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Celebrating the historic 25th anniversary of the WildStorm imprint, this anthology graphic novel collects a senses-shattering blend of new content, hand-picked reprints and a select number of never-before-seen extras. In 1992 a revolution was kicked off by superstar creator Jim Lee when he launched his game-changing publishing imprint, and the modern comic book market was forever altered. WildStorm Productions would go on to help revolutionize the industry and launch the careers of many top creators, including such names as Warren Ellis, Gary Frank, J. Scott Campbell, Adam Hughes, Brett Booth, Whilce Portacio, Tim Sale, Bryan Hitch, Dustin Nguyen John Cassaday, Humberto Ramos and countless others. Over the course of the last 25 years, the imprint, creators and characters have evolved in many ways, but will never be forgotten. This volume reprints WildC.A.T.s #1, WILDCATS (v.4) #1, THE AUTHORITY #13 & #14, short stories from THE EYE OF THE STORM ANNUAL and the Coup DÕEtat Afterword. Plus, it features brand-new stories and pin-ups!
This is going to hurt! In a world where costumed heroes soar through the sky and masked vigilantes prowl the night, someone's got to make sure the "supes" don't get out of line. And someone will! Billy Butcher, Wee Hughie, Mother's Milk, The Frenchman, and The Female are The Boys: A CIA-backed team of very dangerous people, each one dedicated to the struggle against the most dangerous force on Earth - superpower! Some superheroes have to be watched. Some have to be controlled. And some of them - sometimes - need to be taken out of the picture. That's when you call in The Boys! The Boys Vol. 1: The Name of the Game collects the first six issues of the hit series The Boys by Garth Ennis (Preacher, The Punisher) and drawn by Darick Robertson (Transmetropolitan, Wolverine)!
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Umbrella has secrets. The mysterious corporation is creating monstrous biological killing machines for the highest bidder. But Umbrella has enemies too, chief among them a contingent of rogue S.T.A.R.S, former members of the paramilitary response unit Umbrella helped to create. Despite its vast power, Umbrella has begun to loose control of its hidden research facilities, bit by bit, one lab at a time. Three labs have already been destroyed. But beneath the deserts of the American Southwest, one of the company's most elaborate facilities is about to go online. Somewhere inside may also be the key to stopping Umbrella once and for all...if Leon Kennedy, Claire Redfield, Rebecca Chambers, and their friends can get past a strike team of corrupt S.T.A.R.S and survive the genetically engineered horrors awaiting them below the sun-scorched earth. Umbrella has secrets, and one man with an agenda of his own knows them all...
Premiering in September of 2006, the weekly NBC television series Heroes was an immediate commercial and critical hit, lasting four successful seasons. Heroes follows a group of interrelated characters who discover they have superhuman powers, with each successive episode exploring how these people react to and utilize their powers for good or for evil. This collection of essays explores a variety of issues surrounding Heroes, examining the series' content, marketing and reception. Also investigated is the show's fusion of "cult" and mainstream elements of television, analyzing its ability to combine so-called lowbrow elements (comic books and superheroes) with a high-quality television form prizing such factors as moral ambiguity and depth of characterization--and what this blending process suggests about the current hybrid state of genre television, and about the medium as a whole.
Last issue's battle has drawn Garrison out of seclusion, but a dark figure from his past resurfaces who hopes to force him back into retirement...permanently! Meanwhile, Gully learns more about the power of her gloves--and the fate of her father.
Comics studies has reached a crossroads. Graphic novels have never received more attention and legitimation from scholars, but new canons and new critical discourses have created tensions within a field built on the populist rhetoric of cultural studies. As a result, comics studies has begun to cleave into distinct camps—based primarily in cultural or literary studies—that attempt to dictate the boundaries of the discipline or else resist disciplinarity itself. The consequence is a growing disconnect in the ways that comics scholars talk to each other—or, more frequently, do not talk to each other or even acknowledge each other’s work. Breaking the Frames: Populism and Prestige in Co...
A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc. While many different subdivisions have been proposed, anthropologists classify games under three major headings, and have drawn some conclusions as to the social bases that each sort of game requires. They divide games broadly into, games of pure skill, such as hopscotch and target shooting; games of pure strategy, such as checkers, go, or tic-tac-toe; and games of chance, such as craps and snakes and ladders. A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc.