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doki doki literature club character: Unbury Carol Josh Malerman, 2018-04-10 The New York Times bestselling author of Bird Box returns with a supernatural thriller of love, redemption, and murder. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY NEWSWEEK “This one haunts you for reasons you can’t quite put your finger on. . . . [Josh Malerman] defies categories and comparisons with other writers.”—Kirkus Reviews Carol Evers is a woman with a dark secret. She has died many times . . . but her many deaths are not final: They are comas, a waking slumber indistinguishable from death, each lasting days. Only two people know of Carol’s eerie condition. One is her husband, Dwight, who married Carol for her fortune, and—when she lapses into another coma—plots to seize it by proclaiming her dead and quickly burying her . . . alive. The other is her lost love, the infamous outlaw James Moxie. When word of Carol’s dreadful fate reaches him, Moxie rides the Trail again to save his beloved from an early, unnatural grave. And all the while, awake and aware, Carol fights to free herself from the crippling darkness that binds her—summoning her own fierce will to survive. As the players in this drama of life and death fight to decide her fate, Carol must in the end battle to save herself. The haunting story of a woman literally bringing herself back from the dead, Unbury Carol is a twisted take on the Sleeping Beauty fairy tale that will stay with you long after you’ve turned the final page. Praise for Unbury Carol “Fantastically clever. A breakneck ride to save a life already lost, proving sometimes death is only the beginning.”—J. D. Barker, internationally bestselling author of The Fourth Monkey “Breathtaking and menacing . . . an intricately plotted, lyrical page-turner about love, betrayal, revenge, and the primal fear of being buried alive.”—Booklist (starred review) “Unbury Carol is a Poe story set in the weird West we all carry inside us, and it not only hits the ground running, it digs into that ground, too. About six wonderful feet.”—Stephen Graham Jones, author of Mongrels “Bleakly lyrical à la Cormac McCarthy and Flannery O’Connor.”—Library Journal (starred review) “With vivid prose and characters that leap off the page, guns a-blazing, Unbury Carol creates its own lingering legend, dragging you along like an obstinate horse toward a righteous storm of an ending.”—Delilah S. Dawson, New York Times bestselling author of Star Wars: Phasma |
doki doki literature club character: Without a Trace Carolyn Keene, 2012-04-24 Hi, I'm Nancy Drew, and I've got a case to crack. Actually make that two cases. First a gorgeous Fabergé egg has been stolen. Who would have the heart to snatch such a precious family heirloom from someone new to town? Some housewarming that is! And if this isn't enough to keep me busy, someone's running through gardens and stomping on all the zucchinis. Needless to say, it's a big mess -- in more ways than one. Especially for Mr. Safer, who is suspected of squishing the squash. I'm pretty sure Mr. Safer's innocent. But who's the real vegetable vandal? |
doki doki literature club character: The Witcher Volume 1 Paul Tobin, 2014-10-07 Travelling near the edge of the Brokilon forest, monster hunter Geralt meets a widowed fisherman who's dead and murderous wife resides in a eerie mansion known as the House of Glass, which seems to have endless rooms, nothing to fill them with, and horror around every corner. |
doki doki literature club character: Bungo Stray Dogs: Another Story, Vol. 1 , 2019-11-19 Known for his biting wit and rapid-fire brain cells, Yukito Ayatsuji is a detective and top-ranked skill user who possesses the ability to expose any crime. When a request to investigate a puzzling murder incident hits his desk, Ayatsuji must team up with Mizuki Tsujimura, a spunky agent sent from the Special Division, to tackle the case. Can the unlikely duo get to the bottom of this mystery?! |
doki doki literature club character: Auburn Eyes Cory Corson, 2019-12-15 In the sleepy Japanese town of Shimaoka, a young woman learns the value of her voice and the power of empathy. That feelings are both mentionable and manageable, and through a deeper understanding of one another we can grow to better appreciate our friends and loved ones. The tumultuous time of young adulthood is hard for everyone, especially when someone lacks the support system that we all need in order to survive and develop into more kind individuals.A heartfelt story that focuses on romance and the importance of interpersonal relationships. Auburn Eyes also delves deep into emotional and psychological issues that many people go through, such as depression and anxiety.Because sometimes all that someone really needs, is someone else to be there for them. To let them know that they are unique, and that they can be loved for being just the way they are. |
doki doki literature club character: Taming Gaming Andy Robertson, 2021-01-21 Video games can instil amazing qualities in children – curiosity, resilience, patience and problem-solving to name a few – but with the World Health Organisation naming gaming disorder as a clinically diagnosable condition, parents and carers can worry about what video games are doing to their children. Andy Robertson has dealt with all of the above, not just over years of covering this topic fo newspapers, radio and television but as a father of three. In this guide, he offers parents and carers practical advice and insights – combining his own experiences with the latest research and guidance from psychologists, industry experts, schools and children's charities – alongside a treasure trove of 'gaming recipes' to test out in your family. Worrying about video game screen time, violence, expense and addiction is an understandable response to scary newspaper headlines. But with first-hand understanding of the video games your children love to play, you can anchor them as a healthy part of family life. Supported by the www.taminggaming.com Family Video Game Database, Taming Gaming leads you into doing this so that video games can stop being a point of argument, worry and stress and start providing fulfilling, connecting and ambitious experiences together as a family. |
