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Collects X-Factor 33, X-Terminators 1, X-Factor 34, X-Terminators 2, Uncanny X-Men 239, X-Factor 35, X-Factor 36, Uncanny X-Men 240, X-Terminators 3, New Mutants 71, X-Terminators 4, New Mutants 72, Uncanny X-Men 241, X-Factor 37, New Mutants 73, Uncanny X-Men 242, X-Factor 38, Uncanny X-Men 243, X-Factor 39, X-Factor 40 & X-Factor Annual 4.
Gil Kane, one of the most influential and dynamic artists in comics, made his name with his 1960s work on GREEN LANTERN and THE ATOM. After working at Marvel Comics in the 1970s on titles including The Amazing Spider-Man, Conan and more, Kaneshifted to animation, where he served as a character designer on the 1988 Superman animated TV series. He returned to DC in the 1980s to illustrate the adventures of Superman. Kane's dynamic artwork shined on titles like ACTION COMICS, SUPERMAN and others, where he drew not only The Man of Steel and his supporting cast but also numerous guest stars including The Flash, The Atom, the Teen Titans, Hawkman and Animal Man.
The History of the DC Universe, tells the story of the newly merged Earths, after the events of ‘Crisis on Infinite Earths’ maxi-series. In an effort to organize the status quo of the DC Universe after the Crisis, Marv Wolfman and George Perez collaborated on a two part prestige format history of the DCU. Full of detailed illustrations, these two volumes chronicled every major event from the dawn of time through the far flung future worlds of the Legion of Super Heroes and the Flash’s rogue Abra Kadabra. With appearances by nearly every major DC hero, the title put to rest most questions about how the timeline of various Earths destroyed during Crisis now blended into one.
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This book explores the connections between comics and Gothic from four different angles: historical, formal, cultural and textual. It identifies structures, styles and themes drawn from literary gothic traditions and discusses their presence in British and American comics today, with particular attention to the DC Vertigo imprint. Part One offers an historical approach to British and American comics and Gothic, summarizing the development of both their creative content and critical models, and discussing censorship, allusion and self-awareness. Part Two brings together some of the gothic narrative strategies of comics and reinterprets critical approaches to the comics medium, arguing for an holistic model based around the symbols of the crypt, the spectre and the archive. Part Three then combines cultural and textual analysis, discussing the communities that have built up around comics and gothic artifacts and concluding with case studies of two of the most famous gothic archetypes in comics: the vampire and the zombie.
Collects Thor: Tales of Asgard by Stan Lee and Jack Kirby #1-6. Two of comics' immortal talents - the legendary Stan Lee and Jack Kirby - tell the tales of that most hallowed pantheon of gods: Asgard! Experience the seminal tales of Norse godhood, beautifully restored and recolored by Matt Milla: the origins of the Ice and Storm Giants, the diabolical Surtur, and the noble Heimdall; and the very creation of Asgard itself! Plus: delve into the boyhood of Thor, when his relationship with wicked stepbrother Loki was not yet fully formed! Throw in the earliest tales of Thor's loyal Warriors Three - Fandral, Hogun and Volstagg - and TALES OF ASGARD proves to be one of the most fun and fast-paced curios from Marvel's glorious Silver Age!
The mysterious Dr. Harvey is on trial for his creation of a ‘safe hallucinogen’—but how safe could it be if he’s already spent six years in prison for it? How does Black Hood’s story tie into this odd case? He can’t afford to let his guard down now—the mafia are on his trail, and they’ve got new allies...
Black Hood is locked in battle with a wave of slime—but it seems to be more than that! Will he be able to stop Pirate Blue at the same time? Maybe if the newly-born Fox lends his help…
On the surface, the relationship between comics and the ‘high’ arts once seemed simple; comic books and strips could be mined for inspiration, but were not themselves considered legitimate art objects. Though this traditional distinction has begun to erode, the worlds of comics and art continue to occupy vastly different social spaces. Comics Versus Art examines the relationship between comics and the most important institutions of the art world, including museums, auction houses, and the art press. Bart Beaty's analysis centres around two questions: why were comics excluded from the history of art for most of the twentieth century, and what does it mean that comics production is now more closely aligned with the art world? Approaching this relationship for the first time through the lens of the sociology of culture, Beaty advances a completely novel approach to the comics form.