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Considered to be one of the finest games in the history of interactive entertainment, "BioShock" features fascinating characters, intelligent enemies, and complex moral choices. For the first time, this amazingly complex and frightening world is explored in novel form.
8 of the stories are set in this world, and the other 8 are in the supernatural world...
CLASSIFIED: APPARENT SUPERNATURAL Subject: Gabriel Bleak. Status: Civilian. Paranormal skills: Powerful. Able to manipulate AS energies and communicate with UBEs (e.g. "ghosts" and other entities). Psychological profile: Extremely independent, potentially dangerous. Caution is urged.... As far as Gabriel Bleak is concerned, talking to the dead is just another way of making a living. It gives him the competitive edge to survive as a bounty hunter, or "skip tracer," in the psychic minefield known as New York City. Unfortunately, his gift also makes him a prime target. A top-secret division of Homeland Security has been monitoring the recent emergence of human supernaturals, with Gabriel Bleak being the strongest on record. If they control Gabriel, they'll gain access to the Hidden -- the entity-based energy field that connects all life on Earth. But Gabriel's got other ideas. With a growing underground movement called the Shadow Community -- and an uneasy alliance of spirits, elementals, and other beings -- Gabriel's about to face the greatest demonic uprising since the Dark Ages. But this time, history is not going to repeat itself. This time, the future is Bleak. Gabriel Bleak.
Everyone already knows that. But the General of an army of Psycho Soldiers takes on this planetary hell headfirst, planning to enslave all of the Borderlands. And that General . . . is a Goddess. The General Goddess, Gynella, is a cunning maniac who uses the dark science of the vile Dr. Vialle to control a growing army of bandits and malcontents. Only four people stand in Gynella's way. Roland. Mordecai. Brick. And . . . Daphne. Daphne?! Better known as Kuller the Killer, she was once the galaxy's most effective assassin for organized crime--until her forced retirement on this abandoned wasteland of a world. Roland is one of the toughest fighters in the Borderlands, and Mordecai is the best shot in four solar systems--all the two really want is to get to the Crystalisks, harvest some Eridium, get rich, and leave the planet for the nearest intergalactic party. But there are nightmarish creatures to deal with: Varkids and Skags and Threshers. Worse, Gynella is still in their way. Brick--a pile of walking muscle who lives to smash his enemies, could be their ally or their enemy . . . but you'd definitely rather have him on your side. As for Daphne Kuller? Don't make her mad. Just . . . don't. If you want to hear about the whole thing, take a ride on the bus to Fyrestone with Marcus. Because Marcus has a tale to tell you . . . an untold story of the Borderlands.
WHAT KIND OF MAN MAKES A LIVING IN HELL? His name's Roland. Soldier class, a former mercenary, he's on a full-time mission to scrape a living out of the most dangerous planet in the galaxy. Is he qualified? He's well armed, he's ruthless, and he's tougher than skag hide. And, oh yeah--he's strapped with some of the most exotic weaponry this side of the Vault, not to mention possessing fists like chunks of steel. Zac Finn and his wife and young son had better get on the right side of Roland, because a stopover in orbit has turned into a nightmarish fall to the unforgiving landscape of the Borderlands. Zac hopes to find a strange new alien treasure in the Borderlands to turn his down-spiraling life around. But his wife, Marla, and his son, Cal, just want to survive, and reunite, because catastrophe has left them separated by hundreds of klicks. Their chances aren't good . . . and Roland is all that stands between them and the planet's kill-crazed Psychos and murderous bandits--not to mention the grotesque primals, giant wyrm squids, insane tunnel rats, voracious skags, brutal bruisers, and ruthless mercs. . . . An original novel set in the universe of the Rated M for Mature video game created by Gearbox Software and published by 2K Games.
The Borderlands cannot be conquered! Mordecai and Daphne have gotten themselves in a tough spot near the highly dangerous town of Gunsight, one of the most remote outposts on the planet Pandora, out in the boonies of the boonies of the Borderlands. Daphne has been taken prisoner by Jasper, a local warlord who controls the area around Gunsight... except for that other settlement, the former mining town Tumessa. There's some kind of big secret operation going on in Tumessa--another warlord, a particularly mutated Psycho named Reamus, is somehow making money. And he's been relentlessly raiding Gunsight and kidnapping Jasper's people. Jasper may be scum, but he needs those people for raids on other towns, so it all has to balance out. Mordecai needs to negotiate for Daphne's release, but now the only way he'll ever see her alive again is to kill his way into Tumessa, find out what's going on there, and report back to Jasper--only then will Mordecai get a paycheck and the girl. Mordecai doesn't want the job, but he is pretty devoted to Daphne... and somehow, he just might be able to turn this entire mess to his advantage...