doki doki literature club character: The Great Good Thing Roderick Townley, 2025-01-21 A storybook princess breaks the fourth wall and incites a new kind of adventure in this imaginative middle grade fantasy perfect for fans of Chris Colfer and Gail Carson Levine. Sylvie had an amazing life, but she didn’t get to live it very often. Sylvie has been a twelve-year-old princess for more than eighty years, ever since the book she lives in was first printed. She’s the heroine, and her story is exciting. But that’s the trouble: it’s always exciting in the same way. So when a new Reader opens the book at long last, Sylvie breaks the cardinal rule of all storybook characters: she looks up. And sets into motion a new story all her own. Now, Sylvie is in for an adventure beyond any she could have imagined. As her journey takes her from the pages of a book to the landscape of dreams, Sylvie must summon all her courage to save her kingdom, find her way home, and figure out what it really means to do a Great Good Thing. |
doki doki literature club character: Branching Story, Unlocked Dialogue Toiya Kristen Finley, 2022-12-07 This book covers the distinguishing characteristics and tropes of visual novels (VNs) as choice-based games and analyzes VNs like 999: Nine Hours, Nine Persons, Nine Doors; Hatoful Boyfriend; and Monster Prom, some of the best examples of the genre as illustrations. The author covers structuring branching narrative and plot, designing impactful and compelling choices, writing entertaining relationships and character interactions, understanding the importance of a VN’s prose, and planning a VN’s overall narrative design and story delivery. The book contains exercises at the end of chapters to practice the techniques discussed. By the end of the book, if the reader finishes all the exercises, they may have several portfolio pieces or a significant portion of their own VN project designed. Features: Discusses different aspects and genres of VNs, what makes them enjoyable, and successful techniques developers can incorporate into their own games Analyzes various VNs and choice-based games that use these successful techniques Shares tips from developers on portfolio pieces, hiring a team to work on VNs, and plotting and outlining VNs Branching Story, Unlocked Dialogue: Designing and Writing Visual Novels is a valuable resource for developers and narrative designers interested in working on VNs. The book will show them how they can design their own VN projects, design branching narratives, develop entertaining plots and relationships, design impactful and compelling choices, and write prose that’s a pleasure to read. |
doki doki literature club character: Bloodborne Volume 4: The Veil, Torn Asunder Ales Kot, 2020-01-22 The plague of blood-thirsty beasts has struck the city of Yharnam. The world of old gods is bleeding into reality. One traveller seeks truth in the madness, hoping to unlock the secrets of the universe itself… Unveil reality, as writer Ales Kot (Generation Gone, Days of Hate) and artist Piotr Kowalski (Dark Tower, Sex, 30 Days of Night) once again unleash hell in Yharnam. Set in the world of Bloodborne – Fromsoftware/Miyakzaki’s critically acclaimed videogame! Collects Bloodborne #13-16. |
doki doki literature club character: Ability Machines Sky LaRell Anderson, 2024-07-02 Video games are both physically and cognitively demanding--so what does that mean for those with a disability or mental illness? Though they may seem at odds, Ability Machines illuminates just how vital video games are to understanding our bodies and abilities. In Ability Machines, Sky LaRell Anderson shows us how video games can help us imagine what our abilities mean and how they engage us physically, behaviorally, and cognitively to envision our agency beyond limitations. On the surface, this can mean games provide power fantasies; more profoundly, games can fundamentally reshape cultural and personal understandings of mental health, illness, disability, and accessibility. Video games are indeed ability machines that produce a reimagined state of agency. Featuring a comparative analysis of key video game titles, including Metal Gear Solid V, Wolfenstein II, Celeste, Devil May Cry 5, Hellblade: Senua's Sacrifice, Hades, Nier: Automata, and more, Ability Machines tackles larger questions of ability and how our bodies relate to interactive media. |
doki doki literature club character: The Truth that Killed Georgi Markov, 1984 When we heard that a political refugee had been killed in London by an assassin using an umbrella gun, we wondered what was behind it. This book is the story, and Georgi Markov was the refugee. He was a member of Bulgaria's ruling elite, and moved in the highest circles. When he wrote his memoirs, not complimentary, his life was forfeit. |
