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Artikel EVERYTHING IS PERMITTED ON ASSASSINS CREED SC (NOVEL) hinzugefügt
EVERYTHING IS PERMITTED ON ASSASSINS CREED SC (NOVEL)

EVERYTHING IS PERMITTED ON ASSASSINS CREED SC (NOVEL)

24,70€
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Verlag:
UNIVERSITY OF MINNESOTA PRESS
Künstler:
Kunzelman, Cameron
Erscheinungsdatum:
06.11.2025
Beschreibung:
Released in fall 2007, Assassin's Creed transformed video gaming. Across more than a dozen franchise entries, players engage with the eternal conflict between the Order of Assassins and the nefarious Templar Order, carrying out missions in a series of painstakingly rendered historical settings. Everything is Permitted is an analysis of the development, evolution, gameplay, and world-building of this sprawling and distinctive franchise. Cameron Kunzelman examines key themes and concepts that connect the games in the series. Combining close readings of the games themselves with discussion of the broader landscape of video game franchises since its initial release, he uncovers what it means for a game to be part of the Assassin's Creed franchise. Diving into the real-world histories and ideas that the game designers used for inspiration, Kunzelman argues that the virtual conflicts between the franchise's opposing sides offer intriguing insights into actual reality, from ethical dilemmas to the roles of freedom and fate. As the Assassins say, 'Nothing is true, everything is permitted.'
Released in fall 2007, Assassin's Creed transformed video gaming. Across more than a dozen franchise entries, players engage with the eternal conflict between the Order of Assassins and the nefarious Templar Order, carrying out missions in a series of painstakingly rendered historical settings. Everything is Permitted is an analysis of the development, evolution, gameplay, and world-building of this sprawling and distinctive franchise. Cameron Kunzelman examines key themes and concepts that connect the games in the series. Combining close readings of the games themselves with discussion of the broader landscape of video game franchises since its initial release, he uncovers what it means for a game to be part of the Assassin's Creed franchise. Diving into the real-world histories and ideas that the game designers used for inspiration, Kunzelman argues that the virtual conflicts between the franchise's opposing sides offer intriguing insights into actual reality, from ethical dilemmas to the roles of freedom and fate. As the Assassins say, 'Nothing is true, everything is permitted.'
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