Jack London has a way of really pulling your mind into the picture. ( Or putting pictures/stories inside your head)
If you're looking for a book to take your mind of things, or want to live a vicarious experience, I can think of no better book than this one.
This is one of Jack Londons stellar achievements. The ending will surprise you.
An awesome book, that you'll have trouble putting down, until you're finished.
London got the science of genetics wrong as he tried to explain how the narrator could have such memories, but he seems to have gotten one thing right. Modern paleo-anthropology posits that for most of prehistory, the earth contained several coexisting species of hominids. London peoples his world with three hominid species. His description of the interaction between these species probably gives an accurate depiction of ancient man's inter-species interaction.
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i aelso fink flash iz fuhn + awsum x 9
<3 (osupsons)
- mucks
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The authors do a fine job of discussing the many questions raised in our minds about forgiveness, and they look at the whole of Scripture to find answers. Unlike some books based more on pop psychology, this book is true to the Word. God's way is a lot more freeing than the "pretend you've forgiven when you haven't in the name of love" approach often advocated today. The best book I've found on forgiveness.
As a pastor of 22 years, I have preached and counseled these principles. Guilty consciences have been relieved and offenders have truly repented and became willing to re-establish credibility. American evangelicalism needs this book! A must for anyone who ministers to people--including dedicated laymen.
Every pastor and church leader should read this book. I have not met a pastor yet who teaches the things Jay Adams reveals in this book. True forgiveness is powerful and must not be given lightly. Few people understand this. True forgiveness does bring healing, but few people understand how to get or give true forgiveness. This is a MUST read book for every Christian, even if you have read every book available on this topic. If you want justice and true reconciliation but have been told you are unloving and unforgiving, read this book. I finally have peace knowing that I do not stand alone in my beliefs about godly forgiveness.
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We learn that while it would have been easier to capitulate, Harvey refused to accept that alternative, and the resulting court battles are described with passion and insight.
Read this book. You will be by turns outraged and inspired. Phil Harvey has done us all a service with this fascinating story of right vs might.
Anyone who is looking for a compelling tale with heroes and villains, a superb overview of First Amendment issues and/or just a great and easy read should read this book. Anyone who thinks the freedom we enjoy is precious should read this immediately and then send a Thank You to Phil Harvey.
This is not some passive academic examination. Instead it is the first hand account of an entrepreneur whose livelihood, beliefs and very right to freedom are challenged by an attempted modern day witch burning.
All the read of a super thriller. Plus the reality of the governments ability to unleash their unlimited resources and threats of long prison sentences with the scantiest evidence. Few of us have the spiritual, physical, fiscal, emotional or intellectual stamina to stand up for what is right under those conditions. Harvey did it and won...making him an unlikely American folk hero.
An extraordinary insight into the possible American landscape when we surrender our liberty to self-appointed/government appointed (and anointed) arbiters of the public taste.
Intriguing, insightful, and imperative!
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For instance, the back cover of the book On Game Design posits: "How do you turn a great idea into a game design? What makes one design better than another? Why does a good design document matter, and how do you write one? This book answers these questions and stimulates your creativity?"
It is important to note that the book does not limit itself to console video games or computer games. The essence of the rules discussed in this book are those of creating any type of game. Right away that should tell you whether or not you're going to find the book useful. Are you looking for a book that tells you, in general and abstract terms, what concepts are involved with creating a game, or are you looking for a book that actually works examples of concepts?
While this book does a good job of providing many checklists for consideration, advice for certain conditions, and a dictionary of possible ways to view game design, the writers do not follow through. There are few solid examples of checklist scenarios or of worked-through versions of a game scenario which a game designer would find helpful. Without a practical means to an end, there is little purpose in reading these examples except for reassurance that you're facing the same problem that other people have faced. There are many psychology texts available for that situation already.
If you're used to reading programming books, like I am, you're probably aware that they follow a standard format: Propose a problem, choose a method of solution, work through several to many versions of the solution, solve the problem. With only a proposal, it is rather unhelpful to not see why one solution is better than another when it comes to game design. For that matter, as you might have guessed, the level of abstraction to design presented in this book leaves no space for any code examples.
While the advice given in certain situations might be helpful to someone who knows nothing about game design, it is highly likely that whoever reads this book will have little need of it since the advice is so much common sense that a gamer of several years would already be aware of much of this. It's like a senior in college having to take freshman seminar.
