternative Movie Posters II:
More Film Art from the
Underground
Matthew Chojnacki
978-0-7643-4986-7
$34.99
BREAK OUT:
How the Apple II Launched the PC Gaming Revolution
David L. Craddock
• Development history of Apple II video games, which influenced today’s billion-dollar industry
• Based on interviews with many of the games’ developers
• The Oregon Trail was first played on teletypes, big typewriters tied to a mainframe computer
Around the world, millions of people hijack cars in Grand Theft Auto, role play fantastical heroes in World
of WarCraft, and crush candy on phones as small as wallets yet nearly as powerful as desktop computers. But
long before video games became a multi-billion-dollar industry, two hackers invented the Apple II, a PC that
contained less memory than the averageMicrosoftWord document and bowled over consumers by displaying
four colors at once. Some users tapped its resources to design productivity software. Others devised some
of the most influential games of all time. From the perils along the Oregon Trail and the exploits of Carmen
Sandiego to the shadowy dungeons ofWizardry and Prince of Persia’s trap-filled labyrinth,
Break Out
recounts
themaking of some of the Apple II’s most iconic games, illustrates how they informed the games we play today,
and tells the stories of the pioneers who made them.
David L. Craddock
lives with his wife in Canton, Ohio. He is the author of
The Gairden Chronicles
fantasy
series, and the bestselling
Stay Awhile and Listen
books that recount the history of Blizzard Entertainment.
Visit him at
and @davidlcraddock
Size: 7" × 10" • 327 color & b/w images • 272 pp.
ISBN: 978-0-7643-5322-2 • hard cover • $34.99
AVAILABLE IN AUGUST
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