In a secret government lab somewhere in Nevada, a young scientist cowers in darkness--waiting, listening, and calculating his chances of surviving the unspeakable carnage that has left him trapped and alone. Or almost alone. Soon after, a covert military operation "cleanses" all traces of a top-secret project gone horrifically wrong. Three years later, it begins again--when the quiet of a warm autumn night in a sleepy California town is shattered by a streak of light across the sky, the thunder of impact, and the unleashing of something insidious. Spreading, multiplying, and transforming everything in its path, this diabolical intelligence will not be denied until the townsfolk--and eventually, all living things--are conquered. Until they are all crawling...
Writers from Clive Barker to Bruce Sterling and Roger Zelazny have praised John Shirley's searing, apocalyptic visions of postmodern hell on earth. Now this perversely brilliant author, one of the seminal representatives on the cyberpunk movement, unleashes his newest masterpiece. DEMONS. In a future uncomfortably close to the present day, the apocalypse has surpassed all expectations. Hideous demons roam the streets in an orgy of terror, drawing pleasure from torturing humans as sadistically as possible. Divided into seven clans, these grisly invaders--gnashing, writhing, bloodthirsty monsters--seem horrifically to be long in our world. Ira, a young San Francisco artist, becomes involved with a strange group of scientists and philosophers desperately trying to end the bloody siege. Yet through it all, Ira continues to paint-for in his canvasses lie crucial clues to the demons' origins. Yet the demons draw their strength from an all-too-familiar evil--a deadly malevolence supported by some of the greatest powers on earth, concealed beneath the trappings of status, success, and abused power. Ira and his allies--including a compelling young seeress--come to believe these demons didn't just appear. They were summoned. But the most shocking revelation is yet to come . . . EXCLUSIVE TO THIS EDITION: The original novella Demons was published as an acclaimed, limited edition hardcover which Publishers Weekly called a "mini-masterpiece. " Now the terror continues, as the sequel story, "Undercurrents," takes the reader on a macabre journey into the center of the conspiracy that may lay waste to the Earth.
Far in the future...an urgent distress signal is received from a classified Union Aerospace Corporation research facility based on Olduvai, Mars -- and is suddenly silenced. Assigned to either contain or quarantine the mysterious threat, a crack strike team comprised of the most hard-bitten marines around believes that this will be another routine seek-and-destroy mission. But they will soon come face-to-face with the hellish nightmares that the researchers' unorthodox experiments have unleashed on Olduvai -- a place where doom is waiting....
From award-winning author John Shirley comes an inventive whodunit featuring the master of mysteries, Sir Arthur Conan Doyle.When Nicholas Fogg, an unsuccessful private investigator, dies on the job, he learns that the afterlife is not what he expected. Disappointed--but not too surprised--to find himself in the very dead town of Garden Rest, he befriends the famous Arthur Conan Doyle to crack a case from beyond the grave and solve the ultimate riddle: Is it possible to be murdered if you are already dead?
THE FIRST ORIGINAL NOVEL TO TIE-IN WITH THE HIT US SHOW, INSPIRED BY THE GRIMM BROTHERS' CLASSIC FAIRY TALES! Back in the 19th century a Wesen and a Grimm fight to the death. The Grimm wins, but the Wesen's son escapes and vows revenge. In the present day, Captain Renard sends Nick and Hank to investigate an international crime cartel named Le Touche Givre (The Icy Touch). They discover this deadly gang is run by Wesen, and is involved in various illegal activities, including forced prostitution and drug pushing. As they close in on the gang, Nick begins to realise that their charismatic and dangerous leader is just as intent on tracking him down...