But, aside from this little discussion of fault, there is much to be savored in this book. Don't let this review scare you off! Get a copy of the book. Read it. Keep it as a reference for when you might need a more formalized way of presenting a problem you face in game design.
And as I'm sure you know, once you've found a way to state a problem, you're almost ready to find a way to solve it.
It reads well and is quite comprehensive, and the fact that the authors are clearly familiar with many recent games, and use them as examples, makes the book stronger.
I'd suggest someone interested in this career get this book, along with Eddie Dombrower's "Art of Interactive Entertainment Design" as two good choices to understand the issues and processes involved in putting out games.
I highly recommend both books, and I suggest reading this latest book, co-authored by Ernest Adams, first, and then follow-up with the larger, more advanced book co-authored by Dave Morris. Together, they provide a comprehensive guide to making fun, successful games.
Scott Miller, CEO
3D Realms
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I have studied and admired Ansel Adams' photography for many years: his mastery of composition and virtuosity in the darkroom are unrivaled. His books on photographic and darkroom technique are well read and have a prominent place in my technical library. I did not know anything about Ansel Adams the man.
Mary Street Alinder was Adams' assistant during the final years of his life, becoming a close confidant and co-authoring his autobiography and later collecting and publishing his letters. In that unique position she had access to almost 70 years of correspondence, tens of thousands unprinted negatives, and more important of all close access to Ansel and his family.
The image of Adams that develops through the pages of the book is a difficult one to interpret. His friendships with other photographers, naturalists, and numerous female assistants were deep and life long (though in the case of the latter never intimate). His relationship to his family was a different matter, and this is where the difficulty lies: Ansel was first and foremost dedicated to, if not obsessed by, his art, at the expense of his wife and children. In this he comes through as less than likable. But it also becomes clear that inside Ansel was always a child, excited by all around him and exuberant with life and a single self-centered focus towards doing what he could for the places he loved.
Alinder's writing is clear and concise. The organization of the book is not strictly chronological. Instead each chapter documents specific events, people, places, or photographs. This can be disconcerting at first, but it is an effective approach that leads to a more interesting read. Chapter 13, "Moonrise," is especially fascinating. It is Alinder's favorite picture, and she was fortunate enough to be in the darkroom with him as he made a print from the original negative. The description of Ansel's process is musical.
Alinder is not an apologist for Ansel's personality flaws: she presents him honestly, though not critically. The book is rife with citations: there are over 60 pages of notes supporting the story.
If you want insight into Ansel Adams the Photographer, the Naturalist, and most importantly, the Man, then I highly recommend this book.
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You can do much better simply by using the materials available from the online providers (LEXIS and WL).
If you're looking for a book on computer assisted legal research, there are several good ones available on this site. Basic legal research books are also a great place to start. Additionally, the ABA publishes some great books on the subject (and they are available on this site) That said, I'd suggest staying away from any and all CALR books with cute names like this one. If anything, the cute names should be a warning sign...don't go there!
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I am used to a body within the first few pages, and letting Hercule Poirot deduce things from there until the solution is provided. However, there are no bodies until 80 pages into the book, and most of the discussion includes things that Dalgliesh brings out later with witnesses anyway, making them redundant.
Also confusing was James's apparent escape from reality with character names. Some are completely absurd, like the characters names "Makepeace" and "Gotobed." Combining words into names detracts from the proposed seriousness of the situation.
This book is much heavier than a true murder mystery, and the decision comes down to this: whether you want a true murder mystery, where you follow facts and psychology in the attempt to deduce the murderer, or whether you want a deeper novel -- a P.D. James novel -- where, along with the murder, time is spent reflecting on life and the world in a more philosophical fashion.
Dr. Lorrimer is a forensic scientist employed at a police laboratory, well respected by the scientific community and a bastion of authority in the witness box. Unfortunately, he is also a singularly unpleasant man: bitter at being passed over for promotion, petty in his dealings with underlings, vindictive in his personal relationships. So it is hardly surprising when he is murdered--but the circumstances are something of a shock: he is clubbed to death in the middle of his own laboratory, a situation that seems to indicate one or more of his co-workers is involved. And Chief Inspector Dalgliesh has an abundance of suspects from which to select.
James' detective Dalgliesh is a rather dour creation, and in some James novels he can become a tiresome companion--but here James balances his darkness against the demands of the overall novel to considerable effect. The result is a stylish, atmospheric work with an intelligent plot and a satisfying conclusion--a book to keep mystery fans sitting up all night. Recommended.