Here are 71 books that Rule of Cool fans have personally recommended if you like
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I’m a young writer who loves many genres such as mystery, romance, horror, and most notably Sci-Fi. My two greatest passions have always been writing and gaming. I’ve logged in thousands of hours across multiple platforms of gaming, specifically RPGs. My recent novel, Welcome to LEGEND, tells the story of two people finding love through their mutual obsession with video games. Right now, I’d like to introduce to you my top picks for books that are heavily inspired by the video games I love so much.
Every nerd’s dream is to one day be swept away into adventure, and in this book it actually happens for Zack Lightman. Video game mechanics are used as the basis for interstellar combat, and the main protagonist gets to use his epic skills to save the world. How can any self-respecting gamer hate that?
It’s written by the author of Ready Player One, but instead of that, I chose this because this is much more singularly inspired by gaming. You learn that video games were specifically created in order to prepare humanity for a potential threat, and the better you are at gaming the better humanity’s chances are at winning. I know I’ve had that fantasy at least dozens of times growing up. It’s epic, funny, and has great music. What’s not to love?
PRE-ORDER NOW - READY PLAYER TWO: THE HIGHLY ANTICIPATED SEQUEL TO READY PLAYER ONE _____________
It's just another day of high school for Zack Lightman. He's daydreaming through another boring math class, with just one more month to go until graduation and freedom-if he can make it that long without getting suspended again.
Then he glances out his classroom window and spots the flying saucer.
At first, Zack thinks he's going crazy.
A minute later, he's sure of it. Because the UFO he's staring at is straight out of the videogame he plays every night, a hugely popular online flight…
A moving story of love, betrayal, and the enduring power of hope in the face of darkness.
German pianist Hedda Schlagel's world collapsed when her fiancé, Fritz, vanished after being sent to an enemy alien camp in the United States during the Great War. Fifteen years later, in 1932, Hedda…
I’ve always been fascinated by science fiction and by Biblical Scripture. That may seem dichotomous to some, but not to me. I have a passion for science and for Scripture because both bring understanding about our world from the microcosm to the macrocosm. My writings are a mixture of science and mystery with a science fiction feel and a Christian perspective. I like stories that show how truth arises even from the dark, confusing, and ambiguity of life to help one discover something about God they may not have considered before, and at the same time enjoy a fun, fast-paced, and exciting journey as they read.
While not science fiction in the classical sense, it is a story of a different kind of world where virtual reality and reality blur. The main character almost lives in a virtual reality gaming program, but when he is to do something in the real world, he finds he can’t really tell the two apart and that leads to grave consequences.
From James Dashner, the author of the New York Times bestselling Maze Runner series, comes an edge-of-your seat adventure. The Eye of Minds is the first book in The Mortality Doctrine, a series set in a world of hyper advanced technology, cyberterrorists, and gaming beyond your wildest dreams ...and your worst nightmares. To catch a hacker, you need a hacker. For Michael and the other gamers, the VirtNet can make your wildest fantasies become real. And the more hacking skills you have, the more fun. Who wants to play by the rules anyway? But some rules were made for a…
Who am I to be an expert? I'm not. I know what I like and why, and I also know what I dislike. I have no idea what you like or dislike, and I don't presume to know more than anyone else. I do not have a passion for sci-fi; I have a predilection for it. I've been writing creatively all my life. Sci fi is not all I read or write either. At the end of the day, I only need to know that I've given life my best shot.
This book doesn't really need a reason to be recommended. I mean, c'mon, we've all seen The Edge of Tomorrow, and admittedly, I did not read the novel until after I saw the movie. Most Americans don't know much about, less yet come across, Japanese graphic novels unless they're already into that kind of stuff.
Regardless, reading the book after seeing the movie was a pleasant surprise. It's like reading Dreamcatcher by Stephen King after seeing the movie. The movies never do the books justice.
