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In a post-war, post-crash, post-disaster, post-everything world, the environmental-action trawler Kapital scours the earth's oceans for its mysteriously missing sistership, The Massive. Captain Callum Israel, a man who has dedicated his life to the ocean, now must ask himself--as our planet dies--what it means to be an environmentalist after the world's ended. This omnibus collects issues #0-#15 of acclaimed writer Brian Wood's sprawling, post-apocalyptic epic at a must-own value rate. Collects issues #0-#15 of The Massive.
In this futuristic politically-charged thriller, a worldwide cyberwar with Russia ends our hyper-connected technological world as we know it. A short time after this international internet shutdown event known as "The Dark", we follow Carver, a former special forces super-soldier who after losing his eyes during this event, gets caught up on a mission hunting down Camille, a NSA analyst who has stolen dangerous information. With a potential war with China on the horizon, Carver and Camille are thrown together to get the world back on track while a shadowy force that is manipulating events is hot on their heels.
Felicia Day, author of You're Never Weird on the Internet (Almost), brings her original webisodic-sensation to comics with the help of The Guild cast (most of 'em!), crew (producer Kim Evey and director Sean Becker), and an amazing group of artists. Set before the web series begins, these stories follow lonely violinist Cyd Sherman trying to navigate a frustrating personal life as she stumbles on an online MMO called "The Game". As she gathers friends in-game, she gains confidence to confront all the problems in her real life. With, ahem, varying results. The Guild is a pioneer among web series, referred to by Rolling Stone as "[one of] the net's best serial shows." Heartwarming and hilarious, this is a comic origin story that brings an award-winning world to life in a unique way that will delight geeks of all ages. Especially gamers.
The Oxford Handbook of Science Fiction attempts to descry the historical and cultural contours of SF in the wake of technoculture studies. Rather than treating the genre as an isolated aesthetic formation, it examines SF's many lines of cross-pollination with technocultural realities since itsinception in the nineteenth century, showing how SF's unique history and subcultural identity has been constructed in ongoing dialogue with popular discourses of science and technology.The volume consists of four broadly themed sections, each divided into eleven chapters. Section I, "Science Fiction as Genre," considers the internal history of SF literature, examining its characteristic aesthetic and id...
In a post-war, post-crash, post-disaster, post-everything world, the environmental-action trawler Kapital scours the earth's oceans for its mysteriously missing sistership, The Massive. Captain Callum Israel, a man who has dedicated his life to the ocean, now must ask himself--as our planet dies--what it means to be an environmentalist after the world's ended. This oversize hardcover collects issues #0-#15 of acclaimed writer Brian Wood's sprawling, post-apocalyptic epic.
Revisit the smash-hit web musical Dr. Horrible's Sing-Along Blog with the stories that started it all by Zack Whedon and a brand-new story by Joss Whedon set after the events of the web series! Features distressed cover with foil treatment! This volume collects the first Dr. Horrible one-shot; three digital comics from MySpace Dark Horse Presents ("Captain Hammer: Be Like Me!" "Moist: Humidity Rising," and "Penny: Keep Your Head Up"), "The Evil League of Evil" from the Dr. Horrible TPB, and the 10th Anniversary one-shot Dr. Horrible: Best Friends Forever. Also includes Joss Whedon's one-shot script and pinup art! Speed off with Captain Hammer as he encounters a supervillain in the making. Ca...
Matty Roth reluctantly lands an interview for Liberty News with an enlisted U.S. solider who's found guilty of a massacre within the DMZ. What follows is a look at how the DMZ came to be, from the perspective of a kid who came from the Midwest and walked right into a nightmare.
A New York Times bestseller. As New York City starts the healing process, the political realities on the ground are impossible to ignore. Matty's seen to it that everyone's voice is being heard, but will the social order devolve into anarchy, or is there a new New York to be discovered somewhere underneath the rubble? This final volume of DMZ collects issues #67-72.
The hit NBC television series comes to comics as Chuck Bartowski and his friends take the world by storm—literally, in an adventure too big for television! In this globe-trotting, action-packed episode, Chuck will visit exotic locales, dodgenumerous bullets, and be tortured by the world's greatest...tickler? Plus a 1 page backup story by Phil Noto, Captain Awesome's Tips For Being Awesome!
This book mobilises the concept of kitsch to investigate the tensions around the representation of genocide in international graphic novels that focus on the Holocaust and the genocides in Armenia, Rwanda, and Bosnia. In response to the predominantly negative readings of kitsch as meaningless or inappropriate, this book offers a fresh approach that considers how some of the kitsch strategies employed in these works facilitate an affective interaction with the genocide narrative. These productive strategies include the use of the visual metaphors of the animal and the doll figure and the explicit and excessive depictions of mass violence. The book also analyses where kitsch still produces problems as it critically examines depictions of perpetrators and the visual and verbal representations of sexual violence. Furthermore, it explores how graphic novels employ anti-kitsch strategies to avoid the dangers of excess in dealing with genocide. The Representation of Genocide in Graphic Novels will appeal to those working in comics-graphic novel studies, popular culture studies, and Holocaust and genocide studies.