doki doki literature club character: Dream Daddy #1 Wendy Xu, Ryan Maniulit, 2018-08-29 Much Abird About Nothing. It’s college reunion time! Who’d have thought that it's already been fifteen years since Keg-Stand Craig and the new Dad on the block went to college? This one’s like a buddy cop comedy, only there are no cops and more avoiding old flames while trying to stifle an existential breakdown, bro. Will you go out with Teacher Dad? Goth Dad? Bad Dad? Oni Press welcomes Dream Daddy, a new comics series based on the acclaimed Game Grumps visual novel video game co-created by Vernon Shaw and Leighton Gray! Dream Daddy: A Dad Dating Simulator invites the player to Maple Bay, where they play as a single Dad new to town and eager to romance other hot Dads. The comic series tells five standalone stories, each focused on different Maple Bay Dads. |
doki doki literature club character: Life is Strange Volume 3: Strings Emma Vieceli, 2020-04-08 Time traveller Max Caulfield has been keeping a secret from her close friends, Chloe and Rachel. She’s not from their reality! Now Max thinks she may have found a way home, back to her own Chloe… and so it’s time for the truth to come out! Based on the fan-favorite BAFTA award-winning video game Life is Strange, ‘Strings’ picks up from one of the endings of the original game and follows Max into a new alternate reality. Here, Rachel never died, and she and Chloe are a couple. Here, too, is a young man with an unexpected new power – the ability to disappear – who may offer Max the ability to return home to her original timeline… Collects Life is Strange #9-12. “Make sure you read this.” – The Xbox Hub “This book is the shizzle. Two thumbs up and aces.” – Mass Movement “Life might be strange, but this is hella cool.” – The GWW |
doki doki literature club character: Pathfinder Lost Omens , 2020-10-27 The Pathfinder Society is a globe-trotting organization of adventurers, scholars, and warriors all dedicated to exploration, collecting lost knowledge and treasure, and sharing it with the world. Lost Omens: Pathfinder Society Guide details everything players and GMs need to know about the Pathfinder Society, from the basics of membership, to the Society's various factions, to the various lodges littered throughout the Inner Sea region. This book is the go-to source for the history and lore of the Pathfinder Society and features new rules content including new equipment, wayfinders, and support for Pathfinder-related archetypes! A useful book in its own right, this helpful volume is a must-have for participants in Paizo's massive Pathfinder Society worldwide organized play campaign, and a great way to get involved in the international campaign! Written by: Kate Baker, James Case, John Compton, Vanessa Hoskins, Mike Kimmel, Ron Lundeen, Dennis Muldoon, kieran t. newton, Michael Sayre, Clark Valentine, Tonya Woldridge, and Linda Zayas-Palmer |
doki doki literature club character: Flip the Thirst Switch RegDic, 2021-04-08 Everyone's body goes through changes at some point in their lives, but Satsuki's situation is anything but normal! As the daughter of a vampire and a succubus, Satsuki's carnal cravings start to grow as her body demands fluids from those around her! Luckily, she has her childhood friend Kazuma watching her back to make sure she doesn't cross the line, but quick licks of sweat are no longer cutting it. Kazuma suggests semen could curb her appetite, and is willing to take one for the team, but he might soon regret his offer once her demon switch is flipped! |
doki doki literature club character: Reverse Design Patrick Holleman, 2019 The Reverse Design series looks at all of the design decisions that went into classic video games. This is the second installment in the Reverse Design series, looking at Chrono Trigger. Written in a readable format, it is broken down into four sections examining some of the most important topics to the game: Analyzes how the designers use gameplay to preserve and embellish the surprises in the plot Explains how Chrono Trigger is really two different games: the Tragedy of the Entity and the Comedy of the Sages. Highlights how the two games differ in terms of tone, linearity, player choice and in the pacing of their content. |
doki doki literature club character: The Compendium of Magical Beasts Veronica Wigberht-Blackwater, Melissa Brinks, 2016-09-06 From controversial cryptozoologist and explorer Dr. Veronica Wigberht-Blackwater, The Compendium of Magical Beasts is a definitive field guide that explores the history, biology, and anatomy of mythological creatures. Approaching the fantastic with a scientific eye, Dr. Wigberht-Blackwater explains the history, habits, and biology of each creature's existence with equal attention to detail. Her research is accompanied by stunning scientific illustrations of each specimen's anatomy, providing a comprehensive view of creatures most often dismissed as pure fantasy. Combining biological fact with folklore, cultural studies, and history, this volume is crucial to science both fringe and mainstream. Locked in a dusty attic for almost a century, Dr. Wigberht-Blackwater's trailblazing work was recently discovered by writer Melissa Brinks, who spent months transcribing the journals she found. Brinks joined forces with artist Lily Seika Jones to digitize the doctor's amazingly detailed anatomical diagrams in order to share these revolutionary findings with the world for the first time. The Bestiary: Mermaid, Unicorn, Wild Man, Gnome, Werewolf, Troll, Fairy, Jackalope, Winged Horse, Centaur, Minotaur, Vampire, Dragon, Sea Monsters/Loch Ness/Kraken, Goblin, Sphinx, Phoenix, Harpy, Cyclops, Banshee, Incubus/Succubus, Nymph, Ghoul, Selkie, Kelpie |