When the alien Gitai invade, Keiji Kiriya is just one of many raw recruits shoved into a suit of battle armour and sent out to kill. Keiji dies on the battlefield, only to find himself reborn each morning to fight and die again and again. On the 158th iteration though, he sees something different, something out of place: the female soldier known as the Bitch of War. Is the Bitch the key to Keiji's escape, or to his final death?
Coyote weather is the feral, hungry season, drought-stricken, and ready to catch fire. It’s 1967, and the American culture is violently remaking itself while the country is forcibly sending its young men to fight in a deeply unpopular war.
Jerry has stubbornly made no plans for the future because he…
I’m a young writer who loves many genres such as mystery, romance, horror, and most notably Sci-Fi. My two greatest passions have always been writing and gaming. I’ve logged in thousands of hours across multiple platforms of gaming, specifically RPGs. My recent novel, Welcome to LEGEND, tells the story of two people finding love through their mutual obsession with video games. Right now, I’d like to introduce to you my top picks for books that are heavily inspired by the video games I love so much.
Translated from Korean, Solo Leveling is the story of a world where mysterious portals have opened and lead into caves full of nightmarish creatures. To combat these “Dungeons”, humans have harnessed magic in order to awaken what are called Hunters – people who are stronger, faster, and more powerful than the average person. One of these Hunters is named Jinwoo Sung, known across Korea as the weakest hunter to have awakened. Barely stronger than a normal human, he’s nearly died hundreds of times but keeps fighting in order to support his sister and sick mother. After a sudden encounter with a strange Dungeon, he’s gained the ability to Level Up, finally giving him the chance to prove that he’s not just some weakling who needs to be protected.
This story resonates with me because you can’t help but be envious of a power like this. The more the MC fights,…
The weakest of the weak, E-class hunter Jinwoo Sung has no money, no talent, and no prospects to speak of. And when he enters a hidden dungeon that fateful day, he ends up being left to die in the aftermath of a horrendous tragedy. At death's door, Jinwoo is suddenly invited to be a "player" by a mysterious voice. Desperate to live, Jinwoo jumps at the chance...but what is this strange new leveling system that only he can see?
One of the questions that I’m constantly asked by other authors is how do you make characters memorable in a genre that has done it all? My criteria are twofold–the characters need to be flawed and relatable; no one can truly relate to Superman. Secondly, I believe there is strength in a group. When I write with a diverse group of characters with their own personalities, the characters tell the story for me. I find that if I can emphasize and start having fun like I’m part of the group, I become enthralled with the novel. I am passionate about characters and letting them breathe and feel real.
I think some of the strongest and most compelling stories can be told in video game RPGs, and I consistently refer to this one as having some of the best characters. I read this novel after playing the game, and I loved being able to learn more about Loghain.
In this book, he is lorded as a powerful figure, and he affects major parts of the story. I loved exploring his backstory and seeing his character evolve and grow into how he is in the game. I also enjoyed connecting the pieces of his personality to the plot of the novel. The author captured the formula of creating “real,” flawed characters from the game and translated it excellently into prose.
This is the thrilling prequel to "Dragon Age: Origins", the hit role-playing video game from award-winning developer BioWare! After his mother, the beloved Rebel Queen, is betrayed and murdered by her own faithless lords, young Maric becomes the leader of a rebel army attempting to free his nation from the control of a foreign tyrant. His countrymen live in fear; his commanders consider him untested; and his only allies are Loghain, a brash young outlaw who saved his life, and Rowan, the beautiful warrior maiden promised to him since birth. Surrounded by spies and traitors, Maric must find a way…
Doug Walsh is the author of over one hundred officially licensed video game strategy guides for BradyGames and Prima Games. From Diablo to Zelda, his work covered nearly every major gaming franchise for two decades.
This smart and at-times hilarious book takes serious, analytical, video game criticism and runs it through the meatgrinder of the gaming- and drug-addicted mind of an adult player. It is a memoir, a love story, and a guide to understanding why, as the title suggests, video games absolutely matter.
In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games.