A dramatic and literate introduction to one of the twentieth century's most influential and intriguing spiritual teachers. Born in the shifting border between Turkey and Russia in 1866, G. I. Gurdjieff is a man who would continually straddle borders-between East and West, between man and something higher than man, between the ancient teachings of esoteric schools and the modern application of those ideas in contemporary life. In many respects-from the concept of group meetings to the mysterious workings of the enneagram to his critique of humanity as existing in a state of sleep-Gurdjieff pioneered the culture of spiritual search that has taken root in the West today. While many of Gurdjieff's students-including Frank Lloyd Wright, Katharine Mansfield, and P. D. Ouspensky-are well known, few understand this figure possessed of complex writings and sometimes confounding methods. In Gurdjieff: An Introduction to His Life and Ideas, the acclaimed novelist John Shirley-one of the founders of the cyberpunk genre-presents a lively, reliable explanation of how to approach the sage and his ideas. In accessible, dramatic prose Shirley retells that which we know of Gurdjieff's life; he surveys the teacher's methods and the lives of his key students; and he helps readers to enter the unparalleled originality of this remarkable teacher.
Humanity has been forced to the brink of extinction. Even as we take our first steps into space, civil strife, the enigmatic legacy of an ancient civilization, and a fanatical covenant of alien races each threaten to destroy us. All eyes turn to the Spartan super-soldiers to save us, and in particular to their symbol and leader, Master Chief John-117.Once a legendary instrument of death, he has now become an unlikely symbol of hope.If we can emerge from the chaos of war and reclaim the ancient mantle of stewardship over a troubled galaxy, we may find the secret to our ultimate evolution.
The New York Times bestselling series based on the blockbuster Xbox® games!Centuries before the Human-Covenant War would rage across the galaxy, a similar conflict erupted between the Prophets and the Elites--two alien races at odds over the sacred artifacts left by the powerful Forerunners, who disappeared eons ago. Although they would eventually form a stable alliance called the Covenant, there are those on both sides who question this fateful union. From an Elite splinter group rebelling against the Covenant during the time of its founding...to a brave Prophet caught in the machinations of the new leadership...to the root of the betrayal that would ultimately shatter the Covenant many years later, this is the untold chapter of the most unexpected heroes emerging from a realm filled with shocking treachery and ceaseless wonder.Copyright © 2014 by Microsoft Corporation. All Rights Reserved. Microsoft, Halo, the Halo logo, Xbox, and the Xbox logo are trademarks of the Microsoft group of companies.
In this collection of darkly funny, disquieting stories, John Shirley brings his substantial talent to bear on human morality through the absurd, violent blunderings of his characters. In Extremis features more than twenty of Shirley's most intense stories, including two never-before-published pieces that are sure to roil the genre's most hardened readers.
Do you ever feel you'd like to reboot the world?Do you ever think that the human world is hopelessly out of balance, blighted, off track, and the only hope is some kind of apocalypse, some sort of "Judgment Day with justice" that would allow the human race to start over--without, ah, certain people?You know you don't want--and can't believe in--the usual Judgment Days that are predicted and ballyhooed by hysterical, superstitious people.But when you look around at the world as it stands you see Darfur, you see Somalia and the Congo, you see the modern slavery of indentured servitude, you see children sold into prostitution, you see millions starving, you see mindless wars, you see people you care about dying of Alzheimer's and children dying of cancer and millions of others trapped in schizophrenia or living lives of media-hypnotized desperation...And you know that it's only going to get worse. This can't go on; something has to change.What if you could change it? What if you could design your own Judgment Day? Not a Judgment Day based on childish interpretations of religion, on bias and cultural narrowness...What if you could design a Judgment Day, for the whole world--one that offers real Justice?What would it be like?In John Shirley's novel, THE OTHER END, a wave of light shatters the world's assumptions; human behavior takes a sudden unexpected turn. Swift, a newspaper reporter, has to find his missing daughter in a panicking world even as something from Every Where makes millions of people suddenly look inward. And looking inward, strangely, takes them outward again...And then come the Adjustors. Who are they? Where exactly are they from? They say they're not angels, or aliens...Then who are they?The usual End Timers offer one End of the World as We Know It...John Shirley's courageous, genuinely risky new novel offers the other end. The other end of the ideological spectrum; the other end of the world.Does it involve...aliens? No.Does it involve God? Not really--but then, it depends on your definition.John Shirley, the award-winning author of DEMONS, IN DARKNESS WAITING, CELLARS, A SPLENDID CHAOS, ECLIPSE, BLACK BUTTERFLIES, and so much more gives us a totally unexpected Judgment Day. Something is coming, to near-future Earth--to the whole world.Something is coming that will finally give the human race the chance it never had before...to bring it to THE OTHER END.