doki doki literature club character: Solving for Why Dr. Mark Shrime, 2022-01-25 From Mercy Ships surgeon Dr. Mark G. Shrime comes an inspiring memoir about finding the answer to life's biggest question—Why?—and about following that answer through remarkable, unlikely places on the road to fulfillment, purpose, and joy. SOLVING FOR WHY chronicles one man's journey to find the answer to the biggest of all life's questions: Why? Following a traumatic car accident, Dr. Shrime—the child of Lebanese immigrants fleeing a civil war, who later became a successful practicing surgeon in Boston—found himself compelled to change the course of his life, determined to find meaning and satisfaction even if it meant diverting from America’s idea of “success.” Featuring stories, insights, and research from his own exceptional life and work, SOLVING FOR WHY is the story of Dr. Shrime's search for—and discovery of—lifelong fulfillment. Now a global surgeon operating on a hospital ship docked off the coast of West Africa and one of the few global experts on surgery in low- and middle-income countries, Dr. Shrime seeks to impart the wisdom of the lessons he’s learned over the course of his search for a life of true contentment. In the tradition of Dr. Paul Farmer's To Repair the World, Dr. Atul Gawande's Better, and Dr. Michele Harper's The Beauty in Breaking, SOLVING FOR WHY combines personal stories with deep, thoughtful research into the challenges of working in modern medicine in the 21st century and the commodification of work in America. A story of discovery and transformation, SOLVING FOR WHY seeks to help readers answer the “why” of their own lives and ultimately find joy outside the status quo. |
doki doki literature club character: Voyage to the Heart Cameron Macdonald, 2018 |
doki doki literature club character: The Little Book of Manga Drawing Jeannie Lee, Samantha Whitten, 2018-03-06 In this new series from Walter Foster Publishing, artists and art hobbyists alike will delight in learning a variety of fun and interesting art topics in a portable format boasting a fresh, contemporary design. Filled with open practice pages, creative exercises, and art prompts, The Little Book of Manga Drawing encourages interactivity for immediate results, while also teaching beginners the fundamentals of the featured medium in an engaging and fun way. In The Little Book of Manga Drawing, beginning manga artists and aspiring illustrators will discover a variety of basic manga drawing techniques through step-by-step projects, creative prompts, and engaging ideas to ignite creativity. From learning how to master the proportions and shape of heads and bodies, to understanding how to create personally relevant manga characters, this fun guidebook covers all the basics. After an introduction to the tools you'll use when creating manga, you'll dive into how to draw and colorize your own manga artwork with the help of dozens of techniques and helpful instructions. You'll also learn to draw props, costumes, and color, as well as how to draw manga chibis, to round out this comprehensive book. |
doki doki literature club character: Tokyo Geek's Guide Gianni Simone, 2017-07-11 Tokyo is ground zero for Japan's famous geek or otaku culture--a phenomenon that has now swept across the globe. This is the most comprehensive Japan travel guide ever produced which features Tokyo's geeky underworld. It provides a comprehensive run-down of each major Tokyo district where geeks congregate, shop, play and hang out--from hi-tech Akihabara and trendy Harajuku to newer and lesser-known haunts like chic Shimo-Kita and working-class Ikebukuro. Dozens of iconic shops, restaurants, cafes and clubs in each area are described in loving detail with precise directions to get to each location. Maps, URLs, opening hours and over 400 fascinating color photographs bring you around Tokyo on an unforgettable trip to the centers of Japanese manga, anime and geek culture. Interviews with local otaku experts and people on the street let you see the world from their perspective and provide insights into Tokyo and Japanese culture, which will only continue to spread around the globe. Japanese pop culture, in its myriad forms, is more widespread today than ever before--with J-Pop artists playing through speakers everywhere, Japanese manga filling every bookstore; anime cartoons on TV; and toys and video games, like Pokemon Go, played by tens of millions of people. Swarms of visitors come to Tokyo each year on a personal quest to soak in all the otaku-related sights and enjoy Japanese manga, anime, gaming and idol culture at its very source. This is the go-to resource for those planning a trip, or simply dreaming of visiting one day! |
doki doki literature club character: The History and Allure of Interactive Visual Novels Mark Kretzschmar, Sara Raffel, 2023-06-15 Visual novels (VNs), a ludic video game genre that pairs textual fiction stories with anime-like images and varying degrees of interactivity, have increased in popularity among Western audiences in recent years. Despite originating in Japan, these stories have made their way into global culture as a genre accessible for both play and creation with wide-ranging themes from horror and loneliness to sexuality. The History and Allure of Interactive Visual Novels begins with a comprehensive overview of the visual novel genre and the cultural evolution that led to its rise, then explains the tropes and appeal of subgenres like bishojo (cute girl games), detective games, horror, and eroge (erotic games). Finally, the book explores the future of the genre in both user-generated games and games from other genres that liberally borrow both narrative and ludological themes from visual novels. Whether you're a long-standing fan of the genre or a newcomer looking for a fresh experience, The History and Allure of Interactive Visual Novels will provide an accessible and critically engaging overview of a genre that is rich in storytelling yet often overlooked. |