In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be…
Homeless following the death of his adoptive parents in a car crash and the subsequent loss of their farm tenancy, Seb decides to enrol as a residential student at the Asklepios Foundation, a College of Natural Medicine, boasting a sanctuary modelled on an ancient Greek healing temple. Spending a night…
I’m a university academic who writes and teaches on American popular culture. I’ve played video games all my life—I remember first playing Breakout and Boot Hill at the local arcade back in the late 1970s as a young child, and yes, I had an Atari VCS. Today, I write, teach, and exhibit work on the history of video games, especially how games depict and connect with the USA. I still play video games, probably too much, and my favorite console is the Sega Dreamcast.
This book is just out and reflects the latest scholarship in historical game studies by a new leading academic. Wright’s book tackles one of the biggest players in the video game industry, Rockstar Games, and seeks to understand how Rockstar plays with American history, culture, and our notions of authenticity. Essential reading.
For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar's franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses.
But what does Rockstar's version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar's games and a range of official communications and promotional materials, this…
I’m a university academic who writes and teaches on American popular culture. I’ve played video games all my life—I remember first playing Breakout and Boot Hill at the local arcade back in the late 1970s as a young child, and yes, I had an Atari VCS. Today, I write, teach, and exhibit work on the history of video games, especially how games depict and connect with the USA. I still play video games, probably too much, and my favorite console is the Sega Dreamcast.
Atari Age is a wonderful title with possibly the best book cover ever (for any retro games aficionado anyhow!). Newman researches with skill the advent of video games in the United States, looking at how people became gamers, and exploring life in the arcades, and playing Atari VCSs for the first time at home. It’s a seriously good history book.
The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful).
Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video…
I’m a university academic who writes and teaches on American popular culture. I’ve played video games all my life—I remember first playing Breakout and Boot Hill at the local arcade back in the late 1970s as a young child, and yes, I had an Atari VCS. Today, I write, teach, and exhibit work on the history of video games, especially how games depict and connect with the USA. I still play video games, probably too much, and my favorite console is the Sega Dreamcast.
Persuasive Games is about how games persuade you, of ideas, what to buy, how to vote, how to live and more. It is a brilliantly inventive title from an established Game Studies scholar with a knack for original thought. Bogost brings in all kinds of little-known games to highlight his themes, and for me, it is just one of those books that you come back to for ideas and inspiration.
An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties.
Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field…
Marriage and Fatherhood in the Nazi SS
by
Amy Carney,
When I was writing this book, several of my friends jokingly called it the Nazi baby book, with one insisting it would make a great title. Nazi Babies – admittedly, that is a catchy title, but that’s not exactly what my book is about. SS babies would be slightly more…
I’m a university academic who writes and teaches on American popular culture. I’ve played video games all my life—I remember first playing Breakout and Boot Hill at the local arcade back in the late 1970s as a young child, and yes, I had an Atari VCS. Today, I write, teach, and exhibit work on the history of video games, especially how games depict and connect with the USA. I still play video games, probably too much, and my favorite console is the Sega Dreamcast.
I love this book. It’s an exquisite and beautiful coffee table title by Van Burnham, but that description really doesn’t do it justice. You can dip in and out of some wonderful features that chart the history of video games written by academics and other experts in the field. It is totally accessible and fun and the artwork is fantastic. Rejoice in old pixel video games you remember or have never heard of. The second volume is due out imminently and is totally brilliant. Buy both and enjoy!
A gloriously illustrated history of the videogame and its legacy for both our mindscapes and video technology.
It was a time when technology was king, status was determined by your high score, and videogames were blitzing the world... From Pong to Pac-Man, Asteroids to Zaxxon—more than fifty million people around the world have come of age within the electronic flux of videogames, their subconscious forever etched with images projected from arcade and home videogame systems.
From the first interactive blips of electronic light at Brookhaven National Labs and the creation of Spacewar! at the Massachusetts Institute of Technology; to the…