Resident Evil: Retribution in will be released in 3D on September 14, 2012. It is the fifth installment in the massively successful Resident Evil film series, based on the hugely popular Capcom survival horror video game series Resident Evil. The movie stars Milla Jovovitch and Wentworth Miller and is directed by Paul W.S. Anderson. In this official novelization, Alice fights alongside a resistance movement in the continuing battle against the Umbrella Corporation and the undead.
Your favorite award-winning, critically acclaimed, and best-selling authors unite to tell stories set in the Dungeons & Dragons world, filled with desperate dragons and cruel elves, honorable demons and fickle gods, wild magic and the sharpest of steel. You don't want to miss this rarest of opportunities to get a glimpse into the D&D adventures created by some of the most brilliant fantasy writers of our age.From the Paperback edition.
WETBONES, the acclaimed and viscerally powerful work by John Shirley, is being released for the first time in a new, improvedform.*Fully revised and updated edition.*First fully-author-approved text ever released.*INCLUDES a Brand-New companion story. Never before published.Down -on-his-luck screenwriter Tom Prentice is called to the morgue to identify the body of his ex-wife Amy. She's recognizable--but her body is also 50 pounds underweight, and mutilated. Disturbed, but trying to go on with his life, Prentice pitches a cop-show to studio head Arthwright and is surprised when the exec is interested in the run-of-the-mill idea. Arthwright's real motives will emerge into hideous view, along with soul-consuming astral creatures camouflaging themselves behind greed, the seduction of Hollywood power--and pleasure. The secret of the Akishra writhes in the background...until it squirms into plain, horrific view.Meanwhile, Reverend Garner, a recovering addict who runs a ministry in Oakland, discovers that his teenage daughter Constance is missing. She has been kidnapped by Ephram Pixie, a ghoulish serial murderer with connections to the cult of the Akishra--Pixie uses psychic pressure to turn Constance into a pleasure addict of the sickest sort. And Mitch Teitelbaum, the missing brother of Tom Prentice's roommate Jeff, ends up in a hospital after deliberately and gruesomely mutilating himself...under the influence of the Akishra.Much of the action spins out from a mysterious, on-going, underground party, which goes on, apparently endlessly, at the fenced-in residence of The More Man and his Malibu film folk, legendary Hollywood Babylon-type partiers, connected with Arthwright, living fordecades as psychic vampires feeding on pleasure and the gradual destruction of the human soul. Wetbones is a streetname for victims of their former ally, Ephram Pixie--the residue of his latest sensuous atrocity with Constance, they're skinless package of freshly bloodied bones...All the storylines come devastatingly together, like wet bones lashed together, in the apocalyptic climax...A contemporary horror tale with Lovecraftian overtones, a subtle message about the horrors of addiction (which may all be inspired and directed by entities from a higher and very nasty plane of existence) and a look at the dark underside of Hollywood written by someone who knows...WETBONES is wrapped in a speed-charged action tale with enough gruesome violence and horrific action to remind readers that John Shirley was recognized from early on as one of the mainsprings of the Splatterpunk movement. The content is very graphic and not for the faint of heart, a glimpse into the abyss only to discover the abyss looking hungrily back.
Felix Rayman spends the day teaching indifferent students, pondering his theories on infinity, and daydreaming. When his dreams finally separate him from his physical body, Felix plunges headfirst into a multidimensional universe beyond the limits of space and time - the place of White Light.
Author John Shirley turns his pen to the Wild West and the legendary Wyatt Earp! Wyatt in Wichita fuses historical fact with fiction, following the adventures of the young Wyatt Earp. Following the tragic loss of his first wife in the Missouri of 1870 in his early days on the dark side of the West, Wyatt eventually makes his way to Ellsworth and Wichita, where by confronting corruption he would eventually finally find his life's work as a tough lawman. Could Wyatt Earp have known Billy the Kid when the kid was really just that? Could Wyatt have met up with Wild Bill Hickok in Deadwood? Using the sparse trails of historical evidence available to him, the lives of the famous and infamous intersect in Shirley's novel, which revolves around Wyatt's search for the murderer of an innocent young woman of Wichita. With Bat Masterson at his side, and bawdy girls about him in the smoky light of crowded saloons, Shirley explores the possible origins of the legendary figure who would forever remain synonymous with the Wild West. Stemming from a true passion and interest in one of the Wild West's most indelible characters, Wyatt in Wichita is a thrilling read and an imagined glimpse into a seldom-seen side of Wyatt Earp and the untamed frontiers of early America.
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