doki doki literature club character: Nature Drawing and Design Frank Steeley, 2018-08-18 Drawing & Coloring book |
doki doki literature club character: Delicious Pixels Agata Waszkiewicz, 2022-06-06 Delicious Pixels: Food in Video Games introduces critical food studies to game scholarship, showing the unique ways in which food is utilized in both video game gameplay and narrative to show that food is never just food but rather a complex means of communication and meaning-making. It aims at bringing the academic attention to digital food and to show how significant it became in the recent decades as, on the one hand, a world-building device, and, on the other, a crucial link between the in-game and out-of-game identities and experiences. This is done by examining specifically the examples of games in which food serves as the means of creating an intimate, cozy, and safe world and a close relationship between the players and the characters. |
doki doki literature club character: Your Turn to Die: Majority Vote Death Game, Vol. 1 Nankidai, 2021-04-27 Joe Tazuna has always been the most selfless person Sara Chidouin has ever known, someone she could count on to take a bullet for her. But that trust is put to the test when they wake up restrained to some strange tables and discover Joe holds a key that can set only one of them free. Thus begins a mysterious and sadistic game that will require all of their wits and faith in each other to survive...! |
doki doki literature club character: Crossing the Lines Sulari Gentill, 2017 2018 Winner of the Ned Kelly Awards for Best Crime Fiction As one for whom certain story lines and characters have become as real as life itself, Crossing the Lines was a pure delight, a swift yet psychologically complex read, cleverly conceived and brilliantly executed. -Dean Koontz, New York Times bestselling author Sulari Gentill, author of the 1930s Rowland Sinclair Mysteries, jumps to the post-modern in Crossing the Lines. A successful writer, Madeleine, creates a character, Edward, and begins to imagine his life. He, too, is an author. Edward is in love with a woman, Willow, who's married to a man Edward loathes, and who loathes him, but he and Willow stay close friends. She's an artist. As Madeleine develops the plot, Edward attends a gallery show where a scummy critic is flung down a flight of fire stairs...murdered. Madeleine, still stressed from her miscarriages and grieving her inability to have a child, grows more and more enamored of Edward, spending more and more time with him and the progress of the investigation and less with her physician husband, Hugh, who in turn may be developing secrets of his own. As Madeline engages more with Edward, he begins to engage back. A crisis comes when Madeleine chooses the killer in Edward's story and Hugh begins to question her immersion in her novel. Yet Crossing the Lines is not about collecting clues and solving crimes. Rather it's about the process of creation, a gradual undermining of the authority of the author as the act of writing spirals away and merges with the story being told, a self-referring narrative crossing over boundaries leaving in question who to trust, and who and what is true. For fans of Paul Auster, Jesse Kellerman, Vera Caspary's Laura, Martin Amis, Haruki Murakami, Marisha Pessl |
doki doki literature club character: The Bruising of Qilwa Naseem Jamnia, 2022-08-09 I loved this gorgeous book about blood magic, chosen family and refugees in a hostile city. Naseem Jamnia has created a rich, complex world. --Charlie Jane Anders, author of All the Birds in the Sky A superb introduction to Jamnia's nuanced and evocative Persian-inspired fantasy. --David Anthony Durham, author of the Acacia Trilogy In this intricately layered debut fantasy, a nonbinary refugee practitioner of blood magic discovers a strange disease causing political rifts in their new homeland. Persian-American author Naseem Jamnia has crafted a gripping narrative with a moving, nuanced exploration of immigration, gender, healing, and family. Powerful and fascinating, The Bruising of Qilwa is the newest arrival in the era of fantasy classics such as the Broken Earth Trilogy, The Four Profound Weaves, and Who Fears Death. Firuz-e Jafari is fortunate enough to have immigrated to the Free Democratic City-State of Qilwa, fleeing the slaughter of other traditional Sassanian blood magic practitioners in their homeland. Despite the status of refugees in their new home, Firuz has a good job at a free healing clinic in Qilwa, working with Kofi, a kindly new employer, and mentoring Afsoneh, a troubled orphan refugee with powerful magic. But Firuz and Kofi have discovered a terrible new disease which leaves mysterious bruises on its victims. The illness is spreading quickly through Qilwa, and there are dangerous accusations of ineptly performed blood magic. In order to survive, Firuz must break a deadly cycle of prejudice, untangle sociopolitical constraints, and find a fresh start for their both their blood and found family. |
