Friday, June 19, 2009

The Angel's Game


The Angel's Game
Book Description
From master storyteller Carlos Ruiz Zafón, author of the international phenomenon The Shadow of the Wind, comes The Angel’s Game--a dazzling new page-turner about the perilous nature of obsession, in literature and in love.

“The whole of Barcelona stretched out at my feet and I wanted to believe that, when I opened those windows, its streets would whisper stories to me, secrets I could capture on paper and narrate to whomever cared to listen...”

In an abandoned mansion at the heart of Barcelona, a young man, David Martín, makes his living by writing sensationalist novels under a pseudonym. The survivor of a troubled childhood, he has taken refuge in the world of books and spends his nights spinning baroque tales about the city’s underworld. But perhaps his dark imaginings are not as strange as they seem, for in a locked room deep within the house lie photographs and letters hinting at the mysterious death of the previous owner.

Like a slow poison, the history of the place seeps into his bones as he struggles with an impossible love. Close to despair, David receives a letter from a reclusive French editor, Andreas Corelli, who makes him the offer of a lifetime. He is to write a book unlike anything that has ever existed--a book with the power to change hearts and minds. In return, he will receive a fortune, and perhaps more. But as David begins the work, he realizes that there is a connection between his haunting book and the shadows that surround his home.

Once again, Zafón takes us into a dark, gothic universe first seen in The Shadow of the Wind and creates a breathtaking adventure of intrigue, romance, and tragedy. Through a dizzingly constructed labyrinth of secrets, the magic of books, passion, and friendship blend into a masterful story.


Carlos Ruiz Zafón on The Angel's Game

Years ago, when I began working on my fifth novel, The Shadow of the Wind, I started toying around with the idea of creating a fictional universe that would be articulated through four interconnected stories in which we would meet some of the same characters at different times in their lives, and see them from different perspectives where many plots and subplots would tie around in knots for the reader to untie. It sounds somewhat pretentious, but my idea was to add a twist to the story and provide the reader with what I hoped would be a stimulating and playful reading experience. Since these books were, in part, about the world of literature, books, reading and language, I thought it would be interesting to use the different novels to explore those themes through different angles and to add new layers to the meaning of the stories.

At first I thought this could be done in one book, but soon I realized it would make Shadow of the Wind a monster novel, and in many ways, destroy the structure I was trying to design for it. I realized I would have to write four different novels. They would be stand-alone stories that could be read in any order. I saw them as a Chinese box of stories with four doors of entry, a labyrinth of fictions that could be explored in many directions, entirely or in parts, and that could provide the reader with an additional layer of enjoyment and play. These novels would have a central axis, the idea of the Cemetery of Forgotten Books, set against the backdrop of a highly stylized, gothic and mysterious Barcelona. Since each novel was going to be complex and difficult to write, I decided to take one at a time and see how the experiment evolved on its own in an organic way.

It all sounds very complicated, but it is not. At the end of the day, these are just stories that share a universe, a tone and some central themes and characters. You don’t need to care or know about any of this stuff to enjoy them. One of the fun things about this process was it allowed me to give each book a different personality. Thus, if Shadow of the Wind is the nice, good girl in the family, The Angel’s Game would be the wicked gothic stepsister. Some readers often ask me if The Angel’s Game is a prequel or a sequel. The answer is: none of these things, and all of the above. Essentially The Angel’s Game is a new book, a stand-alone story that you can fully enjoy and understand on its own. But if you have already read The Shadow of the Wind, or you decide to read it afterwards, you’ll find new meanings and connections that I hope will enhance your experience with these characters and their adventures.

The Angel’s Game has many games inside, one of them with the reader. It is a book designed to make you step into the storytelling process and become a part of it. In other words, the wicked, gothic chick wants your blood. Beware. Maybe, without realizing, I ended up writing a monster book after all... Don’t say I didn’t warn you, courageous reader. I’ll see you on the other side. --Carlos Ruiz Zafón

(Photo © Isolde Ohlbaum)

Home Game: An Accidental Guide to Fatherhood


Home Game: An Accidental Guide to Fatherhood
A book that explores the difference between the idea of fatherhood and a man’s actual experience of it. When he became a father, Michael Lewis found himself expected to feel things that he didn’t feel, and to do things that he couldn’t see the point of doing. At first this made him feel guilty, until he realized that all around him fathers were pretending to do one thing, to feel one way, when in fact they felt and did all sorts of things, then engaged in what amounted to an extended cover-up.

Lewis decided to keep a written record of what actually happened immediately after the birth of each of his three children. This book is that record. But it is also something else: maybe the funniest, most unsparing account of ordinary daily household life ever recorded from the point of view of the man inside. The remarkable thing about this story isn’t that Lewis is so unusual. It’s that he is so typical. The only wonder is that his wife has allowed him to publish it. 3 photos.

Saturday, April 11, 2009

Favorite Game (New Canadian Library)


Favorite Game (New Canadian Library)

The Race for a New Game Machine: Creating the Chips Inside the XBox 360 and the Playstation 3


The Race for a New Game Machine: Creating the Chips Inside the XBox 360 and the Playstation 3

Friday, April 10, 2009

Shatterzone Through the Cracks: Keeping Players on Their Toes [Shatterzone-A Space Opera Roleplaying Game Campaign Supplement]


Shatterzone Through the Cracks: Keeping Players on Their Toes [Shatterzone-A Space Opera Roleplaying Game Campaign Supplement]
Through the Cracks - "It's a tense moment. Five people you thought were your friends are staring across a table at you. No one speaks while they wait for you to come up with something. If you freeze now, you'll be at their mercy. No prisoners. No second chances. You've got the hardest job in the universe... you're the gamemaster. Suddenly, you reach for the Shatterzone supplement Through the Cracks. Before anyone can speak, you say confidently, 'Okay, everyone, here's what we're gonna do...' It's good to be back in control." Through The Cracks presents you with four mini-adventures set in exciting adventuring locations, along with adventure hooks and tips to let you use these locations again and again. They're designed so that you can easily plug them into your campaign when your players wander away from your scenario.

Thursday, April 9, 2009

Forever War Game [BOX SET]


Forever War Game [BOX SET]
In the 1970s Joe Haldeman approached more than a dozen different publishers before he finally found one interested in The Forever War. The book went on to win both the Hugo and Nebula Awards, although a large chunk of the story had been cut out before it saw publication. Now Haldeman and Avon Books have released the definitive version of The Forever War, published for the first time as Haldeman originally intended. The book tells the timeless story of war, in this case a conflict between humanity and the alien Taurans. Humans first bumped heads with the Taurans when we began using collapsars to travel the stars. Although the collapsars provide nearly instantaneous travel across vast distances, the relativistic speeds associated with the process means that time passes slower for those aboard ship. For William Mandella, a physics student drafted as a soldier, that means more than 27 years will have passed between his first encounter with the Taurans and his homecoming, though he himself will have aged only a year. When Mandella finds that he can't adjust to Earth after being gone so long from home, he reenlists, only to find himself shuttled endlessly from battle to battle as the centuries pass. --Craig E. Engler

Star Wars Roleplaying Game Core Rulebook, Saga Edition


Star Wars Roleplaying Game Core Rulebook, Saga Edition
Immerse yourself in the excitement of the greatest space fantasy of all time!

This new edition of the Star Wars Roleplaying Game encapsulates all six feature films while presenting a thorough revision of the rule, making the game easier to learn while improving the overall game experience.This new edition includes new character abilities and options, a world gazetteer, statistics for key characters from all six Star Wars films and the Expanded Universe, and guidelines on how to use Star Wars miniatures and battle maps in play.