doki doki literature club character: Fictional Practices of Spirituality I Leonardo Marcato, Felix Schniz, 2023-11-30 »Fictional Practices of Spirituality« provides critical insight into the implementation of belief, mysticism, religion, and spirituality into worlds of fiction, be it interactive or non-interactive. This first volume focuses on interactive, virtual worlds - may that be the digital realms of video games and VR applications or the imaginary spaces of life action role-playing and soul-searching practices. It features analyses of spirituality as gameplay facilitator, sacred spaces and architecture in video game geography, religion in video games and spiritual acts and their dramaturgic function in video games, tabletop, or LARP, among other topics. The contributors offer a first-time ever comprehensive overview of play-rites as spiritual incentives and playful spirituality in various medial incarnations. |
doki doki literature club character: Loving Monika J. Mitchell, 2018-11-27 'Loving Monika' is a creative non-fiction experiment by twenty-two-year-old author Josh Mitchell. . His debut novella follows a young man's life after leaving University, trying to find love and himself. |
doki doki literature club character: Encyclopedia of Video Games [3 volumes] Mark J. P. Wolf, 2021-05-24 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. |
doki doki literature club character: The New Fiction Technologies Shawn Edrei, 2021-10-28 The Internet has fundamentally altered our perceptions of narrative and its core components, including authorship, setting, characterization, reader reception and more. With new trends, tropes and conventions emerging at the speed of cyberspace, digital media like web comics, video games and fan fiction have become laboratories for experimentation on the boundaries of contemporary storytelling. While web comics, video games and fan fiction have received much scholarly study, this book focuses on the common ground they share, and how their processes, motivations and evolution may be more similar than we think. These media are all regarded as unique genres of digital fiction, and this book aims to bridge the gap between them. Understanding these phenomena as expressions of the same principles could be crucial to understanding the future of narrative storytelling. |
doki doki literature club character: World of Darkness Ed Hall, Matthew McFarland, 2002-06 This Thing of Ours Like the supernatural denizens of the World of Darkness RM, the men of respect are damned in their own unique way. Beholden to tradition, threatened by ethics and forced by their nature to remain outside the society that sustains him, the modern mobster is every bit as compelling a character as the most monstrous creature of the night. La Cosa Nostra Gangster stories are a popular genre and fit perfectly within the World of Darkness. This stylized look at Italian organized crime families allows players to portray members of the gangs and also presents many hooks for Storytellers to introduce these elements into an existing chronicle. The first in 2002's Year of the Damned TM series. |
doki doki literature club character: Trauma in American Popular Culture and Cult Texts, 1980-2020 Sean Travers, 2022-10-13 This book examines trauma in late twentieth- and twenty-first century American popular culture. Trauma has become a central paradigm for reading contemporary American culture. Since the early 1980s, an extensive range of genres increasingly feature traumatised protagonists and traumatic events. From traumatised superheroes in Hollywood blockbusters to apocalyptic-themed television series, trauma narratives abound. Although trauma is predominantly associated with high culture, this project shows how popular culture has become the most productive and innovative area of trauma representation in America. Examining film, television, animation, video games and cult texts, this book develops a series of original paradigms through which to understand trauma in popular culture. These include: popular trauma texts’ engagement with postmodern perspectives, formal techniques termed ‘competitive narration’, ‘polynarration’ and ‘sceptical scriptotherapy’, and perpetrator trauma in metafictional games. |
doki doki literature club character: Learn to Draw Cursed Princess Club LambCat, WEBTOON Entertainment, Walter Foster Creative Team, 2024-07-09 In Learn to Draw Cursed Princess Club, get the inside scoop on the characters and master the art of drawing your favorite princess or prince from this popular series. |
doki doki literature club character: Player vs. Monster Jaroslav Svelch, 2023-02-07 A study of the gruesome game characters we love to beat—and what they tell us about ourselves. Since the early days of video games, monsters have played pivotal roles as dangers to be avoided, level bosses to be defeated, or targets to be destroyed for extra points. But why is the figure of the monster so important in gaming, and how have video games come to shape our culture’s conceptions of monstrosity? To answer these questions, Player vs. Monster explores the past half-century of monsters in games, from the dragons of early tabletop role-playing games and the pixelated aliens of Space Invaders to the malformed mutants of The Last of Us and the bizarre beasts of Bloodborne, and reveals the common threads among them. Covering examples from aliens to zombies, Jaroslav Švelch explores the art of monster design and traces its influences from mythology, visual arts, popular culture, and tabletop role-playing games. At the same time, he shows that video games follow the Cold War–era notion of clearly defined, calculable enemies, portraying monsters as figures that are irredeemably evil yet invariably vulnerable to defeat. He explains the appeal of such simplistic video game monsters, but also explores how the medium could evolve to present more nuanced depictions of monstrosity. |
doki doki literature club character: Adventure Games Aaron A. Reed, John Murray, Anastasia Salter, 2020-02-20 The genre of adventure games is frequently overlooked. Lacking the constantly-evolving graphics and graphic violence of their counterparts in first-person and third-person shooters or role-playing games, they are often marketed to and beloved by players outside of mainstream game communities. While often forgotten by both the industry and academia, adventure games have had (and continue to have) a surprisingly wide influence on contemporary games, in categories including walking simulators, hidden object games, visual novels, and bestselling titles from companies like Telltale and Campo Santo. In this examination of heirs to the genre's legacy, the authors examine the genre from multiple perspectives, connecting technical analysis with critical commentary and social context. This will be the first book to consider this important genre from a comprehensive and transdisciplinary perspective. Drawing upon methods from platform studies, software studies, media studies, and literary studies, they reveal the genre's ludic and narrative origins and patterns, where character (and the player's embodiment of a character) is essential to the experience of play and the choices within a game. A deep structural analysis of adventure games also uncovers an unsteady balance between sometimes contradictory elements of story, exploration, and puzzles: with different games and creators employing a multitude of different solutions to resolving this tension. |
doki doki literature club character: Story Mode Julialicia Case, Eric Freeze, Salvatore Pane, 2024-01-25 Against the backdrop of a hyper-competitive AAA industry and the perception that it is a world reserved for top programmers and hard-core 'gamers', Story Mode offers an accessible entry-point for all into writing and designing complex and emotionally affecting narrative video games. The first textbook to combine game design with creative writing techniques, this much-needed resource makes the skills necessary to consume and create digital and multi-modal stories attainable and fun. Appealing to the growing calls for greater inclusivity and access to this important contemporary apparatus of expression, this book offers low-cost, accessible tools and instruction that bridge the knowledge gap for creative writers, showing them how they can merge their skill-set with the fundamentals of game creation and empowering them to produce their own games which push stories beyond the page and the written word. Broken down into 4 sections to best orientate writers from any technological background to the strategies of game production, this book offers: - Contextual and introductory chapters exploring the history and variety of various game genres. - Discussions of how traditional creative writing approaches to character, plot, world-building and dialogue can be utilised in game writing. - An in-depth overview of game studies concepts such as game construction, interactivity, audience engagement, empathy, real-world change and representation that orientate writers to approach games from the perspective of a designer. - A whole section on the practical elements of work-shopping, tools, collaborative writing as well as extended exercises guiding readers through long-term, collaborative, game-centred projects using suites and tools like Twine, Audacity, Bitsy, and GameMaker. Featuring detailed craft lessons, hands-on exercises and case studies, this is the ultimate guide for creative writers wanting to diversify into writing for interactive, digital and contemporary modes of storytelling. Designed not to lay out a roadmap to a successful career in the games industry but to empower writers to experiment in a medium previously regarded as exclusive, this book demystifies the process behind creating video games, orienting readers to a wide range of new possible forms and inspiring them to challenge mainstream notions of what video games can be and become. |
doki doki literature club character: The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom Richard Colby, Matthew S.S. Johnson, Rebekah Shultz Colby, 2021-01-27 This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars. |
doki doki literature club character: Life is Strange Emma Vieceli, 2019 On the shore of an unfamiliar reality, Max has landed in a world too good to be true. Rachel, the girl who suffered a terrible fate in Max's reality, is alive and well, and with Chloe. Both of them are starting a new life to call their own in Los Angeles. Three years have passed since the events of Dust, and although Max is struggling to understand what brought her here, all is well. But then a mysterious young man, Tris, appears, with his own secrets to be uncovered... Tris keeps disappearing and reappearing in the oddest of places. Could he be an echo from a different timeline, or is this something new?--Provided by publisher. |
doki doki literature club character: Games and Narrative: Theory and Practice Barbaros Bostan, 2021-12-07 This book provides an introduction and overview of the rapidly evolving topic of game narratives, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings that illustrate the nature of it. The first section deals with narrative design and theory, the second section includes social and cultural studies on game narrative, the third section focuses on new technologies and approaches for the topic, the fourth section presents practices and case studies, and the final section provides industry cases from professionals. |
Doki (TV series) - Wikipedia
Doki (voiced by Griffin Hook in seasons 1–2 and William Romain in season 3) is an inquisitive 6-year-old dalmatian dog, whose love of adventure makes very crazy situations absolutely no …
Doki Doki Literature Club!
Now that you're a club member, you can help me make that dream come true in this cute game! Every day is full of chit-chat and fun activities with all of my adorable and unique club …
Doki Doki Literature Club! on Steam
Welcome to the Literature Club! It's always been a dream of mine to make something special out of the things I love. Now that you're a club member, you can help me make that dream come …
Doki - The Complete Series (HD) - Archive.org
Apr 15, 2013 · Here is every episode of the "Doki" TV series program in HD! This was made to archive everything from this wonderful show.
Doki (character) | Dokipedia in English | Fandom
Doki is a six-year old dog. He is the main protagonist in the show of the same name who is based off the mascot of Discovery Kids Latin America, and is one of the six protagonists as well as …
Doki (TV Series 2009–2019) - IMDb
Doki: Created by Susan Hart, John Hardman. With Katie Grant, Sarah Sheppard, Lucas Kalechstein, Tara Emo. Doki and his friends explore the world and learn how things work.
Doki TV Series - YouTube
Welcome to the Doki channel on YouTube! Where you can watch all of your favourite episodes of Doki! A curious, optimistic dog, Doki is always ready for adventure.
Doki Doki Literature Club! by Team Salvato - Itch.io
Now that you're a club member, you can help me make that dream come true in this cute game! Every day is full of chit-chat and fun activities with all of my adorable and unique club …
Doki Doki Literature Club! - Wikipedia
Doki Doki Literature Club! received positive critical attention for its successful use of horror elements and unconventional nature within the visual novel genre. The game also inspired …
Doki Doki Literature Club Plus!
Doki Doki Literature Club Plus! (abbreviated as DDLC Plus or DDLC+ ) is a paid expansion of Doki Doki Literature Club! co-developed by Team Salvato and Serenity Forge , the latter also …
Doki (TV series) - Wikipedia
Doki (voiced by Griffin Hook in seasons 1–2 and William Romain in season 3) is an inquisitive 6-year-old dalmatian dog, whose love of adventure makes very crazy situations absolutely no problem …
Doki Doki Literature Club!
Now that you're a club member, you can help me make that dream come true in this cute game! Every day is full of chit-chat and fun activities with all of my adorable and unique club members: …
Doki Doki Literature Club! on Steam
Welcome to the Literature Club! It's always been a dream of mine to make something special out of the things I love. Now that you're a club member, you can help me make that dream come true in …
Doki - The Complete Series (HD) - Archive.org
Apr 15, 2013 · Here is every episode of the "Doki" TV series program in HD! This was made to archive everything from this wonderful show.
Doki (character) | Dokipedia in English | Fandom
Doki is a six-year old dog. He is the main protagonist in the show of the same name who is based off the mascot of Discovery Kids Latin America, and is one of the six protagonists as well as the main …
Doki (TV Series 2009–2019) - IMDb
Doki: Created by Susan Hart, John Hardman. With Katie Grant, Sarah Sheppard, Lucas Kalechstein, Tara Emo. Doki and his friends explore the world and learn how things work.
Doki TV Series - YouTube
Welcome to the Doki channel on YouTube! Where you can watch all of your favourite episodes of Doki! A curious, optimistic dog, Doki is always ready for adventure.
Doki Doki Literature Club! by Team Salvato - Itch.io
Now that you're a club member, you can help me make that dream come true in this cute game! Every day is full of chit-chat and fun activities with all of my adorable and unique club members: …
Doki Doki Literature Club! - Wikipedia
Doki Doki Literature Club! received positive critical attention for its successful use of horror elements and unconventional nature within the visual novel genre. The game also inspired …
Doki Doki Literature Club Plus!
Doki Doki Literature Club Plus! (abbreviated as DDLC Plus or DDLC+ ) is a paid expansion of Doki Doki Literature Club! co-developed by Team Salvato and Serenity Forge , the latter also served …